Dragon Age RPG Set 2 - Game Masters Guide - Taverna Do Elfo e Do Arcanios PDF
Dragon Age RPG Set 2 - Game Masters Guide - Taverna Do Elfo e Do Arcanios PDF
Dragon Age RPG Set 2 - Game Masters Guide - Taverna Do Elfo e Do Arcanios PDF
Introduction
moral choices at the center of this dark fantasy environment, and specific tips and ideas about combat,
exploration, and roleplaying encounters. Reading this
chapter carefully and following its advice will make
your Dragon Age RPG campaign better.
Adversaries: This chapter expands the bestiary of
enemies against which your groups heroes will strive.
It includes creatures that may be familiar to you (and
your players) from your adventures in the Dragon Age
computer games, as well as monsters that will be unfamiliar and surprising.
Rewards: In addition to describing moreand more
powerfultemporary and permanent magic items, this
chapter details superior and masterwork items, which
are those objects crafted from exceptional raw materials
or with exceptional skill (or both), but which do not
contain lyriums spark. It also provides an entirely new
kind of reward for heroes: honorifics. These are similar
to the reputations discussed in Set 1 but have concrete
mechanical effects in play.
The Autumn Falls: Finally, this chapter provides an
adventure to kick off your groups Set 2 play with a
journey to the Grand Tourney of the Free Marches. In
Cumberland, the Player Characters become embroiled
in tournaments of arms but are also enlisted to investigateand stopa nefarious plot to massacre thousands
of innocents. Unless you have other plans for your own
campaign, it also provides the first bread crumb on the
heroes trail to becoming Grey Wardens.
Chapter One
Picture an ancient tree. Its thick roots dig deep into the
moist earth, its aged bark hangs heavy with verdant
moss, its green branches reach towards the heavens.
Birds flit among its boughs upsetting chittering squirrels and the wind gently stirs its leaves. Water trickles
somewhere nearby and the air is thick with swirling
pollen and tiny insects.
Then, a Blight comes. The tree sickens. What little water
its roots can dredge is befouled. Its leaves wither and
fall. Sickly mold chokes the once-lush moss. The wind
is still, the birds long dead, the squirrels transformed
into stunted creatures, freakishly twisted with unnatural hungers. No pollen floats on the air, for nothing
blooms. The only insects are flies and maggots.
A Secret History
Thedas has seen four Blights, and some say there is a fifth
on the rise. Although all Blights have shared similarities,
none have been exactly the same. Some Grey Wardens
say that the darkspawn have grown increasingly violent
with each Blight. Whether this is true, whats clear to all
is that a rising Blight must be fought lest its motivating
Archdemon and its darkspawn horde choke the life from
every corner of the living world.
The Chantry teaches that the First Blight was unleashed
upon Thedas because the mage-lords of Tevinter
Prices Paid
As the First Blight wore on the Grey Wardens began
to learn the price of the Joining. They suffered gruesome dreams and visions, ravenous hunger, andas
years continued to passan increasingly irresistible
compulsion to join with the darkspawn hordes. The
darkspawn also learned, over time, to differentiate
between their allies and the Grey Wardens. They even
learned that they could sometimes detect the presence
of unseen Wardens, just as the Wardens could detect
them.
Despite these drawbacks, the Grey Wardens met with
great success in the early years of their campaign
against the Blight. A group of determined Anders
soldiers even managed to slay Dumat while the dragon
was on the run from a Warden offensive. Their celebrations were cut short when Dumat returnedapparently unharmeda very short time later. Grey Warden
scholars learned, in the years that followed, that the
Archdemons death had only forced its soul to relocate
into the body of another nearby darkspawn, whose
form it then twisted back into the shape it preferred. It
seemed that as long as a single darkspawn remained,
Dumat was immortal.
The Grey Wardens despaired. Then their Order
proposed that the Wardens subtle ties to the darkspawn might prove to be Thedass salvation. If Dumat
were slain by a Grey Warden, they proposed, then the
Old Gods dying spirit would rush into the Wardens
body. Since a Wardens body already has a soul (as
opposed to the soulless darkspawn), the resulting
paradox would destroy both Warden and Archdemon.
Dumats death at the hands of Grey Wardens at the
Battle of the Silent Plains proved this idea correct,
for the Archdemon did not return in the years that
followed. The Orders histories do not record which
Warden gave up his soul to destroy the Archdemon,
for many Wardens struggled against Dumat, and the
dragons very death throes slew seven or more of the
Orders warriors.
Blights
No one knows exactly what a Blight is. The Chantry
still teaches that Blights are the Makers curse on the
ancient magisters of Tevinter who breached His Golden
City. The Grey Wardens think of Blights as a pervasive
spiritual corruption. The ever-practical dwarves do not
care what Blights are, or what causes them, as long as
they are fought with resolve and steel.
It is clear that a Blight arises when darkspawn, in
their burrowing, unearth one of the Old Gods once
worshipped by the Tevinter. The darkspawn are
somehow drawn to the resting places of these ancient
high dragons. It may be that the Old Gods call to the
darkspawn hoping to be released from their ancient
prisons, or it may be that the darkspawn are somehow
able to sense the presence of the corruptible deities and
so seek them out. Both may be true.
In any case, upon reaching a slumbering Old God the
corruption of the darkspawn transforms the powerful
being into an Archdemon. Some suppose that this
transformation drives the deity mad, while others
believe that the actions of such beings are beyond
understanding in the first place. Whatever its moti-
Eventually, the Archdemon takes the head of its darkspawn armies, leading them into battle and smashing
the cities of civilization. Roiling clouds block the sun
across the whole of the world for months on end. Only
the scarcest pockets of healthy wilderness remain. The
tainted land itself is capable of infecting the weak or
unwary; ghouls and other weird mutants run rampant
through the countryside.
Civilized travelers are invariably hunted unless they
travel in armies, and even armies fall under attack
without notice. All small and most medium-sized settlements have been razed, their denizens now either dead
or refugees in other places. Larger and larger cities fall.
More and more people are killed. The Blight spreads
and the darkspawn armies grow until the Archdemon
is slain.
The tide turns when the Archdemon is slain. The skies
clear almost immediately and the weather returns
quickly to normal for the season. The land can take
months or years to recover, depending on how far into
Blight various areas fell. New-growth plants break
the surface. Some sickly animals recover and some
twisted animals finally manage to breed (producing
non-mutant offspring), but even by lifes various
means it still takes a long time for animal populations
to reach their pre-blight levels. Rebuilding old villages
and founding new ones continues for human generations. Some particularly hard-hit areas never recover
from the Blight. There are portions of the Anderfels
that have been so ravaged by two Blights that they are
now deserts.
Grey Wardens call the recovery after a Blight the Thaw.
The Order organizes Thaw hunts to kill off as many
disoriented and leaderless darkspawn as possible
Blight Campaigns
Knowing what the overall course of a Blight looks like,
you must translate those factors into concrete adventures as well as background conditions and events that
change over time to give the heroes the sense of a Blightstricken world. As the Blight begins, for example, the
prices for goods tend to rise as raw materials become
scarcer and travel becomes more dangerous. This is
something Player Characters will observe firsthand
even if rising prices isnt the centerpiece of some
particular adventure. As the Blight continues and
conditions become more dangerous, more and more
able-bodied citizens will be called away from their
peacetime labors to man fortress walls and safeguard
critical resources. If you begin a Blight-centric campaign
in the later stages of a Blight, low-level Player Characters may even see their early adventures center around
such mundane concerns as finding unspoiled food and
clean water to survive.
Eventually, the open fight against the darkspawn will
become the heroes central task. Although finding and
slaying the Archdemon is the clear goal, many intermediate adventures pave the way to that climactic
event.
Youll probably want Grey Warden Player Characters
to play a significant role in a Blight campaign, but the
The Joining
The ritual that inducts new Grey Wardens is a secret rite
about which little is known beyond the Orders ranks for
very good reason: it taints or kills those who submit to it.
During the ritual, recruits drink from a chalice
containing a mixture of darkspawn blood, lyrium,
herbs, and often a drop of blood from an Archdemon.
This potent mixture kills outright many who imbibe
it. Those who survive are forever after Grey Wardens,
connected to the darkspawn by the corrupted blood
theyve consumed.
A recruit to whom the Joining Ritual and its ramifications have been explained must go forward and drink
from the chalice. There is no turning back. Those who
refuse are put to the sword by the Grey Wardens overseeing the ceremony to preserve the Orders secrets.
A new Grey Warden gains the ability to tap into the
darkspawns collective mind. New Grey Wardens
are told that the Joining renders them immune to the
Blight disease, though this is a calculated lie with
the force of long tradition. The disease is drastically
slowed for Grey Wardens, yes, but the Joining does
not stop it forever. New Grey Wardens also find that
their dreams turn dark. They suffer from nightmares,
though these occasionally offer prophetic glimpses
about darkspawn actions and activities. Many Grey
Wardens experience ravenous hunger. Some become
more physically robust. Certain scholars among the
Grey Wardens have suggested that other powers
might be unlocked in the exploration of the Wardens
tainted blood, but there is no hard evidence to support
these claims, and the path to unlocking them would be
rocky if not fatal.
The Calling
Most believe that the Calling is a life-ending ritual undertaken by aging Grey Wardens when it becomes clear
that they will soon succumb to corruption. According
to the lore of the Order, once an older Warden begins to
hear the voices of the Old Gods, it is time for this final
stage of the Grey Wardens life.
Knowing that the time has come, the Grey Warden
takes their leave of their comrades with celebration or
gravity as their personality dictates. They distribute
any of their belongings that they wish to see carried
into future battles and descend into the Deep Roads,
where they take as many darkspawn as they can with
them, a fate that earns them immense respect among
the dwarves.
Most in the Order are led to believe that this final sacrifice is more practical than simply continuing on with
their lives until the taint proves fatal. The truth, however,
is that taint will never ultimately prove fatal to a Grey
Warden, in and of itself. Rather, the taint will eventually
transform a Grey Warden into a being so much like a
darkspawn that the horde will eventually accept it as one
of its own. Those who keep this secret and promulgate
the Calling as it is known to most Grey Wardens have
concluded that it is better for Grey Wardenswho live
lives of sacrifice in any caseto die fighting the enemy
than to increase the enemys number.
Chapter two
Running a Campaign
Campaign
Frameworks
One of the key strategies for creating a successful Dragon
Age campaign is to base it on a coherent campaign
framework. A campaign framework is nothing more
than a unifying structure that ties the Player Characters together and motivates the breadth adventures that
theyll undertake.
The primary advantage of proactively erecting a
framework for your campaign is that it helps organize
the players and their heroes around common goals.
Running a Campaign
Grey Wardens
If the Dragon Age RPG has a default framework, this is
it: The Player Characters become Grey Wardens and the
group of heroes fights the rising Blight in Thedas. This
framework also supports players who dont want to have
characters who are actually Grey Wardens as long as their
characters are oriented toward fighting the darkspawn
menace and working alongside the Grey Wardens PCs.
