Daggerheart General Thread [+]


log in or register to remove this ad

oops, lol.

That’s very cool! As someone adapting a long running Planescape campaign to Daggerheart, seeing creative ways to port over D&D monsters is very appealing to me. And monster design was one of my favorite aspects of 4e. I’d love to see any other examples you’re willing to share!

Here's a handful more examples, the Drakes and Hellmage were inspired by MV entries.
 

Attachments

  • Screenshot 2026-01-18 at 2.26.18 PM.png
    Screenshot 2026-01-18 at 2.26.18 PM.png
    1.1 MB · Views: 26

Messing around with faction-based design à la how 4e had templates and Flee Mortals etc does as well. I’ve got Wererats, Gnolls, Drakona Legionaries so far that all share some theming and synergy - what else would be useful? I’m thinking of trying to do factions with profile entries that scale from T1 - T3 so you can slot em in where your game needs, and they have a unified theme that reskins well.
 

Had my first session of Daggerheart for this year as we restarted the campaign after the holiday hiatus. Ended up using a few tier 2 adversaries from the book as a quick combat encounter (Alarune Queen, a couple of Young Alarune and a Lindwyrm). They worked well, a lucky roll on the spawn minion ability from the leader meant I nearly downed a PC. The See How My Garden Grows ability on the Alarune Queen is probably overpowered because it can be used repeatedly. Also ... kept forgetting to use the Blood tokens on the queen, I wish a few more abilities used them. For example, I'd add a blood token cost to the See How My Garden Grows ability.

First impression is favorable ... I'd worried that my players weren't being challenged enough in this campaign, I think I have more tools to do so now.
 

Had my first session of Daggerheart for this year as we restarted the campaign after the holiday hiatus. Ended up using a few tier 2 adversaries from the book as a quick combat encounter (Alarune Queen, a couple of Young Alarune and a Lindwyrm). They worked well, a lucky roll on the spawn minion ability from the leader meant I nearly downed a PC. The See How My Garden Grows ability on the Alarune Queen is probably overpowered because it can be used repeatedly. Also ... kept forgetting to use the Blood tokens on the queen, I wish a few more abilities used them. For example, I'd add a blood token cost to the See How My Garden Grows ability.

First impression is favorable ... I'd worried that my players weren't being challenged enough in this campaign, I think I have more tools to do so now.
Thanks.
 

Spurred on by a thread Reynard made about Red Hand of Doom, and having wanted to run the module since I saw Matt Colville's vid about it years ago and I checked it out, I'm making a conversion guide for DH. I think it's a pretty good fit - a nice loose world with lots of space to invite the players to fill things in; a scenario that's essentially a Dungeon World Front that makes for a natural Countdown; and an assumption that the players are genuinely instrumental in handling PC-sized challenges as the army grinds forward.

I'm going to add a T1-T2 adventure starter that should help start making ties with NPCs and the Vale before the full thing kicks off, a bunch of environments for the places where it makes sense (the Battle of Brindol has a bunch of scenarios where a DH style environment is perfect; as does the Swamp and other things), and I've been busily converting over the monster profiles in a way that I hope bridges the gap between the classic D&D feel and fiction with DH's design.

Edit: if people have a better idea for a passive that shows the kinda cruel cohesiveness of Azar Kuhl's horde, would be happy to hear it; but I figured the "clear a stress" kinda reflected strength and discipline in cohesion.
 

Attachments

  • Screenshot 2026-01-23 at 10.09.38 PM.png
    Screenshot 2026-01-23 at 10.09.38 PM.png
    1.4 MB · Views: 4
  • Screenshot 2026-01-23 at 10.09.16 PM.png
    Screenshot 2026-01-23 at 10.09.16 PM.png
    1.5 MB · Views: 4

Remove ads

Top