Search Lens Reference AdversariesEnvironmentsItemsRulesTablesAdventuresPlayer BuildCharacter SheetMy CharactersPartyClassesSubclassesDomainsDomain CardsAncestriesCommunitiesWorld Campaign FramesMapsPlay The Stage ❖EncounterCampaignsTools DiceAsk AIHex Maps
← Adventures

Epilogue: Beyond the Vale

DH QS · p.36

Open source p.36 ↗

beyond the vale

EPILOGUE

The Keystone Ward

Read the following aloud:

As you deliver a powerful blow, the ritual ends! The carriage comes falling to the ground as the keystone vibrates with arcane energy. Then, all at once, a soundless explosion erupts from the Whitefire Arcanist, dissipating any last enemies who might remain. The clearing is quiet once again. Back inside the treehouse, not but an hour later, the keystone sits suspended carefully above a rumbling fire in the hearth. The Arcanist, who looks even older now than she did before, sits cross-legged in an over-stuffed chair. There is an exhaustion in her voice as she speaks. “You fought hard. I’m not surprised, of course. The King keeps good company. I’m very glad you were there.”

Give the PCs the chance to wrap up their story with the Arcanist. When conversation stalls or the PCs ask about the keystone, you might say something like:

“The keystone will need a week, maybe more, to allow the magic to settle. I’ll need to watch it carefully to ensure nothing cracks or becomes sentient or anything of the like. You know how it is. And in the meantime, after you rest and gather yourselves, have a nice hot meal and warm bath, I have one more thing to ask of you.” We pull out of the Arcanist’s home, out of the forest itself, to view the verdant expanse from above, and see twisting stone spires breaking through the treeline, each with a flame flickering within the tower like a beacon. She continues: “There’s a Spire, just west of here, maybe a few hours walk. I felt it on the way to the ritual. Its power was... strange. The light felt weaker than it should be. I think something might be terribly wrong with the Spirekeeper, and I fear what will happen if its fire is extinguished altogether. When you’re ready, come back, and I’ll give you my map so you can make it there safely. It’s good to have heroes in the Sablewood again.” And that’s where we’re going to end today’s session.

Beyond the Adventure

Congratulations, you’ve completed the Daggerheart quickstart adventure! For more, visit www.daggerheart.com to purchase the full game and join our community.

The Sablewood Messengers Credits

Lead Designer: Spenser Starke

Additional Designers: Rowan Hall & Mike Underwood

Senior Games Producer: Elise Rezendes

Junior Games Producers: Madigan Hunt & Alex Teplitz

Artists: Shaun Ellis & Pao Yong

Layout: Matt Paquette & Co

Archivist: Dani Gage

Head of Darrington Press: Ivan Van Norman

Creative Director: Travis Willingham

The Sablewood Messengers Inspiration

TTRPGs

Dungeons and Dragons by Wizards of the Coast Pathfinder by Paizo For The Queen by Alex Roberts Lady Blackbird by John Harper The Wildsea by Felix Isaacs Books The Edge Chronicles by Paul Stewart & Chris Riddell The Lord of the Rings series by J.R.R. Tolkien TV & Film Avatar: The Last Airbender created by Michael Dante DiMartino & Bryan Konietzko The Legend of Vox Machina created by Critical Role Productions

For a full list of credits and inspirations for Daggerheart, see the core rulebook.

No extracted maps for this adventure — the map is in the source book: Open source p.36 ↗