Given the nature of the Grey Wardens, it can be tricky
to start a Grey Warden campaign, since 1st-level characters arent appropriate to actually be Grey Wardens right
out of the gate. (Thats why the background information
about Grey Wardens was kept out of Set 1, and reserved
for Set 2.) But naturally, the various story lines of Dragon
Age: Origins provide the ready solution to this issue:
Low-level PCs in this campaign framework are characters who either seek to become Grey Wardens or who will
eventually be pressed into that role by rising necessity.
The key consideration, as you erect the Grey Warden
framework at the beginning of a new campaign, is to
make sure that the players are aware that the groups
eventual thrust will be to become, or support, the Grey
Wardens, and fight the Blight. Even if the characters only
come to discover this destiny as they level up, theyll
have been engineered by their players from the start to
be heroes willing to take up that calling.
One of the strengths of the Grey Warden framework is
the organizations willingness to embrace the skilled
and courageous from any background or race. That is,
this framework doesnt impose any limits whatsoever
on the types of Player Characters that the players can
make. A player who wants to create a truly interesting
hero might even collaborate with the GM to make a PC
who will be conscripted against his better judgment
into the Grey Wardens because of some special skill
he has, due to some destiny that the Grey Wardens
believe applies to him, or even to survive infection
with darkspawn corruption. Such a character would
then learn only over time to fully embrace the Grey
Wardens cause.
Running a Campaign
Freedom Fighters:
Orlesian Occupation
The historical period of the Fereldan Rebellion can
provide an exciting campaign setting. In this framework, the Player Character heroes take up the roles of
freedom fighters on the side of the Rebel Queen and
(or) not-yet-king Maric. The meat of the campaign
is their waging of a guerilla war against the Orlesian
occupation of Ferelden at the end of the Blessed Age.
Appropriate heroes for such a campaign must have
a robust reason for fighting. Although the GM can
provide a certain amount of motivation in the first few
adventures of such a campaign, any Player Character
whose primary motivation is to look out for Number
One will be constantly stretching to provide a satisfactory reason to continue fighting the Orlesians in adventure after adventure in which the forces of the enemy
are overwhelming, the available resources are slim, the
ground is hard, and the food is terrible.
There are plenty of character backstories that provide
ample motivation, of course. Players Characters might
fight for personal or practical reasons, out of greed,
loyalty, or a desire for vengeance. Heroes might be
hunted by the occupiers for crimes committed deliberately or accidentally. They might owe a personal or
monetary debt to some bann who has elected to side
with the Fereldan freedom fighters. They might have
seen their property seized by the invaders and want it
back. Or they might have a simple but profound need to
see a true-born Fereldan, instead of a foreigner, sit upon
the Fereldan throne. There are many good options;
make sure that each player chooses one (or more!) for
their hero.
Freedom Fighters:
Today
This campaign framework is similar to the previous
one, but instead of being Fereldans and their allies
pitted against the Orlesian occupiers at the end of the
Blessed Age, this campaign takes place in Thedass
modern day. The Player Characters take the roles of
heroes who are the members and/or sympathizers of
an oppressed racial group, most likely elves living in
Ferelden, or casteless dwarves living either above or
below ground. (Obviously, the campaign must be based
around a single such group, rather than a grab bag of
the subjugated.)
This campaign framework is probably the most difficult to run of those presented here, in practical terms as
well as emotional terms. However, if approached with
maturity, and run and played with care, the thematic
10
Running a Campaign
Mercenaries
Under this campaign framework, the Player Characters
are uniquely skilled adventurers working for no greater
end than to be as well compensated as possible for their
unique capabilities, whatever their (probably violent)
specialties happen to be. Groups like this are relatively
common across Ferelden and Thedas at large; those
mentioned in Dragon Age: Origins include the Crimson
Oars, White Falcons, and Blackstone Irregulars. The
players should certainly be encouraged to invent a similarly colorful name for their band to which their notoriety can accrue over the course of their adventures.
The heroes of a mercenary campaign should allobviouslybe motivated by the accumulation of coin.
Ideally, the members of the group should have a better
chance of increasing their wealth together than they
would have individually, since over the course of the
campaign they may otherwise be tempted to split off on
their own to keep more of their earning for themselves.
Alternately, some other communal bondfriendship,
evencan provide the explanation for their continued
common cause.
One additional factor you should direct the players
to consider and talk to you about, if not at the beginning of the campaign then as it progresses, is whether
their individual heroes, or their group as a whole, have
some end use in mind for the lucre they accumulate.
Is there some vast bankroll that, if someday amassed,
would finally be enough? Or is simple hoarding the
goal, with an end to it all neither imagined nor desired?
Both types of characters can be interesting. In practical terms, though, the thing you gain from talking to
the players about this subject is the ability to scale the
financial rewards of your adventures to either prolong
the campaign or end it at just the right moment. For
example, if the goal is to accumulate enough money to
commission the construction of a castle on the Fereldan
marches where the heroes descendants can dwell until
Running a Campaign
the dawn of the next great age, you can take it as a given
that once the PCs have accumulated enough money to
make that dream real youre going to need to motivate their continued mercenary adventures in some
new way. (It wont necessarily be difficult to do so. In
the castle-construction example, the PCs adventures
would obviously transition to the logistical challenges
of the construction, protection, and administration of
the fortress in question.)
Many campaigns default to the generic mercenary
motivation because wealth is one of the most obvious
tangible benefits of adventuring. (Experience points
are often more rewarding than cash, from the players
perspective, but no campaign can survive the deathblow to verisimilitude that would arise from the heroes
taking on adventures for the explicit, in-character
purpose of going up in levels. Consider, as a mental
exercise, the ridiculousness of the exchange that ends,
Level up, Ser Thorne? What in the Makers name is a
level?!) Theres nothing wrong with mercenary motivations, but they work best when all of the PC heroes
are created with this in mind, rather than winding up
as the fallback position because no other framework
has been erected. So, by no means is the mercenary
campaign framework some lesser breed, but like every
other framework, it works best when its clearly articulated and the heroes are developed to adopt it.
The adventures of a campaign based on mercenary
adventurers can be as wide as the universe of people who
have money and want something accomplished. Player
Characters might become caravan guards, pit gladiators, assassins, couriers, bodyguards, political agitators The opportunities are as broad as the breadth of
human motivation and occupation. Some mercenaries
might even reach further than the coin of paymasters
to become out-and-out thieves, simply stealing the
wealth they would accumulate from anyone with more
ample money than security. Such Player Characters are
hard to call heroes, but some players find banditry
entertaining. In a game that features moral choices the
way that the Dragon Age RPG does, it would be inappropriate and counterproductive to impose moral
ultimatums from outside the game world. That is, if
the players want their characters to be thieves, afflict
their heroes with the obvious consequences of thievery
rather than simply ruling that they may not.
In a campaign based on the mercenary framework, you
can have fun by mixing in secondary motivations for the
heroes, and pitting these various motivations against
both their avarice and against each other. For example,
what happens if the heroes are hired to deliver some
precious cargo to a far-away land for a princely sum,
and then, en route, are offered a kingly sum to deliver
the cargo to someone else? How will they prioritize
loyalty and greed, when it comes down to it? Its best to
avoid pitting different heroes secondary motivations
11
Political Partisans
This campaign framework makes the Player Characters
allies in forwarding the cause of some political faction,
cause, or person. They might be the foot soldiers of
a cabal of Orlesian statesmen, agitators for open war
between Ferelden and the Avvars, or operatives in
the service of some prominent bann. (Consider, for
example, a campaign based on service to Bann Nicola
Baranti, the central NPC in the Blood in Ferelden scenario
A Fragile Web.)
Even more so than with other campaign frameworks
(except perhaps the contemporary freedom fighters
framework) the unity of the heroes motivations is key to
the success of this campaign. Here, you absolutely need
a group of Player Characters whore all pulling in the
same direction. So when beginning a campaign based
on this framework you should either decide, or ask the
players to help you decide, what faction, cause, or individual they will back, and then you should insist that all
of the PCs be created with that motivation in mind.
Individual heroes can be tied to the central goal in a
wide variety of different ways. If the goal is the furtherance of some individuals political career, any possible
relationship between two individuals can be the basis
of a PCs motivation to aid the cause. A hero might be
a blood relative of the central figure (their heir, better
yet!), a lover, an employee, a fellow traveler, or even
the victim of blackmail. As always, each hero should be
created with specific goals. A given PCs motivations
might stem from some injustice in their past or some
hope they have for the future. These goals can be either
abstract (to see justice done in the land) or specific
(to live to see my offspring on the Fereldan throne).
Just make sure they tie into the central goal for each
Player Character.
Individual players can create characters who have
secondary motivations as well, and those can provide
interesting roleplaying moments centering on choices
and priorities. These secondary considerations should
be side dishes rather than main courses, though, and
when push comes to shove each hero should always
be willing to sacrifice his personal ambitions for the
common goals.
(However, one interesting possibility is for one player,
cooperating with you in secret, to create a Player
Character whos at clandestine odds with the groups
causea secret agent of the opposition. Such a player
should be clear about the fact that his character is not
12
Running a Campaign
likely to prevail in the end, and that when the other PCs
find out about his treachery his life will be forfeit. This
is a long-term campaign tactic, obviously, and one that
you should only attempt with mature players. Insecure or inexperienced roleplayers can take this kind of
betrayal personally if theyre not adept at keeping their
real-world feelings separate from their success, or lack
thereof, in the game.)
The adventures appropriate to a campaign of political
partisans depend entirely on the nature of the central
cause. One common thread in most cases is that the
adventures are likely to skew toward the social rather
than the martial, at least compared to the other campaign
frameworks. Typical adventures will involve the heroes
persuading reluctant allies to join them, neutralizing
the civic or diplomatic activities of enemy factions,
or outmaneuvering the opposition within established
political structures. Although the time for swordplay
will arise from time to time, these encounters will be
less common than in other types of campaigns.
Inventing a strong antagonist factionor, better yet,
many strong antagonist factionsfor a campaign of
this type will help you create concrete adventures as
the Player Characters find themselves pressed into
stopping or neutralizing the plots and plans of their
enemies. On the days when they find their characters
faced only with the simple task of enacting their own
plans, the players will count themselves blessed.
Campaigns of this type are best centered on some
geographical locale, like Denerim or Orzammar. (These
are two particularly good examples. Each is broad
enough to accommodate many adventures, but narrow
enough to grasp easily in the mind.) As the campaign
continues and the Player Characters meet with success
in advancing their agenda, the scope can expand to
encompass larger and larger geographic or conceptual
areas. For example, if low-level PCs are successful in
promoting the interests of some local bann within his
local domain, their later adventures might involve
promoting his agenda in Denerim, and if theyre
successful there, perhaps theyll wind up leading his
armies across the breadth of Ferelden, or even to the
other realms of Thedas.
Free Agents
If youre good at thinking on your feet and you have a
group of players whore willing to be proactive you can
base your campaign around the complete moment-tomoment free will of the Player Characters in acting as
free agents, making their own opportunities for adventure across the breadth of Thedas. They might fight as
mercenaries one week, undertake mighty labors on
behalf of the persecuted the next, and then take a month
off to drink themselves into a stupor and get into tavern
brawls from one end of Denerim to the other.
