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DAWN CITY, VOL. 1 — Three Daggerheart Compatible Adventures

DAWN CITY, VOL. 1 — Three Daggerheart Compatible Adventures Daggerheart Compatible · 3–5 players · Tier 1–2 · three complete adventures · 151 pages · includes the free module Twenty years ago the sky over Dawn City stopped at a single dusk and has not moved since. Time still passes — people age, food spoils, children grow up — only the sky stood still. The ground there never shakes, and that is the only reason anyone comes: everywhere else in that world the earth comes apart, so people cross the strait and queue at a checkpoint under an orange sky that never changes, waiting to be written into a book. This volume is three nights in that city. A street, a family, a queue. None of them is about saving the world and none of them involves the city's central mystery. What they have in common is the thing this series is actually about. In the first, a group of children knew exactly what was wrong and said so out loud to an adult who heard a street kid trying his luck. In the second, a man is carried across the ward by four parties who all want something different for him, and he cannot tell any of them where he wants to go. In the third, a man stands beside a queue he cannot rejoin because the ledger cannot take his name. Three ways of not being able to speak for yourself, in a city that decides things by who is standing in the yard. What's In It Dawn City #1 · LITTLE SPARROWS — Tier 1, one session. The ward's bell will not ring tonight: the iron clasp that fastens the rope to the wheel went out of the Yard in the night. The guild that runs Birds Ward cannot go where it went, and the people who can are eight years old. 57 pages. Dawn City #2 · THE LOST MAN — Tier 2, one long session or two short ones. Two years ago a gemcutter walked out of his workshop and did not come back. This morning he was found on a dark street, alive, unhurt, and asleep. He does not wake up in this adventure. Four organisations want him and all four are wrong about what he is; the one person with a right to answer mends nets three streets away and nobody thought of him. 59 pages. Dawn City #3 · UNCOUNTED — Tier 1, about two hours. A boat puts sixty-odd people into a walled yard and a clerk has until the bell to write them all down. Two of them cannot be written down, and neither reason is anybody's malice. 35 pages. This one is free on its own page and it is included here, laid out the same way. The whole setting. Every book carries the full Dawn City front matter: the three wards, who rules and who actually runs things, the guilds, the bells and what a late one means, what a Crown is worth and why a broken one is a half, and why light is a necessity rather than a luxury. How These Books Are Built Nobody in them is hiding anything. Every NPC answers any question put to them immediately, including the questions that make them look bad, and there is no adversary in any of the three who knows something and is being coy about it. The thing driving each adventure sits on the table where the players can watch it move — a rope, a man, a number. None of them is rolled for. Every ending is written out, including the ones where the party does nothing, loses the fight, or walks away. None is a failure state and none is the correct answer. Buying The Collection Bought separately the two paid adventures are $19.98. This volume is $15.99 and includes the third. This Volume Is Not Finished More Dawn City adventures go into it as they are written, and everyone who already owns it gets them at no further cost. That runs until the volume closes. A volume here is a shape, not a number — it closes when it has said what it set out to say about this city, and the book after that opens Vol. 2 instead. When it closes it stays exactly as it is. Nothing is ever removed from it, and nothing you have paid for changes. When an adventure is added, this description does not change. The file list does. It is always current, and it is the only accurate answer to what is in this volume. The Other Series: The White Desert There is a second setting in this catalogue, and it is a world with a hole in the sky. Two suns boiled the seas off it and then went out, and what is left is white sand from one horizon to the other. Nothing falls out of that sky, so every mouthful of water anybody drinks was made that morning by somebody born able to make it, standing in a room and working. Cities exist where those people are. The roads between them exist because somebody walks a ring of wet sand at dawn every day of their life, and the day they stop, the road closes. Where Dawn City is a walled island and the question is who gets let in, the White Desert is open road and the question is who is holding the water. Same way of building a book, though. The White Desert is here: https://ricaburn.itch.io/the-white-desert-vol-1-three-daggerheart-compatible-adv... Legal Copyright © 2026 Ricaburn. All rights reserved. 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. More information can be found at https://www.daggerheart.com. There are no previous modifications by others. Darrington Press™ and the Darrington Press authorized work logo are trademarks of Critical Role, LLC and used with permission. Dawn City, and all original characters, locations, factions, and story content contained herein, are the property of Ricaburn and are not covered by the above notice. Daggerheart game rules and mechanics referenced in this work remain the property of Critical Role, LLC and are used under the Darrington Press Community Gaming License. Full license terms are available at https://darringtonpress.com/license. Patreon Patrons get the drafts, the setting notes, the parts that did not make it into the books, and new adventures before release. https://patreon.com/CallduckGuild?utm_medium=unknown&utm_source=join_link&utm_ca...

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