9 Undead Adventure Hooks for Daggerheart
Ready-to-run undead hooks for Daggerheart, each paired with a free statblock and a one-shot in Heartforge.
Drop one of these on the table
Hollowcrown Lich
Tier 4 Bruiser- Every grave in the valley cemetery was dug open from the inside in a single night.
- A returning patrol found their fallen comrades standing in formation with green fire in their eye sockets, blocking the mountain pass.
- A scholar who copied an old funerary inscription aged forty years overnight and now whispers the same two words in her sleep.
Grimcrown Caller
Tier 2 Support- A widow paid the caller to speak with her dead husband and came back mute, her voice traded to bind the spirit longer.
- Three soldiers found their dead captain's signet ring on their doorsteps overnight, each engraved with a new order in his handwriting.
- A pale bird has been circling the bell tower for six days, and the sexton says it screams in a voice he recognizes.
Hollowveil Seer
Tier 2 Social- A merchant stumbled into town unable to remember his own name, clutching a scrap of parchment with a date three days from now and nothing else.
- A noblewoman's mirror shows her a hooded figure standing behind her each night, but no one else can see it.
- Travelers at a crossroads shrine report finding answers to questions they never asked, scratched into the stone in their own handwriting.
Cinderwing Revenant
Tier 3 Bruiser- A caravan found scorched to its axles on the high road, every body reduced to white ash but the cargo left untouched.
- A village well has gone warm overnight, and the water tastes of sulfur and old bone.
- A hunter's blind on the ridge overlooks a crater where nothing grows, and at night a shape with burning wings circles above it.
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.
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.
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.
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.
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.
Undead adversaries
Undead one-shots
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Crown of the DeadThe dead are rising along the old road, marching toward a ruined keep where a hooded sorcerer sits enthroned. The party must cut through the lich's risen ranks, find the soul orb that keeps it from dying, and end the thing wearing the crown of bone.
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What the Dead RememberThe party needs information only a dead person can provide. A Grimcrown Caller can summon the spirit, but every summoning feeds the shade bound to the caller's crown, and this one is getting hungry.
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The Price of KnowingThe party seeks a prophetic oracle at a crossroads shrine, but the seer's truths come at a steep cost. They must negotiate what they are willing to forget in exchange for the answer they need.
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Ashes Walk AgainA cinderwing revenant has risen from a battlefield cremation pit and is burning its way toward the town that ordered the mass burning. The party must track it through scorched terrain, survive its flame-choked lair, and destroy or banish it before it reaches the town walls.
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The Bone LedgerThe 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.
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The Moving RiftA 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.
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The Storm-Bone SpireA 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.
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The Crypt's HungerThe 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.
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The Black Sun RisesThe 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.