Running a Campaign
13
Other Frameworks
Campaign frameworks other than those discussed
above are certainly possible. Some may be similar to
those outlined, some may combine their aspects, others
may be completely of your own devising.
As you consider your own frameworks, the important
factors to get a grip on are what kinds of heroes make
the most sense, how the heroes will be bound together
into a cohesive group, what kinds of adventures the
heroes will go on, and what will motivate them to
continue going on those adventures over the course of
the campaign. The following sections consider each of
these factors in turn.
Types of Heroes
Will the Player Characters need a motivating set of
personal relationships to bind them into the campaign?
Some unifying background element like a common race
or profession? A common debt that must be repaid?
Does each hero require some baseline level of martial
skill (or some other skill, like the ability to ride a horse,
to operate a siege engine, or to speak some foreign
language) to explain or allow their participation in the
campaign? In short, it must make sense for each Player
Character to take part. This is where you consider
whats necessary in that regard.
Types of Adventures
Will the Player Characters adventures generally be
search-and-destroy missions against darkspawn and
other malevolent threats? Military adventures in a more
conventional vein? Epic journeys that cross the realms
and seas of Thedas? Political operations? Explorations
of strange new lands? You should know and keep in
mind the preferences of the players in your group
14
Encounter
Design
Campaigns are made of adventures, and adventures
are made of encounters. The Dragon Age RPG Set 1
Game Masters Guide spends a bit of time, on page 4,
discussing how to divide an adventure outline into
encounters and how to classify encounters by type
(combat, exploration, or roleplaying).
Three sections that follow explore each of these
encounter types in greater detail with the goal of giving
you a broader perspective and a more fully-stocked
toolkit for creating encounters of all three types. These
sections also suggest tips and tricks that you can employ
during your game sessions to keep all three types lively
and challenging, and to modulate the emotional tone
of the adventure from encounter to encounterand
even round to round or challenge to challengeto
keep everyones excitement level right where you want
Running a Campaign
Running a Campaign
15
Moral Choices
16
Running a Campaign
Combat Encounters
Combat encounters are the most challenging encounters to create in the Dragon Age RPG for two reasons.
First, combat encounters usually have higher stakes
than other types of encounters. The heroes can die! But
second, combat is by far the most mechanically complicated aspect of the game and its many moving parts can
be difficult to understand at a glance. Of course, both of
these factors also contribute to the games fun. Players
rarely have as much fun as when life is on the line, and
many players enjoy the mechanical depth of combat
and the different strategies that come with it.
When creating combat encounters remember the
general rules of encounter creation and always think
about the encounters goals and obstacles. Of the three
types of encounters combat encounters are the types
that are most likely to accidentally become de-coupled
from goals. Always keep in mind that if the enemy
combatants dont stand directly in the way of something the heroes must get or accomplish the encounter
is basically optional.
Introducing obstacles in combat encounters is easy
thatd be the enemy combatants. But dont neglect
to create combat encounters that layer in additional
challenges. Adding challenges in the landscape of the
battle is an obvious option that brings myriad possibilities to the table. The terrain can stand in the way of
certain strategies or attacks, or give new life to otherwise marginal tactics. Think three-dimensionally. What
possibilities would great heights or dizzying depths
bring? Consider the weather and time of day, too.
A nighttime fight is different from a daytime brawl.
Fighting in the rain makes cobblestones slick and
swinging a big metal sword at the top of a mountain in
a lightning storm might prove exceptionally risky.
Fights also become more interesting if there are unusual
dangers (or opportunities!) inherent to particular strategies. What about a fight that must be over before the
enemies overwhelming reinforcements arrive, a fight
that must be fought in silence lest the sleeping dragon
awake, a fight that must be won without inflicting casualties on the enemy, or a fight against enemies whose
carcasses have value as long as they remain intact?
Failure to offer and vary complications in combat
encounters will lead, over the course of a campaign, to
a boring sameness. The players will come to feel that
theyre fighting the same enemyalbeit with somewhat varying statisticsover and over again.
Running a Campaign
Combat Math
Goals and obstacles aside, its also important to be
able to understand the mechanical impact of a combat
encounter on the heroes when youre crafting the statistics for the opposition.
There are three mechanical axes you need to consider:
the frequency with which you expect a given combatant
to land their blows, the amount of damage you expect
a given combatant to dish out on a hit, and the amount
of damage a given combatant can soak up before dying.
The critical benchmark for the frequency of hitting
is easy to understand. A combatant will land blows
against an enemy roughly half the time when his basic
attack bonus + 10 is within a point or so of his opponents Defense score. As the gulf between these two
factors increases, hits become more and more (or less
and less) likely. Its important to note that the bell curve
of 3d6 results makes large differences between the
attack side of the equation and the Defense side of the
equation increasingly overwhelming. That is, a difference of six points is more than twice as bad as a difference of three points.
The amount of damage you can expect a combatant to
dish out on a hit is easy to calculate given an average d6
result of 3.5. Simply do the math to calculate the average
damage of a particular kind of attack. (Obviously, this
is based on the combatants weapon rather than his
attack bonus.) It can be helpful to create an average of
these averages across the party of heroes. Keep in mind,
though, that the more factors you average, the more
detail you lose in the final calculation.
The amount of damage a combatant is likely to dish out
per hit is most useful when considered as a percentage
of the enemys capacity to absorb damage. Although it
may be impressive for a warrior to strike his enemy for
a mighty 20 points of damage, its going to take him a
long time to cleave his way through a foe who has 200
Health.
To factor in both of these elements divide a combatants Health by the average damage his foe will dish
out on a successful attack. This gives you the average
number of rounds the former can withstand successful
attacks from the latter. In the example above, its ten
rounds (200 Health 20 points of damage per hit). To
make this a truly useful calculation, though, you also
need to factor in the likelihood of successful attacks. For
evenly-matched combatantsthat is, for combatants
whose attack and Defense, as describe above, are close
to each otheryou can multiply the average number of
rounds by two in order to learn how many rounds of
combat will be fought, on average, before the defender
is vanquished.
Unless youre a real glutton for math (or a real spreadsheet wiz) you probably wont have a lot of fun making
17
18
Special Sauce
Dont misinterpret the preceding sections depth of math
talk as a suggestion that you should spend most of the
time you use to create a combat encounter pushing statistics around a piece of scratch paper, because the fact of
the matter is that blow-by-blow levels of falling Health
arent what makes combat encounters memorable.
Rememberand keep rememberingthe flavorful
obstacles and goals you devised when you first started
designing the encounter. Then reflect those mechanically in either the enemies statistics or the special
modifiers that will apply in the course of the fight.
A fight in the fog, with an attendant penalty to attack
rolls, will tend to prolong a fight. If a long fight isnt
what you want reduce the number of enemies even
more or knock a point or two off their Defense scores.
A fight at the lip of a volcano where every combatant
must suffer damage from the heat each time they act
will shorten a fight. If youre looking to stage a drawnout battle of epic proportions in such a locale, provide
ways the combatants can avoid that recurring damage
by clever tactical thinking. (By taking and holding a
shielded location, perhaps?)
The morale of enemies can be a key way to ameliorate
otherwise-difficult combat encounters. Enemies whore
likely to break and run when they face stiff resistance,
or who must make Courage or Morale tests as they
suffer casualties, can be overcome more easily than
enemies who must be slain to the last. You can also
build special opportunities to demoralize the enemy
into combat encounters. Perhaps attacking pirates are
especially prone to panic and return to their own ship
if its set ablaze. Perhaps Dalish elves can be driven to
despair if some precious relic they carry is destroyed, or
their beloved leader is slain.
The bottom line is that you should always return to
whatever makes this particular fight unique and always
reality-check the mechanics you invent to reflect those
elements. Those two steps will do more than anything
else to net you fun and effective combat encounters.
Any gap that remains can almost always be closed on
the fly by buffing, nerfing, or fudging statistics or die
rolls behind your Game Masters Screen as the fight
progresses at the game table.
Running a Campaign
Exploration
Encounters
Exploration encounters are relatively easy to create.
They have goals and obstacles just like other encounter
types. Their goals are frequently informationalthe
heroes must learn some piece of information or find
some critical object to proceed with the adventure.
Perhaps they must learn who wrote an incriminating
letter, discover the tracks of enemy scouts whore reconnoitering their lieges lands, or uncover the hiding place
of an ancient cache of weapons. The obstacles in an
exploration encounter typically involve the ways that
the critical information is hidden or otherwise difficult
to learn. Lack of access to handwriting samples, a broad
area that must be searched, or thick undergrowth are
obvious barriers to the example goals above.
The goals of some exploration encounters are broader
than the examples given above. Instead of learning
some specific clue, they might revolve around learning
lots of related facts that together paint a larger picture.
For example, an exploration encounter might revolve
around understanding the lay of the land over which
some future battle may be fought or discovering who
the key players are in the local underworld and what
motivates them.
The method by which the obstacles in an exploration
encounter are typically overcome is with tests that the
Player Characters must make. Perhaps a hidden clue
must be found with a Perception (Searching) test,
or a pass through the mountains discovered with a
Cunning (Cartography) test. Be aware that an exploration encounter that can be successfully overcome with a
single test is a very lightweight encounter. Such simple
affairs are usually best rolled into another encounter, or
beefed up with additional complications such as additional tests that must be made, puzzles that must be
solved before the nature of the test can be understood,
or options that must be discussed to determine the best
of several ways forward.
Exploration encounters have a common and grave
peril that you should always keep in mind when youre
creating them: Since exploration encounters often deal
with the discovery of clues that must be learned in order
to keep the adventure moving forward, when you create
exploration encounters you must always give careful
consideration to what will happen if the Player Characters fail to discover the clue. Its unsatisfying (to say the
least!) to bring an adventure to a screeching halt because
the heroes all fail their Perception (Searching) tests.
So, each time you create an exploration encounter ask
yourself what will happen if the PCs fail the critical
test. If failure will stop the story in its tracks the clue
in question should probably not require a test to find
Running a Campaign
Roleplaying
Encounters
Like other encounters, solid roleplaying encounters
revolve around interesting goals and obstacles.
One common goal of roleplaying encounters is to accumulate information from knowledgeable NPCs. The
relatively standard briefing encounter is the epitome of
this type; the most common version features an important NPC who hires or directs the heroes to carry out
the grand task that the adventure encompasses. Interview encounters are another common sub-type of
the information-accumulating roleplaying encounter,
wherein the Player Characters must draw out information from NPCs who might or might not be invested in
the heroes success, and who might or might not want
to actively conceal the facts the heroes want to learn.
Encounters of persuasion are a separate class of roleplaying encounter. In these, one or many NPCs must be
convinced to take actioneven if that action is only for
the NPCs to look the other way and do nothing.
