Campaign framework/01Playtested Daggerheart adventures, from my table to yours.
Race a giant crab. Break out of a floating prison. Take on multi-phase bosses.
Daggerheart adventures and item cards by Xero.

Adventures that leave room for the unexpected.
Let your players' imaginations run wild.
A locked gate gets interesting when the group can bribe the guard or crawl through the water pipes. I write Daggerheart adventures as situations that can unfold in different directions. As a GM, I love discovering where the group takes the story.
You can investigate, negotiate, or fight. The best solution might be one I never wrote down.
Go with it.
Find an adventure for your next session.
Choose a one-shot for a single session, a campaign world to return to, or new items to bring into a campaign already in motion.
Play Amber Tide for free.
Campaign framework/01
Free one-shot/02Amber Tide
Crabs, contests, chaos.
Abythera mission 01 · One-shot/01.01Karrhold
Frozen peaks · Fungal horror · Part of Abythera
Abythera mission 02 · One- or two-shot/01.02Ephemera
Subterranean city · Faction intrigue · Part of Abythera
Standalone one-shot · Optional follow-up to Amber Tide/02.01Thorns of Blossomtide
Coastal estate · Infiltration & rescue · Amber Tide world
Standalone one-shot/03Weeping Rift
Dark fantasy · Prison break
Daggerheart Item Bundle/04Item Bundle
Less prep. More time to play.Showing 7 entries in the world archive.
At your
table.
Running a session means responding to what the group does next. Keep the important details close so you can run the scene instead of searching through notes.
Find what you need.
Use the Karrhold reference to follow leads, or the Blossomtide floorplan to plan an approach. The sheets give you structure without forcing the group down one route.
Put an idea in their hands.
Hand over a vial that lets a character read a memory, or a lockpick that rescues a failed roll at the cost of a loud noise. Volumes 1-4 include editable cards in two designs. Evolving Items have separate cards for each stage of their growth.

Ornate relic style
Items worth keeping.Print-ready. Table-tested. Make them yours.
Tales.
By Xero.
I have been playing tabletop RPGs for more than ten years, across different systems and as both a player and a GM. What keeps me coming back is the time around the table with friends, and the stories we end up telling together.
I play in person, around a real table. The maps stay within reach, cards move between hands, and a session can change because someone tries a plan nobody saw coming. That is what I want to put into my own adventures.
I do not write one correct route through an adventure. I write situations with enough detail to give the GM something solid to work with, then leave room for the group to improvise, derail the plan, and take the story somewhere I did not expect. Tales by Xero collects those adventures, printable item cards, and GM reference sheets made to be used, changed, and passed around the table.
Storyteller.
Part of the tabletop community.


















