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THE LOST MAN A standalone adventure for Daggerheart. Dawn City, Book Two.

Two years ago a gemcutter named Kaidan walked out of his workshop and did not come back. His son cut a line for him on the wall at the Undersong, the Fighters' Guild rang the extra round, and the ward moved on, because in a city this crowded a man who goes missing is a Tuesday.

This morning he was found on a dark street. Alive. Unhurt. Asleep.

He talks in his sleep. He does not wake up. He will not wake up during this adventure, and nothing your players try is going to change that.

By nightfall The Vigil has him and will not give him up. By the following morning a second organisation has come to take him, a third has decided he is worth stealing, and a fourth needs him to stop existing. All four are wrong about what he is. None of them have asked the only person with a right to answer, because he mends nets three streets away and nobody thought of him.

Your players are the ones carrying him.

WHAT THIS IS

A Tier 2 adventure for 4–5 players. One long session of four to five hours, or two shorter ones. Daggerheart Compatible, built and balanced against SRD 1.0.

It is an investigation and a walk. There is exactly one fight in it, and a careful party can avoid most of that. What the adventure actually spends its time on is a man's weight on somebody's back, an argument that nobody can win, and a decision that four strangers are going to make on behalf of somebody who cannot tell them anything.

WHAT'S IN IT

  • 58 pages, three parts, four endings, none of which is a failure
  • Three adventure hooks, for parties with ties to either guild or to neither
  • A city section for tables who have never been to Dawn City — you do not need the first book, or any book
  • A sleep-talk table you roll on all night, which is the instrument this adventure is played on
  • Three adversaries, six NPCs, three environments
  • Two travelling NPCs who argue with each other for the whole adventure and never once draw on each other
  • A GM discipline section listing the five things this adventure never explains, and how to hold the line when a player asks for the fourth time

WHAT IT ASKS OF THE TABLE

Every unlit street in this ward costs the person carrying him. Every handover is a moment when he is on the ground and nobody has hold of him. There is no timer, no oil, no puzzle, and no correct route — only the question the whole book is built on, asked once a leg: do you want to be seen.

And at the end of it, somebody at your table has to say out loud where this man is going to live, and then be the person who said it.

DO I NEED LITTLE SPARROWS?

No. This is a standalone adventure with its own city section, its own cast, and its own ending. If you have played Little Sparrows you will recognise one or two people. That is all it asks of you.

CONTENT

Grief, and decisions made on behalf of an adult who cannot consent to them. Institutional neglect and a death that the adventure allows to happen. One combat encounter. No on-page harm to children.

This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC, under the terms of the Darrington Press Community Gaming (DPCGL) License. Daggerheart™ and the Darrington Press authorized work logo are trademarks of Critical Role, LLC and are used with permission. Dawn City and all original characters, locations, factions, and story content are the property of Ricaburn. Full license terms at darringtonpress.com/license.


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Get this game and 1 more for $9.98 USD
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In order to download this game you must purchase it at or above the minimum price of $4.99 USD. You will get access to the following files:

The Lost Man.pdf 9.9 MB

Download demo

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The Lost Man_PREVIEW.pdf 2.7 MB
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Dawn City Player Primer v0.1.pdf 1.7 MB

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