Like combat encounters, roleplaying encounters go
wrong most often by failing to have concrete goals
that the heroes must achieve. An alternate but related
pitfall can arise when the Player Characters goals
arent opposed by the objectives or circumstances of the
NPCs involved. For example, you may find that youve
lovingly crafted an achingly complex personality
for some NPC only to realizeas the heroes begin to
converse with themthat the PCs dont need anything
out of the interaction. The players will quickly move
on without learning even a fraction of the detail you
spent so much time making up, because they simply
dont need to.
The obstacles in roleplaying encounters usually arise
from the stances, objectives, and character traits of the
NPCs involved.
19
20
Obstacles based on NPC character traits can be interesting and sometimes memorable, but are typically
the least effective sorts of complications in roleplaying
encounters. Examples of trait-based obstacles include
NPCs who are drunk, megalomaniacal, belligerent,
mute, insane, smelly, lecherous The list could
continue forever. The reason that character traits are
less effective than other obstacles is that theres rarely
anywhere to go with them after theyve been presented.
Once the heroes learn that their informant is an antielf racist, their strategies for dealing with the NPC are
obvious (to leave the elf PC back at the inn) and their
Running a Campaign
Running a Campaign
21
Chapter Three
Adversaries
Ash Wraith
An ash wraith is a particularly powerful shade (see
the Set 1 Game Masters Guide, page 34), a restless spirit
that has crossed over from the Fade. It forms a body
for itself, most often out of the ash of burnt corpses,
although it is capable of using dust, powdered bone,
mold, or even blood. In spite of appearances, an ash
wraiths body is merely a construct, and the spirit can
disperse and reform it at will. Thus, damaging an ash
wraiths body does not harm it; the only way to permanently hurt such a creature is by magic.
Ash wraiths are dangerous foes, able to drain the life
out of creatures, wither them with blasts of flame, and
surround them in storms of ash and debris. They also
use their ability to disperse and reform in order to flank
their foes and attack from surprise.
We shouted prayers to the Maker and deflected what magic we could, but as we fought, the creature fought harder. I saw
my comrades fall, burned by the flaming sky or crushed by debris. The monstrous creature, looking as if a demon were
wearing a man like a twisted suit of skin, spotted me and grinned.
Transcribed from a tale told by a former templar in Cumberland, 8:84 Blessed
22
Adversaries
BERESKARN
ASH WRAITH
Abilities (Focuses)
Abilities (Focuses)
Communication
Communication
Constitution (Stamina)
Constitution
Cunning
Cunning
Dexterity (Bite)
Magic
Magic
Perception
Willpower (Courage)
Strength
Willpower
Combat Ratings
Speed
Health
Defense
Armor Rating
13
70
13
Attacks
Combat Ratings
Speed
Health
Defense
Armor Rating
15
35
15
Attacks
Weapon
Attack Roll
Damage
Bite
+5
1d6+7
Weapon
Attack Roll
Damage
Claws
+9
2d6+7
Draining Touch
+7
2d6+4
Penetrating
Flame Blast
+7
2d6+4
Penetrating
Powers
Favored Stunts: Knock Prone (1SP), Quick Bite, and
Thunderous Bellow.
Quick Bite: A bereskarn can perform a special quick bite
stunt for 2 SP following a successful attack. The creature
makes an additional bite attack against the same target.
Doubles on the second bite attack do not generate stunt
points.
Thunderous Bellow: A bereskarn can perform a
special thunderous bellow stunt for 3 SP. All who
hear this mighty roar must make a TN10 Willpower
(Courage or Self-Discipline) test or find themselves
unable to attack the bereskarn until after the end of
the next round, though they can defend themselves as
normal in the meantime.
Tough Hide: The bony spines of a bereskarn give the
creature an Armor Rating of 4.
Bereskarn
Bereskarn are tainted bears, similar in their nature
to blight wolves and other ghouls. They look like
massive bears with bony spikes that protrude
from their fur and glisten with blood. The blood
that constantly seeps from these wounds wets and
mats their fur, giving them a terrifying, repulsive
appearance and a nauseating smell.
Adversaries
Powers
Favored Stunts: Lightning Attack, Surprise Attack,
and Whirlwind (4 SP).
Incorporeal: Ash wraiths are incorporeal, forming
temporary bodies of ash and debris. They ignore the effects
of terrain, which they can pass through, and non-magical
damage, which passes through them. Only the damage
wrought by spells and magical weapons harms them
normally.
Flame Blast: An ash wraiths flame blast attack has
the same area of effect as the spell of the same name (see
the Set 1 Players Guide, page 51) but does not require
mana, does more damage, and deals penetrating damage.
The wraith must make a separate attack roll against each
target in the blast, and similar to the spell, targets who
are hit can attempt a TN 15 Dexterity (Acrobatics) test
to reduce the damage to 1d6+2 points.
Surprise Attack: An ash wraith can make a surprise
attack by dismissing and re-materializing its body in
a different location. This works like a rogues Backstab
power (see the Set 1 Players Guide, page 28): If the
wraith wins an opposed test of its Dexterity (Stealth)
vs. the targets Perception (Seeing), then its major
action in the same round can be an attack that gains a +2
bonus and inflicts +1d6 extra damage.
Whirlwind: An ash wraith can perform a special whirlwind stunt for 4 SP. All enemies within 6 yards of the
wraith are buffeted by a life-draining storm of ash that
inflicts 1d6+4 penetrating damage.
23
DEEPSTALKER
Abilities (Focuses)
Abilities (Focuses)
2
Communication
Communication
Constitution (Stamina)
Constitution (Running)
Cunning
Cunning
Dexterity (Bite, Initiative, Stealth)
Dexterity (Bite)
Magic
Magic
Strength
Strength (Jumping)
Willpower
Willpower
Combat Ratings
Combat Ratings
Speed
Health
12
25
Defense
Armor Rating
Speed
Health
11
15
12
Armor Rating
15
Attacks
Attacks
Weapon
Attack Roll
Damage
Swarm
+5
1d6 Penetrating
Powers
Weapon
Attack Roll
Damage
Bite
+7
1d6+1
Claws
+3
1d6+3
Powers
Deepstalker
Strange inhabitants of the Deep Roads, deepstalkers
are small reptilian creatures that run on powerful hind
legs and use extended tails to help them stay balanced.
Their heads end in puckered, lamprey-like mouths
ringed with sharp teeth. Tezpadam, as the dwarves call
24
Defense
Drake
Drakes are mature male dragonlings. Unlike females,
which continue to grow into the winged dragons of legend,
males only grow vestigial spurs where females develop
wings, and otherwise stop developing. Mature drakes
seek out the lairs of adult females, joining their harems,
defending their lairs and young, and hunting for them.
Adversaries
DWARVEN APPARITIONS
DRAKE
Abilities (Focuses)
Abilities (Focuses)
0
Communication
Communication (Deception)
Constitution (Running)
Constitution (Stamina)
Cunning
Cunning
Dexterity (Brawling)
Magic
Magic
Perception
Willpower (Courage)
Willpower (Morale)
Combat Ratings
Combat Ratings
Speed
16
Health
Defense
55
15
Armor Rating
Speed
Health
Defense
Armor Rating
12
25
11
Attacks
Attacks
Weapon
Attack Roll
Damage
Weapon
Attack Roll
Damage
Hammer or Pick
+5
1d6+6
Bite
+7
2d6+5
Claws
+7
2d6+5
Fire Gout
+7
3d6
Tail Strike
+7
1d6+5
Powers
Favored Stunts: Pierce Armor, Rake (2 SP), and Tail
Blow (3 SP).
Fire Gout: A drake can spit a gout of flame as a ranged attack
with a short range of 6 yards and a long range of 12 yards. For
2 SP, a drake can spread the flames to cover an area with an
8-yard diameter centered on the original target. Targets other
than the primary target who fall inside this area can make an
opposed Dexterity (Acrobatics) vs. Dexterity (Fire Gout)
test to take only half damage. The drake never takes damage
from such a stunt, even if inside the burning area.
Rake: A drake can perform a special rake stunt for 2 SP
following a successful claw attack. The creature makes
an additional, raking claw attack against the same target.
Doubles on the raking attack do not generate stunt points.
Tail Blow: A drake can perform the knock prone and
mighty blow stunts simultaneously for 3 SP by striking a
lashing blow with its tail.
Fire Resistance: A drake suffers no damage from firebased attacks.
Tough Hide: The scaled hide of a drake gives it an Armor
Rating of 5.
Adversaries
Powers
Favored Stunts: Knock Prone and Skirmish.
Spectral: Dwarven apparitions are spectral beings,
largely immune to physical harm. Magic and magical
weapons affect them normally. An attacker can also
perform a special spectral attack stunt for 3 SP when
attacking a dwarven apparitions, which allows a normal
attack to inflict its typical damage, save that Magic is the
ability used in the damage calculation.
Dwarven Apparitions
In dwarven tales of tunnel and mine collapses, one
common theme is a sound of tapping coming from
the far side of the collapse, often long after the buried
miners are sure to have perished. These are the
rappings of dwarven apparitions, the restless spirits
of dwarvesusually minerslost in the depths, their
work unfinished, unable to rest.
Dwarven apparitions are often blamed for luring the
unsuspecting into dangerous areas: collapsing tunnels,
mine shafts with bad air, or the edges of crevasses and
pits. Some hear the rapping of their spectral picks and
hammers echoing faintly in the tunnels and caves of the
Deep Roads, or hear whispering voices urging them
onward toward certain doom.
If attempts to lure victims to their death fail, dwarven
apparitions go mad with rage, manifesting as gaunt,
spectral dwarves wielding mining implements and
moaning or shrieking with fury.
25
Abilities (Focuses)
Abilities (Focuses)
Communication (Leadership)
Communication
Constitution (Running)
Constitution (Running)
Dexterity (Brawling)
Dexterity (Brawling)
Magic
Magic (Entropy)
Perception (Smelling)
Willpower
Willpower
Combat Ratings
Speed
Health
Defense
Armor Rating
55
Attacks
Weapon
Attack Roll
Damage
Battle Axe
+6
2d6+4
Throwing Axe
+6
1d6+4
Powers
Favored Stunts: Cripple (3 SP) and Dual Strike.
Cripple: A genlock alpha can make a crippling attack as
a special stunt for 3 SP. The target suffers a 2 penalty
to attack tests and damage, and moves at half speed. The
penalty to attack tests and damage expires after three
rounds, but the movement penalty persists until the target
is able to take a breather.
Magic Resistance: A genlock alpha gains a +2 bonus
on tests to resist the effects of spells and other magical
attacks.
Tactical Skirmish: A genlock alpha can move another
darkspawn under its command 2 yards using a skirmish
stunt (in addition to being able to move itself or its target
as normal).
Combat Ratings
Speed
Health
Defense
Armor Rating
50
11
Attacks
Weapon
Attack Roll
Damage
Long Sword
+5
2d6+3
Quarterstaff
+5
1d6+4
Powers
Spellpower: 18
Mana: 60
Equipment
Equipment
Battle axe, heavy mail, medium shield, and throwing
axe.
