
THE WHITE DESERT, VOL. 1 — Three Daggerheart Compatible Adventures
THE WHITE DESERT, VOL. 1 — Three Daggerheart Compatible Adventures Daggerheart Compatible · 3–5 players · Tier 1–2 · three complete adventures · 111 pages · includes the free module Two suns boiled the seas off this world and then went out. What is left is white sand from one horizon to the other, and a hole in the sky where they used to be. Nothing falls out of that sky. 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. This volume is three jobs in that world: a village bracing for a storm, a street whose water was cut, and a waystation on the last night of a long road. What they have in common is a table with something finite on it. Materials that will not brace every wall. A ration that will not fill every cistern. Eight stretches of wet sand and not enough night to water them all. In each of the three, the players can see the shortage, they divide it themselves, and nobody in the book is to blame for there not being enough. What's In It The White Desert #1 · SAND STORM — Tier 1, around four hours. A village on the northwest edge of the world is hiring hands to brace itself before a sandstorm. The players spend a week deciding which parts get saved and which do not, and find out during the storm that they were not the only ones who needed that village standing. The week is the map the storm is fought on. 37 pages. The White Desert #2 · THE RUNOFF — Tier 1, three to four hours. A lower-district street hires the party to find out why its water ration was cut. The answer is upstairs, it is nobody's crime, and by the time the party has it in their hands it has stopped being about one street. There is no combat in this adventure — nobody in it is lying and nobody in it needs fighting. 42 pages. The White Desert #3 · THE WET RING — Tier 2, about two hours. A waystation between two cities, one person who can make water, and eight tokens on the table that everybody can see. There is a fight in it, and the second half of that fight happens somewhere the party did not plan to be. 32 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 White Desert front matter: seven playable ancestries with features, two magic house rules and one ruling that sit on top of SRD 1.0 without adding a system, what water costs and who sells it, how the three kingdoms work, and a page of prices. 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. The thing driving each adventure sits on the table where the players can watch it move. 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 White Desert 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 world, 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: Dawn City There is a second setting in this catalogue, and it is a city on an island where the sky stopped. Twenty years ago it 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 goes: everywhere else in that world the earth comes apart, so people cross the strait and stand in a queue under an orange sky that never changes, waiting to be written into a book. Where the White Desert is a road and the question is who is holding the water, Dawn City is a wall and the question is who gets let through it. Same way of building a book, though. Dawn City is here: https://ricaburn.itch.io/dawn-city-vol1 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. The White Desert, 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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