Feb 28, 2026 10:00 pm
Wildheart
The adventure pitch
The story of Wildheart is as old as the elves. It is a forest, a myth, and a living legend. Part truth, part story, filled with adventure that could be the turning point for any hero. In the adventure Wildheart, the characters can end up only in two ways: acclaimed and written about, or forgotten and clad in moss.
The hero from the north, the searcher of the wastes, and the third grandmaster of the Order of the Dragon Knights, Grunfeid Sunmane, son of Nigla Sunmane, sought out the ancient dragon Elmtongue and slew the beast in the middle of Wildheart with the sword Alpdeed. When the dark and thick dragon blood flowed into the roots of Wildheart, the forest turned evil and cold. With a perfect balance of evil lurking beneath a luster of goodness, the forest has bound the souls of victims in a grip that only one man can break. He is the only one who has the key out of the forest’s darkness and away from its enchanting power.
It is his trail that the characters have to find if they want to escape Wildheart with their lives. To find the trail, they will first have to solve the secrets of the forest.
No one has left the forest in thousands of years. Wildheart holds its souls in a firm grip. An explorer who wanders the moss-covered paths might not care about the trails enough to choose where his steps will take him, but Wildheart does.
This adventure revolves around the forest and its mystery. To sing its songs or carry its fruits will bring the characters closer and closer to the answer. As the game master, you should remember that the forest hears and sees everything. Play it as if it were a character. Wildheart sees the player characters’ entrance as a breath of fresh air and a way for the forest to shake some life into an otherwise timeless environment. But above all else, it sees the PCs as a way to get new blood to flow in its grounds.The characters can choose (or be forced) to make progress blindly and will follow the goal of Wildheart as their only guide. The easiest way is for them to find or manage to trade any of the trails that some of the forest’s inhabitants carry. The trails are songs or poems, things and objects that allow their bearer to eventually find the way to its end. Every trail has its own destination. The trails are described below the person who carries it.
When the player characters have answered four secrets and wandered the trail of Kirjonti, which brings them out of Wildheart, the adventure is over. A secret consists of a question and an answer. Someone who unknowingly has the answer to a secret but does not know the question has not solved the secret. Of course, you as the GM can decide that it takes more than four secrets to escape the forest if you think that the adventure is moving too fast. The same applies if you or the players think that the adventure is taking too long; in that case, you can decide that it takes fewer than four secrets to get out of the forest.This is a kind of forest dungeon crawler, with an old norse theme
Why Daggerheart?
I have GM'ed a few Daggerheart games, and I find it's really good for PBP as its initiative system and action economy auto balances with the player engagement. Eg if all players engage in an encounter, then the GM has a lot of resources to fight back with, and if only a few engage then the GM has fewer resources.
Restrictions
There will be some restrictions on the daggerheart kins allowed. Humans, dwarfs, elves, giant and orcs. The other kins are to colourfull for this setting. One Katari will be accepted
Recuitment
I'm looking for 4-5 players, and I'll send out invites to the responders on Friday, the 6th of March Wensday, the 4th of March
The adventure pitch
Quote:
Wildheart is a classic adventure revolving around the forest. Wedged between Fynnheim in the north and Ejdland in the south, with the Trollridge Mountains’ protective shadow in the west and the cold Grim Sea in the east, this impregnable storybook forest rises like a guardian from olden times.
The story of Wildheart is as old as the elves. It is a forest, a myth, and a living legend. Part truth, part story, filled with adventure that could be the turning point for any hero. In the adventure Wildheart, the characters can end up only in two ways: acclaimed and written about, or forgotten and clad in moss.The hero from the north, the searcher of the wastes, and the third grandmaster of the Order of the Dragon Knights, Grunfeid Sunmane, son of Nigla Sunmane, sought out the ancient dragon Elmtongue and slew the beast in the middle of Wildheart with the sword Alpdeed. When the dark and thick dragon blood flowed into the roots of Wildheart, the forest turned evil and cold. With a perfect balance of evil lurking beneath a luster of goodness, the forest has bound the souls of victims in a grip that only one man can break. He is the only one who has the key out of the forest’s darkness and away from its enchanting power.
It is his trail that the characters have to find if they want to escape Wildheart with their lives. To find the trail, they will first have to solve the secrets of the forest.
No one has left the forest in thousands of years. Wildheart holds its souls in a firm grip. An explorer who wanders the moss-covered paths might not care about the trails enough to choose where his steps will take him, but Wildheart does.
This adventure revolves around the forest and its mystery. To sing its songs or carry its fruits will bring the characters closer and closer to the answer. As the game master, you should remember that the forest hears and sees everything. Play it as if it were a character. Wildheart sees the player characters’ entrance as a breath of fresh air and a way for the forest to shake some life into an otherwise timeless environment. But above all else, it sees the PCs as a way to get new blood to flow in its grounds.The characters can choose (or be forced) to make progress blindly and will follow the goal of Wildheart as their only guide. The easiest way is for them to find or manage to trade any of the trails that some of the forest’s inhabitants carry. The trails are songs or poems, things and objects that allow their bearer to eventually find the way to its end. Every trail has its own destination. The trails are described below the person who carries it.
When the player characters have answered four secrets and wandered the trail of Kirjonti, which brings them out of Wildheart, the adventure is over. A secret consists of a question and an answer. Someone who unknowingly has the answer to a secret but does not know the question has not solved the secret. Of course, you as the GM can decide that it takes more than four secrets to escape the forest if you think that the adventure is moving too fast. The same applies if you or the players think that the adventure is taking too long; in that case, you can decide that it takes fewer than four secrets to get out of the forest.
Why Daggerheart?
I have GM'ed a few Daggerheart games, and I find it's really good for PBP as its initiative system and action economy auto balances with the player engagement. Eg if all players engage in an encounter, then the GM has a lot of resources to fight back with, and if only a few engage then the GM has fewer resources.
Restrictions
There will be some restrictions on the daggerheart kins allowed. Humans, dwarfs, elves, giant and orcs. The other kins are to colourfull for this setting. One Katari will be accepted
Recuitment
I'm looking for 4-5 players, and I'll send out invites to the responders on Friday, the 6th of March Wensday, the 4th of March
Last edited March 1, 2026 7:26 am