Genlock Alpha
Genlock alphas are the strongest, quickest, and most
cunning of their kind, bullying their way into the
leadership of bands of lesser genlocks. They tend to be
taller and more heavily muscled than their brethren,
and have a more commanding presence, although
their demeanor is more swagger and bluster than cool
leadership.
26
Genlock Emissary
Particularly cunning genlock alphas cultivate skill as
sorcerers, mainly in entropy magic. However, emissaries generally only appear during a Blight, acting to
rally darkspawn and carry out the more sensitive or
intricate plans of the rising Archdemon.
Its not clear how genlock emissariessaid to arise
from dwarf broodmothersare able to cast spells so
effectively given their natural magic resistance, and
how they are able to cast spells so effectively even
though most are usually seen armored. Some Grey
Warden scholars theorize that the emissaries magic is
Adversaries
GREAT BEAR
GLOWING SLIME
Abilities (Focuses)
Abilities (Focuses)
Communication
Communication
Constitution (Stamina)
Constitution (Stamina)
Cunning
Cunning
Dexterity (Envelop)
Dexterity (Bite)
Magic
Magic
Perception (Touch)
Strength
Willpower
Willpower
Combat Ratings
Combat Ratings
Speed
Health
Defense
Armor Rating
20
11
Speed
Health
Defense
Armor Rating
13
75
12
Attacks
Attacks
Weapon
Attack Roll
Damage
Acidic Touch
+3
1d6 penetrating
Powers
Favored Stunts: Knock Prone and Lightning Attack.
Envelop: A glowing slime spreads across its targets
flesh, burning with acidic secretions. After a successful
attack a slime does 1d6 penetrating damage every round
on its turn until driven off or scraped away. A slime that
takes damage from fire or salt retreats from an enveloping
attack. Scraping requires a blade of some kind, a major
action on the part of the victim or a companion, and a TN
13 test of an appropriate weapon skill to avoid dealing the
slimes victim 1d6 damage.
Immunity: A glowing slime suffers only 1 point of damage
from any physical attack regardless of the damage roll. A
mighty blow inflicts 2 points of damage, and a lethal blow
3 points. The slime is also immune to any effect targeting
a creatures mind, as it effectively has none.
Magic Resistance: A glowing slime has a +2 bonus on
all tests to resist the effects of magic.
Vulnerability: A glowing slime takes 1d6 penetrating
damage from contact with fire or salt. This assumes the
equivalent of a torch or handful or rock salt. Greater or
lesser quantities or fire or salt do less or more damage.
Glowing Slime
This terror of the Deep Roads is legend among dwarven
miners, who tell tales about lost or wandering workers
spotting faint light in the tunnels. Thinking it a lamp
they go toward it, only to discover the blue-green glow
Adversaries
Weapon
Attack Roll
Damage
Bite
+4
1d6+6
Claws
+9
2d6+6
Powers
Favored Stunts: Knock Prone (1 SP) and Quick Bite.
Quick Bite: A great bear can follow up a successful attack
with its claws with a quick bite as a special stunt costing 2
SP. This bite attack must be taken against the same target
as the original attack. Doubles on the bite attack roll do
not generate more stunt points.
Great Bear
The great bear is a rarer, larger, and more powerful type
of bear found in the wilds of Thedas. Like their lesser
cousins, great bears do not seek to attack humans, but
also do not take intruders near their lairs or hunting
grounds lightly. They are fierce and attack creatures
failing to show them proper deference, or who present
any kind of threat.
27
HALLA
Abilities (Focuses)
Abilities (Focuses)
1
Communication
Communication (Leadership)
Constitution (Stamina)
Cunning
Cunning
Dexterity
Magic
Magic
Perception (Smelling)
Strength (Jumping)
Willpower
Combat Ratings
Speed
Health
Defense
Armor Rating
18
35
13
Speed Health
8
70
Defense
Armor Rating
Attacks
Attacks
Weapon
Attack Roll
Damage
Weapon
Attack Roll
Damage
+5
1d6+3
Gore
+4
1d6+4
Short Bow
Kick
+4
1d6+4
Two-handed Sword
+7
3d6+5
Long Sword
+7
2d6+5
Powers
Favored Stunts: Knock Prone and Trample (4 SP).
Trample: Halla can perform a special trample stunt for 4
SP after a successful attack. The target is knocked prone
and struck by the hallas hooves for an additional 1d6+4
damage.
Halla
The Dalish elves revere the halla, or white stags,
ridden by elven knights in days long past. Now the
noble creatures mainly draw Dalish aravels in the
elves wanderings. In spite of this, the elves still
consider halla proud and noble creatures. Halla horn
is a prized material for elven carvings, and jealously
guarded from outsiders.
Since the Exalted Marchs end in 2:20 Glory, belligerent
halla have been unknown in Thedas. Though they
might fight for a Dalish tribe that found itself under
attack, aggressive halla have faded from the world.
28
Powers
Favored Stunts: Dual Strike, Mighty Blow (1 SP), and
Rally (3+ SP).
Rally: A hurlock alpha can perform a special rally stunt
for 3 SP (or more), inspiring its minions such that all
darkspawn within 10 yards who can see the alpha regain
lost Health equal to the alphas Communication plus the
number of SP spent.
Talents: Armor Training (Journeyman), Two-Hander
Style (Journeyman), and Weapon and Shield Style (Journeyman).
Weapon Groups: Bows, Brawling, and Heavy Blades.
Equipment
Light plate, short bow, and two-handed sword (or
light plate, short bow, long sword, and heavy shield)
Hurlock Alpha
Champions of the darkspawn, hurlock alphas are fearsome warriors who lead marauding war bandsif not
entire armiesof lesser hurlocks and genlocks.
Hurlock Emissary
A particularly cunning hurlock alpha, rather than
becoming a fearsome warrior, may learn the arcane
arts, becoming an emissary. Hurlock emissaries are
among the most feared darkspawn, not only for their
magical powers or their command over others of their
kind, but also for their sinister deviousness. They are
often deployed as an Archdemons enforcers, to ensure
Adversaries
OGRE DARKSPAWN
Abilities (Focuses)
Abilities (Focuses)
Communication (Leadership)
Communication
Constitution (Stamina)
Constitution (Stamina)
Cunning
Cunning
Dexterity (Brawling)
Dexterity (Throw)
Magic (Entropy)
Magic
Perception (Smelling)
Perception (Smelling)
Combat Ratings
Combat Ratings
Speed
Health
Defense
Armor Rating
Speed
Health
66
12
12
80
Attacks
Armor Rating
11
Attacks
Weapon
Attack Roll
Damage
Arcane Lance
+4
1d6+4
Long Sword
+5
2d6+3
Thrown Rock
Powers
Weapon
Attack Roll
Damage
Club
+9
3d6+9
Smash
+11
2d6+9
+3
3d6+9
Spellpower: 22 Mana: 92
Favored Stunts: Dual Strike and Mighty Blow.
Spells: Affliction Hex, Drain Life, Heal, Horror, Lightning, Weakness, and Wrack.
Powers: Arcane Lance (as the level 1 mage power except
no staff or wand is required).
Talents: Armor Training (Journeyman), Blood Magic
(Journeyman), and Entropy Magic (Journeyman).
Weapon Groups: Brawling, Heavy Blades, and Staves.
Equipment
Long sword and heavy leather armor.
Ogre
These massive darkspawn tower twice the height of a
human, their bestial, primitive faces crowned with heavy,
curving horns. The darkspawn born of Qunari broodmothers, Ogres are dim and savage creatures, prone to
dealing with any obstacleincluding their own allies
by crushing or smashing it.
Adversaries
Defense
Powers
Favored Stunts: Crush (3 SP), Lethal Blow (3 SP), and
Stomp (2 SP).
Crush: For 3 SP, an ogre can perform a special crush
stunt after an smash attack. It grabs the target and
begins to squeeze, inflicting 1d6+9 penetrating damage.
The ogre can maintain the crush as a major action and
inflict this damage each round, or hurl away a grabbed
target as a minor action, inflicting 1d6+9 penetrating
damage, but (obviously) letting go of the victim. To
escape on his own, a victim must use a major action
to make an opposed Strength (Might) or Dexterity
(Acrobatics) test vs. the ogres Strength (Might). An
adjacent ally can also perform a special 2 SP stunt to
automatically free the victim.
Regeneration: An ogre can take a breather as a minor
action, regaining 5 + Constitution (typically 13) Health.
Stomp: As a major action, an ogre can stomp the ground
with great force and knock all targets within 6 yards to the
ground.
Tough Hide: Their hardened, calloused hides give ogres
an Armor Rating of 7.
Equipment
Massive club.
29
SHRIEK DARKSPAWN
Abilities (Focuses)
0
Communication
Constitution (Running)
Cunning
Magic
Strength
Willpower
Combat Ratings
Speed
Health
16
35
Defense
Armor Rating
15
Attacks
Weapon
Attack Roll
Damage
+7
1d6+4
Arm Blade
Powers
Favored Stunts: Lightning Attack (2 SP) and Poison (2+ SP).
Frenzy: Shrieks can perform the lightning attack stunt for
just 2 SP.
Poison: As a special stunt for 2 or more SP, a shriek can
poison the target of a blade attack that deals at least 1 damage
point. When poisoned, a victim must make a TN 13 Constitution (Stamina) test at the beginning of each of his turns
or suffer 1d6+2 penetrating damage that turn. This lasts for a
number of rounds equal to the number of stunt points spent.
Shriek
These gaunt and animalistic darkspawn are sometimes
known as sharlocks, but most call them shrieks due
to their loud, wailing cries. Darkspawn assassins born
from elven broodmothers, shrieks prefer to approach
their victims under the cover of darkness using their
echoing wails to unnerve and terrorize their prey before
they strike. They are swift and deadly, capable of using
the jagged blades mounted on their arms to slice foes to
ribbons. Shrieks are known to use poison distilled from
their own tainted blood on their blades.
30
Werewolf
In the Black Age Ferelden faced the threat of werewolves: ordinary wolves possessed by rage demons
and transformed into savage humanoid monsters of
unremitting fury and bloodlust. Worse yet, they were
capable of spreading their infection, causing some
survivors of a werewolf attack to become possessed
and transform into werewolves themselves. Some
werewolves can speak, though usually with difficulty.
The legendary Fereldan hero Dane led a crusade to
wipe out the werewolves. While not entirely successful,
it greatly reduced them as a threat, and werewolves
have never since plagued Ferelden with such ferocity.
They are now found only in the isolated and wild areas
Adversaries
WEREWOLF
WILD SYLVAN
Abilities (Focuses)
Abilities (Focuses)
Communication
Communication
Constitution (Running)
Constitution (Stamina)
Cunning
Cunning
Dexterity (Bite)
Dexterity (Brawling)
Magic
Magic
Perception (Touch)
Willpower (Morale)
Combat Ratings
Speed
Health
16
50
Combat Ratings
Defense
Armor Rating
Speed
Health
14
85
Attacks
Armor Rating
10
Attacks
Weapon
Attack Roll
Damage
Weapon
Bite
+6
1d6+6
Claws
Claws
+8
2d6+6
Powers
Favored Stunts: Overwhelm (3 SP), Skirmish, and
Werewolfs Curse (variable SP).
