Adventure HooksUndead

5 Undead Adventure Hooks for Daggerheart

Ready-to-run undead hooks for Daggerheart, each paired with a free statblock and a one-shot in Heartforge.

Plot hooks

Drop one of these on the table

Marrowpact Shaman

Tier 2 Support
  • A merchant's hands turned black overnight; he says he bought a charm from something in the bog and never paid the second installment.
  • Villagers leave animal skulls at the swamp's edge each new moon, and the fever that plagued them for a decade stopped.
  • A missing herbalist was last seen following a trail of golden sap into the mire.
Run it with Marrowpact Shaman →

Wailer of the White Rift

Tier 3 Bruiser
  • A blizzard moves against the wind, carrying a low mournful horn.
  • Missing hunters are found frozen upright, eyes glazed with fear.
  • Old maps mark a rift that never seems to stay in the same place.
Run it with Wailer of the White Rift →

Stormgrave Dracolich

Tier 4 Bruiser
  • Every thunderstorm now cracks with the sound of rattling ribs.
  • A ruined tower is lit each night by blue fire in its empty skull.
  • Farmers find fields scorched in a spiral pattern after the storms pass.
Run it with Stormgrave Dracolich →

Ossuary Ooze

Tier 2 Bruiser
  • Crypt walls weep pale jelly that drags bones out of their niches.
  • A bell tolls underground whenever the ooze feeds; the sound is bone knocking bone inside it.
  • Tracks look like smeared handprints and rib-cage scrapes leading into a collapsed vault.
Run it with Ossuary Ooze →

Death-Sun Hierophant

Tier 4 Solo
  • Villagers dream of sermons in a tongue they never learned, waking with burned lips.
  • A ruined temple glows at dusk with a second, blackened sun above it.
  • Pilgrims chant that only fire cleanses, and their eyes gleam like coals.
Run it with Death-Sun Hierophant →
The cast5

Undead adversaries

Ready-to-run

Undead one-shots

  • 60-75 min The Bone Ledger

    The party seeks out a swamp-dwelling shaman to lift a curse or retrieve a missing person. The shaman deals on its own terms, and if the party cannot stomach the price, the negotiation turns violent fast.

  • 60-75 min The Moving Rift

    A traveling whiteout swallows the mountain pass. The party must find the moving rift, rescue trapped travelers, and stop the giant before the blizzard reaches the next settlement.

  • 75-90 min The Storm-Bone Spire

    A storm refuses to break over a coastal ruin. The party must reach the spire, destroy three bone-anchor nodes, and confront the dracolich before the next tidal surge.

  • 60-75 min The Crypt's Hunger

    The party ventures into an ancient crypt to retrieve a lost relic, but discovers the Ossuary Ooze has animated the bones of the dead, turning the burial chambers into a living nightmare of acid and bone where the walls weep pale jelly and the dead refuse to rest.

  • 75-90 min The Black Sun Rises

    The party must stop the Death-Sun Hierophant from completing its ritual to usher in an eternal dusk, fighting through cultists and fire elementals in a ruined temple as the blackened sun rises above the altar.

Ready to play?

Free to start. No account required.

Get Heartforge

Also on the App Store and Google Play

Download on the App Store Get it on Google Play