01The Arcane Touch · Entity & Encounter
Zephyrine
An insectoid fae-like presence wreathed in violet arcane currents deep within the prison's crystal caverns.
Standalone one-shot / 03A prison hangs above a ravine. Start planning your escape.
The powerful send people they want forgotten to a magical prison suspended above a ravine. Your group might arrive as prisoners or sneak in to rescue someone. Either way, you'll need to get out again.
Corrupt guards and prison factions have their own interests. Your group decides who to approach, what to offer, and when to try another route. Help is possible, but finding it can lead you into dangerous parts of the prison.
Bribe a corrupt guard or try to pass unnoticed in disguise. Your group chooses an approach and adapts the plan as negotiations, risks, and combat change the situation.
Crystal caves and a magically enlarged botanical garden hide dangers and possible allies.
Six modular encounters, including an environmental encounter, give the GM material to draw on as the group explores and puts its escape plan into action.
An arcane presence in the crystal caverns and a tortle enforcer inside the prison.
Weeping Rift can introduce new players to Daggerheart. It calls for an experienced GM who is comfortable improvising when the group tries an unexpected escape plan.
Weeping Rift has its own setting. You can play it without an Abythera campaign.