Overwhelm: A werewolf can perform a special overwhelm stunt for 3 SP. The creature knocks its opponent
prone and pins it, giving the werewolf a +2 bonus to
further attacks as long as the victim remains pinned
(this includes the usual +1 for attacking a prone target).
The pinned character must make an opposed Strength
(Might) vs. Strength (Might) test against the werewolf
to escape, which requires a minor action and leaves the
character prone. The victims allies can also attempt this
test, but they must spend major actions to do so.
Werewolfs Curse: A werewolf that scores stunt points on
a bite attack can inflict its curse upon a victim, who must
make a Constitution (Stamina) test against TN (10 +
the number of stunt points spent). A failed test means the
victim is infected. An infected victim makes a new Constitution (Stamina) test against the same target number each
night after the initial infection. If, after three nights, none
of these tests have succeeded, the victim becomes a werewolf
and must be retired as a Player Character.t
Shaggy Coat: Their thick, shaggy coats give werewolves
an Armor Rating of 4.
Wild Sylvan
Not all demons possess humanoid or animal hosts; some
seek out even plants. A wild sylvan is a tree possessed
and twisted by a rage demon into a tainted and hideous
Adversaries
Defense
Attack Roll
Damage
+11
2d6+9
Powers
Favored Stunts: Dual Attack, Knock Prone, Root Grab
(2 SP), and Stomp (2 SP).
Root Grab: A wild sylvan can use its roots to grab and
immobilize up to three targets within 4 yards of it as a special
stunt costing 2 SP. The targets each make an opposed
Dexterity (Acrobatics) test vs. the wild sylvans
Dexterity (Brawling). Success means they avoid being
grabbed. Otherwise they are unable to move and suffer 1d6
penetrating damage each round as the roots crush them. It
requires a major action and a TN 15 Strength (Might) test to
pull free, unless the sylvan releases its victims to root grab new
ones or moves farther than 4 yards away. A wild sylvan can
continue to attack normally while maintaining a root grab.
Stomp: A wild sylvan can perform a knock prone stunt
against all targets within 6 yards by stomping the ground
with great force.
Vulnerable to Fire: Made of wood, wild sylvans are
highly flammable. Fire attacks ignore their armor and
inflict an additional 1d6 damage. Anyone attacking a wild
sylvan with fire can also perform a special ignite stunt
for 2 SP, causing the creature to continue to burn for 1d6
penetrating fire damage each round until the wild sylvan
dies or the fire is somehow extinguished.
Thick Bark: Wild sylvans have an Armor Rating of 5.
31
Chapter Four
Honorifics
The Game Masters Guide in Set 1 describes heroic
(and other) reputations as one kind of reward that
Player Characters can accumulate over the course of
their adventures. Honorifics are like the reputations
described there, but with a more concrete expression.
Honorifics are sometimes bestowed by some influential
noble, institution, or shaper of popular taste. In other
circumstances they arise obviously from some great
deed. Honorifics can also bubble up from the populace
in response to a lifetime of deeds.
Unlike reputations, honorifics have a concrete mechanical effect in play. A dozen examples are provided below.
Enterprising GMs can invent dozens more by following
in the same vein with the caveat that the effects of honorifics on tests should be social and interpersonal more
often than martial or physical, and that the bonuses
and penalties they give to tests should rarely exceed 1,
should exceed that threshold only when limited in the
scope, and should never exceed 3.
32
Rewards
Some honorific descriptions refer to positive and/
or negative social interactions. Positive and negative
describes how the individuals involved in the interaction are inclined to view each other prior to the test
in question. Communication (Leadership) tests, for
example, are generally positive because one usually
only attempts to lead those whore inclined to be led.
On the other hand, Communication (Deception) tests
are typically negative because one usually does not
need to deceive friends and companions. The GM is
always the final arbiter of whether a given interaction
(that is, a given test) is positive or negative.
The social benefits of an honorific are limited to those
who are aware of the characters status. A Defender of
the Weak traveling incognito gains no particular appreciation of the downtrodden while he remains under
cover, for example. The martial or physical benefits of
an honorific apply regardless.
ARM OF JUSTICE
The character is known to risk life and limb to mete out
justice no matter how mighty are the unjust arrayed
against them. Criminalsand even those with a guilty
consciencewho are pitted against such characters
Rewards
Rewards
33
UNBENT BY MISFORTUNE
The character is known to have persevered through
some monumental adversity or plague of adversities.
They receive a +2 bonus to all Willpower (Courage
and Self-Discipline) tests, as well as being held in awe
by those who see themselves as unusually or unjustly
afflicted by the cruel winds of fate.
Masterworks &
Superior Items
Focus Benefit
Iron
Steel
Veridium
one level
Silverite
one level
yes
Wood
Focus Benefit
Elm
Ash
Yew
Whitewood
one level
Ironbark
one level
yes
34
Material
Elm
Ash
+10%
Yew
+10%
+25%
Whitewood
+25%
+50%
Ironbark
+50%
+100%
Rewards
Weaponry
Masterwork weaponry generally gives a bonus to the
attack and/or damage rolls of those who wield them.
Most such weapons give a simple +1 bonus. A rare
few give a +2 bonus. A very few legendary treasures
of craft give a +3 bonus. Higher bonuses are impossible outside the realm of magic. A given masterworks
bonuses to attack and damage are often different. For
example, the hereditary blade of the teyrns of Highever
is much more vicious than it is preciseit gives a +1
attack bonus but a +3 damage bonus. Similarly, it is not
uncommon for a masterwork weapon to give a bonus
to attack or damage only.
Superior weaponry can have several different mechanical effects. Nearly all have reduced minimum Strength
requirements, even to the point of the weapons
minimum Strength being a negative number. These
are the favored weapons of the anemic and unworthy
sons of mighty kings, for obvious reasons. Many such
warriors would be shocked and horrified to be forced
to wield a common longsword. Given such weapons
storied histories worthy warriors often wield them too,
even though some of their benefits are rendered irrelevant by their owners personal skill and might.
Some superior weapons give those who wield them the
benefits of one (or in rare cases more than one) level
of increased talent with the weapon style in question.
For example, a combatant possessing the talent Single
Weapon Style (novice) who fights with a veridium longsword might gain the journeyman benefits of that talent
as well by virtue of the weapons superior constituents.
Even those without any inherent talent can gain the
novice benefits of such talents from the virtues of these
weapons, as long as they meet the requirements of the
talent in question. (A wielder who does not meet the
requirement does not gain those benefits.) Those who
are already masters of the talent in question do not gain
additional benefit from this effect of superior weapons.
A few superior weapons forged or constructed from
exceedingly valuable materials can give those who
wield them the benefits of having a focus with that type
of weapon whether they actually have it or not. (This
type of bonus, however, does not stack with the bonus
a warrior receives from actually possessing the focus in
Rewards
Thresholds of Benefit
Some masterworks (but generally not superior
items) have a threshold of skill that the items user
must meet in order to gain the items superlative
benefits. This reflects the fact that a novice rogue,
say, wont necessarily have the foggiest idea what
to do with the strange and subtle lockpicks crafted
for a master of breaking-and-entering. Thresholds
of benefit are especially common for tools, but can
apply to weapons and suits of armor as well.
A threshold of benefit is expressed as a number
that describes the unmodified test bonus (generally
consisting of the relevant ability bonus plus a focus
bonus) that a user must have to gain the benefit.
Example
A masterwork costume giving a +2 bonus to
Communications (Disguise) tests but having a
threshold of 5 requires that the one wearing it
have an unmodified test bonus of +5 or better
in order to get the additional +2 bonus that the
masterwork provides.
35
Tools
Masterwork tools provide the same mechanical benefits as weaponsingenious construction by a master of
craft can give bonuses of between +1 and +3 to the test
rolls of those using them.
Armor
Masterwork armor generally provides an increased
Armor Rating with respect to non-exceptional armor
of the same type. Most such armor provides a +1 bonus
to Armor Rating, some suits provide a +2 bonus, and
rare suits provide a +3 bonus. Higher bonuses are
theoretically possible, but such suits are extraordinarily rare. Some masterwork armor provides a bonus
of similar magnitude to Communication (Leader-
36
Material
Drakeskin
+1
Iron
Steel
Veridium
+1
Red Steel
+2
Magic Items
As promised in the Dragon Age RPG Set 1 Game
Masters Guide, the temporary and permanent magic
items below are appropriate for characters of levels
610.
Many of these items have masterwork and superior
item benefits in addition to their magical effects,
which are explicitly listed in each case. Where similar
benefits are listed separately, they should be combined
for a total effect. For example, a magical masterwork
dagger might have a +2 attack bonus arising from its
enchantment and a +1 attack bonus because it is a
masterwork. Such a dagger would give its wielder a
+3 attack bonus.
Rewards
Rewards
Historical Provenance
Any physical itemwhether masterwork, superior, beautiful, or dirt-commoncan be imbued
with greater value by giving it a history. Items
once owned by the outsize figures of past times
are valuable to those who know their provenance.
Items known to have been present for notable
events are likewise valuable because of itespecially if they were involved in pivotal moments.
Consider, as just a few examples
The common blade that struck down the
Rebel Queen.
The dented chalice used in the Joining of the
first Grey Wardens.
The ostentatious hat made from the pelt of the
last werewolf slain in Ferelden.
The masterworkand magical, some say
signet ring worn by the chief among the
Tevinter magisters who were twisted into the
first darkspawn.
An items history can also be tailored to a particular Player Character. The sword carried into
battle by a PC warriors grandfather should have
great value to that hero. Likewise, the mirror that
once hung in the keepnow ruinedwhere a
heros forebears ruled should help provide motivation to that PC to see the quest done that would
restore his heirs to their rightful throne.
Although such items can certainly be bought and
sold, the value of an items historical provenance
is never expressed in terms of coin. Such value
can only be expressed in its sale between a particular buyer and seller. This fact makes such items
particularly useful to you, as GM, because you can
rule that a particularly desperate buyer will pay
just enough to allow the heroes to buy some item
that the current quest requires, or, conversely, that
there are no buyers in the immediate area who are
particularly impressed with the origin of the item
in question.
37
Seeds of Adventure
One easy way to create an adventure is to choose or create some object, figure out who has it, figure out who
wants it, and then fill the empty space in between with encounters. Such adventures can work regardless of
whatif anythingthe object is good for as long as the people who want it are convinced its worth having
and there are enough obstacles in the way to make the getting interesting. The mechanical effects of objects can
provide an extra dimension of motivation for players, who know that their characters will be concretely and
measurably more effective as their gear improves.
If you ever find yourself at a loss for the subject of an adventure, its hard to go wrong starting with an object.
38
Rewards
Superior
Consumables
& Impractical
Treasures
In addition to the empirical benefits of masterwork,
superior, and magical items, the treasure hoards of
Thedas are rife with objects of great value but lessthan-practical benefit. Fine artworks are valued by
those with refined aesthetics. Superior wines and
foodstuffsspices, especiallyare worth fighting
over among gourmands and the status-conscious.
