
A Daggerheart Compatible Tier 1 Adventure by Callduck Guild
A piece of the bell rig went out of the Fighters’ Guild’s yard in the night.
Without it the rope can’t be hung. Without the rope the bell doesn’t ring — and in a
city where the sun stopped twenty years ago, the morning bell is the only sunrise
left. It has never once been late. That fact is the whole of the Guild’s authority,
and it has a little under four hours left.
The Guild can’t go and get it. Their writ runs along the street and no higher. So
they hire strangers.
What the party is actually walking into is not a theft.
Eleven floors up, a span of walkway came down three days ago. The street believes
nobody was on it. The street is wrong. There is a man underneath it, awake, rationing
his own voice, kept alive for three days by a twelve-year-old with a pail — and the
only people in Birds Ward who know are children who cannot get an adult to come.
One of them worked out that if you take the right thing from the right people, they
finally come.

LITTLE SPARROWS is a one-session Tier 1 adventure with no boss and no villain. There
is exactly one fight in it, and it is over a coil of rope. Everything else the party
has to solve with people: whose door opens, whose name is on the wall, who is willing
to be believed. The choices that decide whether a man gets out are choices the party
made two hours earlier, at doors where nobody told them anything was at stake.
There are three endings. None of them is a failure ending. The best one is the one
where the bell is late.
Every person in this chain behaved reasonably by their own lights, and there is a man
under a walkway.

WHAT’S INSIDE
• A complete one-session adventure in three parts — 57 pages, black-and-white
pen-and-ink throughout
• Two hooks: one for parties new to the city, one for parties who came to ask the
Guild for something
• A visible countdown the players can see from the first minute — it advances on time
spent, not on failure
• Four doors through other people’s homes, each one a person rather than an obstacle
• Three environment stat blocks, three adversary stat blocks, four NPC cards
• A Dawn City primer that works as the front matter for any adventure in the series
RUNS WELL IF YOU LIKE
Investigation over combat. NPCs who are reasonable and still in your way. Consequences
that arrive hours later and were never flagged as consequences. Endings the table
chooses without being told they are choosing.
WHAT YOU NEED
The Daggerheart core rules or the SRD 1.0, a set of Duality Dice, and four players.
Built and balanced against SRD 1.0.
Little Sparrows is available through DriveThruRPG in PDF.
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