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Nice to see something fresh like Daggerheart, and the premise and structure of this adventure seems great, as well as the dual-countdown chase mechanic that create a cool twist. 

I have found a few small areas that could make it smoother, but I never wrote an adventure for D.H. before so I may be wrong, sorry in case.  While the Owl King has full stats, the Knights themselves don't have any. I suppose you can find them in the manual but including basic stats would save GM prep time. Also I didn't understand at which value the 1d20 and 1d12 clocks start (at their maximum value? or they are rolled for a variable head start?)

(+1)

Thanks for the kind words! 

Yes, the Knights all have stats in the core rules (or even the SRD). I didn't want to just reprint them since I felt they fit decently already, but I agree that makes prep a bit tougher. And yes, the countdowns start at the max, I should have specified that :)