First-class clothing, whether ostentatious or reserved,
communicates the taste and refinement of those who
wear it.
Any item of equipment or provision can be crafted or
purchased in more-excellent versions. These moreworthy versions are usually no more useful than their
common counterparts (and are sometimes less useful,
given their ornamentation or fragility) but are nevertheless worth a great deal more. Such items often
Rewards
Price Multiplier
Maximum Social
Bonus
Fine
x5
+1
Outstanding
x25
+2
Exceptional
x100
+3
Kingly
x1,000+
+5
Examples
A fine lamp (base cost: 2 sp) costs 10 silver pieces,
an outstanding version 50 sp, an exceptional one
2 gp, and a kingly lamp 20 gp or more. None
necessarily illuminates any better than any other.
A fine saddle (base cost: 20 sp) costs 1 gp, an
outstanding one 5 gp, an exceptional variety 20
gp, and a kingly saddle 200 gp or more. All are
equally effective at keeping a rider upon their
horse. Fine wine (base cost: 20 cp) goes for 1 sp,
outstanding wine fetches 5 sp, exceptional wine
costs 20 sp, and wine for the kings table costs
200 sp and up per bottle. Although the rarefied
palates of the wealthy and noble can tell the
difference, all qualities dull the pain of a hard
day with equal sufficiency.
Items of this nature become better and better rewards
for Player Characters as they go up in level. Theyre
often more portable than coin, which can benefit adventurers who acquire them far from home. But for you, as
GM, theyre also more narratively interesting, and can
provide story hooks for further adventures as the heroes
are challenged tofor examplemake change for a
candelabra of exceptional quality.
39
Adventure
40
Adventure Summary
In The Autumn Falls a group of Player Characters ranging
from 5th to 7th level are invited, compelled, or simply
decide to try their luck in the Grand Tourney of the Free
Marches legendary Contest of Arms, which is presently
being staged in the Nevarran city of Cumberland.
The Contests patron, Rainer Aehrenthal, is a cunning
merchant whose scheme to entice representatives from
Orzammar to the Tourney to further his own ends has
worked spectacularly. Too well, perhaps: Aehrenthals
announcement that he would offer an ancient dwarven
hammer of legendary significance as the prize for the
Autumn Falls has attracted not only dwarves from
Orzammar, but also a party from strange and nearly
forgotten Kal-Sharok.
For a Few
Dragons More
The city-state of Nevarra was originally one of the
largest in the Free Marches. Its history is not so much
punctuated as dominated by near-endless battles
against both darkspawn and human foes in which the
city was fought over many, many times. Orlais even
occupied the city-state for some forty years after the
end of the Third Blight.
The Nevarrans endured this state of affairs for many
generations, building up a cultural military insight
over the centuries. Their martial traditions were honed
in constant battle, and the citys leading families, most
notably the legendary Pentaghast clan, produced a
legion of tactical geniuses and legendary heroes. The
champions of Nevarra are practically worshipped by
their populace to the present day, and not without
reason. The Pentaghasts are considered the finest dragon
hunters in the history of Thedas, with the trophies to
prove it; their armory is filled with the largest collection
of dragonbone arms and armor on the continent. The
Black Dragon of Nevarra, the symbol of the Pentaghast
family, is the most widely famed heraldic symbol in all
of Thedas, and is recognized even by the children of
freeholders in Ferelden.
Just more than three centuries ago, the Pentaghasts
began a series of conquests and made a series of alliances that became the nation of Nevarra, now one of the
great powers of Thedas. In fact, the Nevarrans claimed
the final victory in a long battle against Orlais itself only
a few generations ago, at last wresting control of the
mineral-rich hills to their west away from Val Royeaux.
This triumph has significantly raised Nevarra in the
41
Getting the
Characters Involved
The Grand Tourneys Contest of Arms is justly famed
throughout Thedas. You can begin to introduce The
Autumn Falls subtly and far in advance, with NPCs
mentioning the opening of the Contest during the spring
while the PCs are on other adventures. As the year
progresses and word of the quality of events spreads
through southern Thedas, it becomes a common topic
of conversation until at last the announcement that
Orzammar will participate in the harvest games makes
it the talk of Ferelden.
The players may ask whether their PCs have any
chance of victory in the Contest. The best answer is
that there are many prizes for many different events.
And although they may not have a realistic chance of
claiming victory in any of the grand events, stranger
things have happened
If the Contest of Arms isnt enough motivation for the
PCs, the fact that the Grand Tourney is also a huge
festival that draws exotic and interesting folk from all
points of the map might also influence them. While
the activities that warriors and rogues might pursue at
the Tourney are obvious, mages neednt feel left out,
because the Contest of Arms also includes challenges
specially designed for them. Additionally, the College
42
Optional Subplot
The following subplot can be run if you wish to add yet
another layer of complication to the adventure.
PART 1
QUNARI WARRIORS
Quiet soldiers of a strange culture.
Abilities (Focuses)
0
Communication (Bargaining)
Constitution (Stamina)
Cunning (Qun)
Magic
Willpower
Combat Ratings
Speed
Health
Defense
Armor Rating
10
65
10
Attacks
Weapon
Attack Roll
Damage
Long Sword
+4
2d6+2
Powers
Favored Stunts: Defensive Stance and Dual Strike (3 SP).
Racial Penalty: 1 on ability tests to resist spells and
magical effects.
Talents: Armor Training (novice) and Single Weapon
Style (master).
Weapon Groups: Bludgeons, Bows, Brawling, Heavy
Blades, Light Blades, and Staves.
Equipment
Heavy leather armor and long swords.
study, and drop a few hints about where the Tevinter are
vulnerable, well, thats the sort of thing that happens at
the Grand Tourney.
However, for their part, the qunari have not come for
chitchat, which isnt really their way. They accepted the
invitation because they are quietly seeking their stolen
property, a shipment of explosive gaatlok powder kegs
that went missing several months ago. The ambassadors want to reclaim these goodsat least one barrel
of which a Rivaini spy claimed to have seen on a ship
bound for Cumberlandand to take vengeance on those
who murdered their brothers in the course of the theft.
The leader of the Qunari tells humans he answers to the
name Drun. He is a tracker of near-supernatural skill.
Drun and his brothers could end up greatly helping,
or seriously hindering, the PCs as they uncover pieces
of the Last Moons plot. The Qunaris investigations
may alert the Last Moon, forcing the cult to accelerate
or alter their plot, or the PCs may cause similar trouble
for the Qunari.
Come One,
Come All
It is mid-summer in Ferelden. Wherever the PCs may
be, they learn of the Grand Tourney of the Free Marches
and hear the rumors that unusual prizes are being
offered during the Autumn Falls, the harvest stage of
the Grand Tourneys Contest of Arms. Reticent characters may find an offer of employment compelling even
if the Tourney holds no immediate interest for them.
There is also an optional scene to account for the possibility of dwarf PCs traveling from Orzammar. Part 1
draws to a close with the PCs sailing over the Waking
Sea to Cumberland.
Environs:
Vignettes of Thedas
Instead of being set in a specific place, the opening
scene of The Autumn Falls is loosely described so you
can place it wherever is most appropriate for your
campaign. If you are running The Autumn Falls as your
play groups first adventure, or if you have no particular place in mind, then start the action just outside of
Denerim.
Scene 1: A Contest
Like No Other
COMBAT AND ROLEPLAYING ENCOUNTER
The PCs come upon a dog breeder and her mabari
being accosted by ruffians. After dealing with
the miscreants the heroes are offered the job of
escorting the merchant to Cumberland.
Its a fine summer day in Ferelden. A welcome
breeze cools your face but then carries with it
the sounds of a woman crying out in anger, and
then the deep baying of a hound mixed with cruel
laughter.
As you crest a hillock you see a group of thugs
confronting a young woman in simple dress. Shes
backed against a tree and holds a naked sword
in her trembling hand. A gray-muzzled mabari
has interposed itself between its master and the
toughs as best it can, but the woman and dog are
outnumbered and soon to be surrounded.
Caught up in their confrontation, none of them
notice you. What will you do?
43
FERELDAN BRIGAND
Abilities (Focuses)
2
Constitution (Drinking)
Cunning (Evaluation)
Magic
Perception (Searching)
Strength (Climbing)
Willpower
Combat Ratings
Speed
Health
Defense
Armor Rating
12
18
12
Attacks
Weapon
Attack Roll
Damage
Dagger
+4
1d6+3
Short Bow
+2
1d6+2
Short Sword
+4
1d6+4
Powers
Favored Stunts: Lightning Attack and Skirmish.
44
OSRIC
FELAYN
Breeder of mabari hounds, Fereldan freewoman,
and enterprising merchant.
Abilities (Focuses)
4
Constitution
Dexterity
Magic
Perception (Empathy)
Strength
Willpower (Courage)
Abilities (Focuses)
1
Communication
Constitution (Running)
Cunning
Dexterity
Magic
Strength (Jumping)
Willpower (Morale)
Combat Ratings
Combat Ratings
Speed
Health
Defense
Armor Rating
11
30
11
Attacks
Weapon
Attack Roll
Damage
Fist
+1
1d3
Short Sword
+1
1d6+2
Powers
Favored Stunts: Defensive Stance (2SP).
Talents: Animal Training (journeyman) and Contacts
(journeyman).
Weapon Groups: Brawling and Light Blades.
Equipment
Short sword, cart, horse, mabari pups, provisions, and
traveling gear.
Speed
Health
12
20
Defense
Armor Rating
12
Attacks
Weapon
Attack Roll
Damage
Bite*
+1
1d6+2
Powers
Favored Stunts: Knock Prone.
Equipment
Short sword, cart, horse, mabari pups, provisions, and
traveling gear.
Scene 2:
Not for Gold
COMBAT AND ROLEPLAYING ENCOUNTER
Orzammar-native dwarven PCs collecting
supplies for the trip to Cumberland are ambushed
by agents of a rival house.
The rivalries among dwarven houses are both intense
and unending; most dwarves think nothing of nursing
a grudge for centuries. The dwarven PCs chosen to
participate in the Contest of Arms have displaced some
other houses members from the delegationor thats
how they see it, at least. By eliminating the PCs, they
plan to open their rightful slots back up again.
Orzammar has chosen to send a delegation
topside to participate in a human Proving because
the prize on offer for the event is Anvilbreaker, the
legendary forge-hammer of the Paragon Zadol.
Your house has put your name forth as a candidate
45
for the trip and youve spent the last few hours
acquiring sundries throughout the Commons.
As you head home, you realize the courtyard
you are passing through has fallen strangely
quiet. Suddenly, footsteps echo in the stillness and
cloaked figures slip from the shadows, swords
bared.
Defend yourself!
The courtyard is a large cavern with a series of heavy
stone benches and some sturdy chairs gathered about a
stone table.
COUNSELOR MARDOHL
Trusted dwarf noble house retainer.
