01The Arcane Touch · Entity & Encounter
Zephyrine
An insectoid fae-like presence wreathed in violet arcane currents deep within the prison's crystal caverns.
Standalone one-shot / 03A prison hangs above a ravine. Start planning your escape.
The powerful send people they want forgotten to a magical prison suspended above a ravine. Your group might arrive as prisoners or sneak in to rescue someone. Either way, you'll need to get out again.
Corrupt guards and prison factions have their own interests, and some areas are dangerous to enter. Disguises or bribes can open doors. Freeing a mage may offer another way out. For a riskier escape, there are water pipes and an emergency platform on the outside of the prison.
Use a disguise or a bribe to reach a transport portal. Free a mage who may offer another way out, or risk the water pipes and exterior platform.
Crystal caves and a magically enlarged botanical garden hide dangers and possible allies.
Modular encounters give the GM material to draw on as the group puts its escape plan into action.
Allies, hazards, and ruthless opportunists waiting within the Weeping Rift.
Weeping Rift can introduce new players to Daggerheart. Its open escape planning works best with a GM who is comfortable responding to unexpected solutions and keeping the game moving within an oppressive setting.
Weeping Rift has its own setting. You can play it without an Abythera campaign.