Step through a door that probably doesn’t exist!
Tucked behind a friendly tavern and into a quiet annex of the Elsewhen Archives. Here lies the lingering influence of Widdershin, whose bound Codex waits behind three curious seals. This Level 1 Adventure for Daggerheart invites your party to coax that slumbering book awake, knock heads with earnest junior archivist Palimora Quill, and decide what to do when the Codex finally opens. It’s puzzle-forward, light on danger, and designed to show off Daggerheart’s weird-and-wonderful atmosphere without overwhelming new heroes.
This adventure is quick to prep, easy to drop into any campaign, and small in scope—yet it opens the door to a much larger world. At its center lies Widdershin’s Thrice-Bound Codex, a book that never plays fair. Its 35 pages are packed with spells, curses, and outcomes that can bend scenes, rewrite fates, and remake bodies and souls in unpredictable ways.
Widdershin's Thrice-Bound Codex – Open At Your Own Risk!
This sentient tome is gloriously unbalanced—game-breaking, time-twisting, and campaign-shifting in the best (and worst) ways. Its pages might rewind time, knot destinies, spark doomclocks, twist wishes into trouble, or turn heroes into frogs. Use it as a central mystery or drip-feed its chaos across a campaign. However you run it, the Codex creates the kind of unforgettable “remember that night” moments players love—while leaving GMs to wonder why they ever let it into the game.
What’s included:
- Level 1 Adventure Guide — A drop-in scenario set in the Elsewhen Archive's Reading Hall. Complete with GM tips, roll prompts, and read-aloud text to keep things moving and alive.
- Widdershin’s Thrice-Bound Codex — A 35-page Daggerheart-ready artifact brimming with reality-warping effects (from Croak! and Soul Doomclock to The Hour Breaks, City Masks, and Widdershin’s Wish). Inside you’ll find powers that shatter terrain, conjure flying carpets, duplicate your soul, rewrite how cities function, and even grant wishes that shake the world itself
- Stat Blocks for key figures & foes — Useful profiles for the encounters you’ll meet in this adventure. Includes Quill, her paper-sentries, Widdershin and scene mechanics.
- Lore & GM Notes — Background on Widdershin, the Reading Hall + The Elsewhen Archives, and how the seals work, with guidance for tone, safety at Level 1, and pacing the reveal of the Codex.
- Custom Artwork — Atmospheric pieces commissioned from Edward Yorke to anchor the look and feel at the table.
- Story Threads to the Elsewhen Archives — Ready-made leads into a high-level environment you can use as a full campaign spine or an occasional side-quest full of strange artifacts and character choices.
One Shot, Campaign & Beyond!
Run it as a one-shot, a session-zero showcase, or the first step toward bigger Elsewhen Archive mysteries—either way, it’s light on prep and fun for new and experienced players. Clear read-alouds, reaction-roll prompts, and Hope/Fear cues make scenes easy to run, while the Codex’s pages give you just-enough chaos to delight without derailing. If you’re new to Daggerheart, think of this as a gentle on-ramp; if you’re a seasoned GM, you’ll find sturdy hooks to braid into longer arcs. We hope you enjoy it!