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Tales by Daggerlight · August 16 · 2 hr 29 min

C1 | Echoing Roots | S1E16

Episode Summary The Verdance does not sleep quietly. After a night beneath the trees, Basagar wakes from a vision of rot, blood, and a voice that should not have found him. Oryx is searching. The Heartwood may be dying. And the road to Haemawud suddenly feels much shorter than anyone would like. But the forest has its own delays. The party pushes deeper into the Verdance with royal refugees, exhausted nobles, and the Ghore Bound in tow. There are old bridges, strange tracks, bad decisions, and one very important lesson about eating unidentified forest delicacies. Then a new path appears. Hallowmere waits in the blackwater. And whatever happened to Haemawud did not stay there. Content Warnings • Body horror imagery • Refugees fleeing political violence • References to public execution • Panic and trauma response • Burn injuries • Drugged / intoxicated behavior • Prejudice / dehumanizing language • Threats of violence Music / SFX Licensing Music and sound by Monument Studios’ Fantasy+ and Syrinscape. Fantasy+: https://www.fantasyplus.app/ Syrinscape: https://syrinscape.com/Tales_by_Daggerlight Complete Syrinscape credits: https://tinyurl.com/TBD-Syrinscape Because Epic Games Need Epic Sound! Additional Freesound credit: tibetan chant falsalama d# low reverb.wav by Falsalama — https://freesound.org/s/64617/ — License: Sampling+ Links Socials: https://talesbydaggerlight.com/community Daggerheart Notice This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com/. There are no previous modifications by others.

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show notes

Episode Summary

The Verdance does not sleep quietly.

After a night beneath the trees, Basagar wakes from a vision of rot, blood, and a voice that should not have found him. Oryx is searching. The Heartwood may be dying. And the road to Haemawud suddenly feels much shorter than anyone would like.

But the forest has its own delays.

The party pushes deeper into the Verdance with royal refugees, exhausted nobles, and the Ghore Bound in tow. There are old bridges, strange tracks, bad decisions, and one very important lesson about eating unidentified forest delicacies.

Then a new path appears.

Hallowmere waits in the blackwater.

And whatever happened to Haemawud did not stay there.

Content Warnings

• Body horror imagery

• Refugees fleeing political violence

• References to public execution

• Panic and trauma response

• Burn injuries

• Drugged / intoxicated behavior

• Prejudice / dehumanizing language

• Threats of violence

Music / SFX Licensing

Music and sound by Monument Studios’ Fantasy+ and Syrinscape.

Fantasy+: https://www.fantasyplus.app/ Syrinscape: https://syrinscape.com/Tales_by_Daggerlight

Complete Syrinscape credits: https://tinyurl.com/TBD-Syrinscape

Because Epic Games Need Epic Sound!

Additional Freesound credit:

tibetan chant falsalama d# low reverb.wav by Falsalama — https://freesound.org/s/64617/ — License: Sampling+

Links

Socials: https://talesbydaggerlight.com/community

Daggerheart Notice

This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com/. There are no previous modifications by others.

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