Daggerheart: Living In Hope & Fear
The world stands on the edge of hope and oblivion as strange horrors spread across Fanewick, Haven, the Halcyon Domain, and the Sallowlands.
$5.00
/ Session
Details
3 players following this game
Weekly / Monday - 5:30 PM UTC
Session Duration / 4–5 hours
1 / 6 Seats Filled
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About the adventure
The world is breaking—but not all fractures lead to ruin. Some reveal forgotten truths. Across the lands of Fanewick, Haven, the radiant reaches of the Halcyon Domain, and the haunted wilds of The Sallowlands, whispers spread like wildfire. Entire villages wake to find memories stolen from their people. Pilgrims vanish along roads that have existed for centuries, only for those same roads to appear somewhere else entirely. Ancient ruins hum with voices that know your name, while the stars above seem to shift into constellations no scholar has ever recorded. Yet for every tale of despair, another speaks of impossible miracles. A dying forest blooms overnight. A child survives a plague untouched. A forgotten shrine grants courage to those who have none left. The world teeters between salvation and annihilation, as though two unseen hands are pulling fate in opposite directions. You are not heroes because prophecy chose you. You are simply among the few willing—or desperate enough—to keep walking when everyone else turns back. In this journey, swords and spells may save your lives, but they will never be enough. Every road asks a question. Every ruin remembers. Every shadow watches. The horrors lurking beneath these lands are not merely monsters waiting to be slain—they are reflections of grief, regret, obsession, and the fears buried deep within every soul. Some wear faces you recognise. Others whisper the futures you pray never come to pass. Hope, too, has a voice. It is found in strangers who refuse to surrender. In songs sung around dying campfires. In bonds forged through impossible hardship. In promises made when there is every reason to break them. Hope is fragile, but it is contagious—and in a world where darkness feeds upon despair, it may be the greatest weapon of all. Your travels will carry you through bustling cities where smiles hide terrible secrets, forgotten temples abandoned by gods, forests that rewrite reality, battlefields where ghosts refuse to accept death, and kingdoms balanced on the edge of collapse. Every choice you make will echo across Fanewick, Haven, the Halcyon Domain, and the Sallowlands. The people you save—or fail to save—will shape the future just as surely as the monsters you defeat. But the greatest mystery is not what hunts within the darkness. It is what the darkness finds within you. Throughout this campaign, your greatest enemy may not be the creatures that stalk the night, but the fears you refuse to confront and the hopes you struggle to protect. Your past will follow you. Your beliefs will be challenged. Your companions will become your greatest strength—or your deepest weakness. Every victory carries a cost, and every sacrifice leaves a scar. Some stories ask whether good can triumph over evil. Living In Hope And Fear asks a far more terrifying question: When the world strips everything away, what remains of you—and is that enough to keep the light alive?
Game style
Roleplay Heavy
Combat Lite
Dungeon Crawl
Puzzle / Mystery Focused
Rule of Cool (RoC)
Sandbox / Open World
Game themes
Meet the Game Master
About me
I have been dming for around 5 years now and I love to do any type of campaign's from normal D&D to Anime style D&D whatever dming you can think of i'm always down to do it I make sure that the players have fun and no matter what happens make sure everyone is having fun and is safe
View Profile →Character creation
Creating your character
Welcome to Living In Hope And Fear. Before we begin rolling dice, choosing Domains, or deciding what weapon your character carries, I want you to think about one simple question: Who were they before they became an adventurer? This campaign isn’t about becoming legendary heroes overnight. It is about ordinary people making impossible choices in an extraordinary world. Every character should feel like they belonged in the world long before Session 1 begins. You have a life, relationships, dreams, regrets, fears, and people worth fighting for. Your character’s story matters just as much as the adventures ahead. Your Character is a Person First Before choosing a class or ancestry, think about who your character really is. Ask yourself questions such as: * Where were they born? * What kind of childhood did they have? * Who raised them? * Did they grow up in a loving home or survive on the streets? * Have they ever been in love? * Do they have siblings? * What makes them smile? * What keeps them awake at night? * What would they happily die protecting? * What secret would they never tell another soul? There are no wrong answers. The more human your character feels, the more meaningful every victory—and every tragedy—will become. Build Someone with Flaws Nobody is perfect. Heroes become memorable because they struggle. Maybe your character: * avoids responsibility * cannot forgive themselves * lies to protect others * is terrified of failure * refuses to trust authority * pushes everyone away * fears being abandoned * desperately needs approval * hides behind humour These flaws are not punishments. They are opportunities for incredible roleplay. Hope is one of the central themes of this campaign. Your Hope is more than optimism. It is the reason your character gets back up after being knocked down. Ask yourself: * What future are they fighting for? * Who inspires them? * What dream refuses to die? * What promise have they sworn to keep? Without Hope… the darkness wins. Fear is equally important. Not every monster has claws. Some monsters live inside us. Think beyond obvious fears. Instead of simply saying “I’m scared of spiders,” ask deeper questions. Perhaps your character fears: * becoming like their parent * being forgotten * dying alone * failing the people they love * losing control * discovering they were wrong * being powerless * never finding forgiveness * watching everyone else die Fear should shape your decisions. Sometimes courage is acting despite it. Your character should already have a place somewhere within Fanewick, Haven, the Halcyon Domain, or the Sallowlands. Choose somewhere that feels like home. Think about: * your occupation * your reputation * your family * your community * your rivals * your favourite place * your least favourite place You don’t begin as a stranger to the world. You already belong here.
What to expect
Preparing for the session
All you need for this adventure is Roll20, Discord and Demiplan account
What Riley brings to the table
I will provide voices, battle maps, and music (if my laptop wants to work) and I am a pretty chill GM so anything cool you will get advantage
Homebrew rules
1. I allow Romance between players and NPC BUT both players must consent and talk about boundaries and the dos and don’ts and send me the screenshot 1. Drinking a potion is a bonus action 2. Crits is double the dice double the mod x2 of what you agreed with 3. speaking is a free action 4. no lone wolf characters unless you are going to have a character ark 5. If it's cool you get advantage
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Riley creates a safe table
Before and after every session we will ask if everyone is okay and if there is anything I could do anything to do better and we will be taking breaks and my dms will always be open
Content warnings
Safety tools used