Abilities and Focuses: Communication 3 (Bargaining,
Etiquette, Persuasion); Constitution 2 (Drinking);
Cunning 2 (Cultural Lore, Historical Lore); Dexterity
1; Magic 1; Perception 1; Strength 0; Willpower 2
(Morale).
Abilities (Focuses)
1
Communication
Constitution (Running)
Cunning
Dexterity (Stealth)
Magic
Perception
Willpower
Combat Ratings
Speed
Health
Defense
Armor Rating
11
50
13
Attacks
Weapon
Attack Roll
Damage
Bastard Sword
+5
2d6+4
Powers
Favored Stunts: Dual Strike (3 SP) and Lethal Blow.
Class Powers: Backstab (as rogue).
Talents: Armor Training (journeyman), Single Weapon
Style (journeyman), and Two-hander Style (novice).
Weapon Groups: Axes, Brawling, Heavy Blades, and Spears.
46
Equipment
If the PCs shout for help it takes five rounds for a group
of soldiers to stride into view. The assassins flee if this
happens. The assassins also take to their heels if the
odds against them begin to look grim. Any trapped
assassins fight to the death; none allow themselves to
be taken alive.
DWARF ASSASSIN
Confused heroes can question Mardohl about the situation. Mardohl doesnt know exactly who is behind
the attack. Any of a dozen houses, he speculates if
pressed. Ultimately, to him, the answer is irrelevant.
The important point is that the attack failed and a
second opportunity shouldnt be allowed.
Counselor Mardohl has arranged passage for the PCs
on a ship from the Orlesian city of Jader, which is
located just north of the Frostbacks. Although they will
all stand together at the Contest of Arms, Orzammars
delegation is traveling to Cumberland in separate,
smaller groups because the various nobles, soldiers,
and smiths picked by the Assembly to comprise the
delegation are not necessarily friendly to each other.
Even so, Mardohl stresses the vital importance that the
PCs publicly support the other members of the delegation in front of folk from other nations and races. What
goes on away from public view, on the other hand
Well, the good counselor doesnt needor wantto
know about that.
Once the PCs have a grasp of their situation, close the
scene and move on.
Scene 3:
Fateful Passage
ROLEPLAYING ENCOUNTER
The PCsFereldans and dwarves bothtravel
by ship over the Waking Sea to the Nevarran port
of Cumberland. Along the way, they meet others
who are also traveling to the Grand Tourney.
The giant waves of the Waking Sea roar and crash
about you, tossing your ship, the Whisper, in great
rolling swells. The sailors scurrying up and down
the rigging laugh at your expressions. One of them
shouts down, If you want to see some real waves
try the passage to Cumberland in the winter!
The ship is filled with all manner of unfamiliar
and unexpected folk. Not only are there Fereldans of every stripe, there are members of the
delegation from Orzammar, and even more unexpectedly, a band of Avvarian hunters who look
profoundly uncomfortable at all the water.
The mate says you have another day or two at
sea before you reach Cumberland. How do you
intend to pass that time?
There are two purposes for this scene. The first is to
introduce all of the PCs to each other, such as if you have
some PCs from Ferelden and others from Orzammar.
The second is to give the heroes their first chance to size
up some of the competition in the Contest of Arms.
If you have two groups of PCs, dont concern yourself
with making sure that they become fast friends while on
board. Its enough to make sure they all come to recognize each other and spend some time getting to know
one another. It may spur some cross-group, get-to-knowyou interactions if you introduce an interesting but
innocuous event to provoke comment from each, which
will likely develop into cross-group roleplaying. If both
groups are on deck and a bright comet is spotted in the
sky, for example, each might have a different perspective
on whether the omen is good or bad, what it might mean
for the Autumn Falls, and so on.
Notable NPCs on board the Whisper include Felayn,
a (non-PC) group of dwarves from Orzammar led by
Lord Kynrik of House Clangdrol (who is the dwarf
noble of highest caste rank on the ship), and a group of
Avvarians led by one Alsgaard Ar Kjus O Stormhold. If
you wish to introduce any NPCs of specific use to your
own campaign, this is a good opportunity for that, too.
Fereldan PCs who wish to chat with Lord Kynrik are
stopped by his guards, who wait to get a nod from
their master before letting the characters pass. Surface
dwarves are kept away (Move on, cloud-gazer), but
47
The fight with the bandits should be easy for an experienced group of PCs. If it isnt, reduce the brigands
statistics as you go along, or send them running even
on a successful Morale check (which, of course, you
should roll behind your screen).
If all of the dwarf PCs fall in battle with the assassins, continue the scene anyway, weaving a tale of
how dwarf soldiers arrived the moment the heroes
RALEVI THE ROOT
The Root of the Mountain, an indestructible warrior
whose legend is long in the Memories.
LORD KYNRIK
Scion of House Clangdrol.
Abilities (Focuses)
Abilities (Focuses)
Communication
Constitution (Stamina)
Constitution
Cunning
Cunning
Dexterity (Brawling)
Dexterity
Magic
Magic
Perception
Perception (Empathy)
Strength (Axes)
Willpower
Combat Ratings
Combat Ratings
Speed
Health
Defense
Armor Rating
85
13
Attacks
Speed
Health
11
115
Armor Rating
13
Attacks
Weapon
Attack Roll
Damage
Weapon
Attack Roll
Damage
Gauntlet
+5
1d3+6
Battle Axe
+6
2d6+4
Battle Axe
+7
2d6+5
Powers
Powers
48
Defense
Equipment
Heavy mail armor and two battle axes.
fell, driving off the assassins and saving the PCs with
timely first aid.
If you feel like trying a slightly more difficult but
rewarding way of running the first two scenes, cut
back and forth between the two of them at dramatic
moments. For example, you might run the fight with
the bandits to the point where the PCs see that Felayn
is under attack, then jump to the dwarven PCs in
Orzammar and run the first round of the ambush. If
you time your cuts between the two scenes well, this
approach increases the drama and keeps everyone
involved, instead of having one group wait through a
whole scene that doesnt involve them.
If one or more players want to play lower caste dwarves
from Orzammar, youll have to figure out a way to realistically incorporate them, since the Assembly would
never send a no-account to retrieve a priceless artifact.
On the other hand, if said casteless riffraff saved a noble
from a band of assassins, a place in the nobles party as
a drudge to run errands and perform menial jobs might
Constitution
Magic
Willpower
Combat Ratings
Speed
Health
Defense
Armor Rating
15
85
14
Attacks
Weapon
Attack Roll
Damage
Range
Long Bow
+6
1d6+6
26/52 yds
Long Sword
+4
2d6+2
Powers
Favored Stunts: Dual Strike (3 SP), Lightning Attack
(2 SP with bows only), and Pierce Armor.
Talents: Archery Style (master), Armor Training (novice),
Champion (novice), and Command (journeyman).
Weapon Groups: Brawling, Bows, and Heavy Blades.
Equipment
Light mail, long bow (and arrows), and long sword.
Welcome to
Nevarra
In Part 2: Welcome to Nevarra, the PCs arrive in
Nevarra and are introduced to Cumberland, one of
the largest cities in Thedas. While seeking accommodations, the Fereldan PCs have an altercation with an
Orlesian Chevalier and his entourage. In all likelihood,
bloodshed is only avoided by the timely intervention of
a Grey Warden. Elsewhere in the city the full delegation
from Orzammar assembles to discuss their plans for the
tournament and after.
Environs: Cumberland
While the capital of Nevarra is the city of the same
name, Cumberland is its largest metropolis. Standing
on the shores of the Waking Sea and straddling the
River Cumber, Cumberland is the natural port through
which the greater bulk of the goods passing to and
from the Free Marches flows. Almost anything can be
bought and sold on the streets of Cumberland if you
know where to look.
The roads of Cumberland are paved with well-chosen
cobblestones, most worn smooth from the passage of
countless feet. The streets are lined with well-made
three-story buildings, scores of which are decorated
with ornate facades. While some of the streets are
narrow, especially those in the older portions of the
city, most are spacious, the better to accommodate the
passage of laden carts.
The Nevarran custom of venerating their heroic ancestors is most obviously expressed in Cumberland in the
statues that fill the citys open, airy courtyards. Most
have been carved with great skill.
Built at great expense and with greater secrecy, the
Sun Dome is a spired golden dome that rests atop the
central building of the College of Magi. It dominates
Cumberlands skyline and is visible for miles when
the sun shines. The College is the philosophical heart
of the Circle of Magi. It is at the College that the First
Enchanters of every Circle assemble to elect their
Grand Enchanter, the mage who stands as the Circle of
Magis representative to the Chantry, their advisor on
the supernatural.
The Grand Tourney has been set up on the western side
of the river, a sprawling sea of tents, arenas, temporary
buildings, and the like. For more detailed information
on this specific area, see Environs: The Grand Tourney
49
Scene 1:
The City on the River
EXPLORATION ENCOUNTER
The PCs arrive at the port of Cumberland and get
their first chance to look around.
The sounds of bells and racing feet bring you up
to the deck, into the morning sun. Cumberland
stretches across the horizon, straddling the River
Cumber where it flows into the Waking Sea. The
blinding golden reflection from the Sun Dome at the
College of Magi is like a crown that sits atop the city.
To the west you can make out a mass of tents on a
rolling plainthe fairgrounds, you imagine.
Welcome to Nevarra.
The ship soon arrives at a dock and the PCs are free to
do what they wish. If the players are at a loss, you can
suggest that they concentrate on accommodations first.
Cumberland, as a center of trade, is filled with inns and
taverns. There is also the tent city.
50
Communication
Constitution
Cunning
Dexterity (Brawling)
Magic
Perception (Searching)
Strength (Intimidation)
Willpower (Morale)
Combat Ratings
Speed
Health
Defense
Armor Rating
12
40
12
Attacks
Weapon
Attack Roll
Damage
Fist
+4
1d6+1
Club
+2
1d6+1
+2
2d6+3
Crossbow
Powers
Favored Stunts: Rapid Reload (1SP) and Disarm (2SP).
Talents: Archery Style (novice), Armor Training
(novice), and Unarmed Style (novice).
Weapon Groups: Bows, Brawling, and Staves.
Equipment
Light mail, club, and crossbow.
Scene 2:
Of Elks & Griffons
ROLEPLAYING & COMBAT ENCOUNTER
The PCs nearly come to blows with an Orlesian
Chevalier and his entourage, but a Grey Warden
steps in to break up the dispute.
All of Cumberland seems to be part of the Grand
Tourney festival. Every courtyard has its own
entertainment: jugglers, actors, fire-eaters, puppeteers, acrobats, and storytellers are just a few of
the performers youve seen. Music fills the air
while barkers beckon travelers to their stalls.
You step onto a narrow side street to get your
bearings and suddenly hear one sound quite
distinctly: the sharp clatter of hooves against
cobblestones!
51
Abilities (Focuses)
Abilities (Focuses)
Communication (Etiquette)
Constitution (Stamina)
Constitution (Stamina)
Cunning
Dexterity (Initiative)
Magic
Magic
Perception
Perception
Strength
Willpower
Willpower
Combat Ratings
Speed
Health
Defense
Armor Rating
13
45
13
Attacks
Weapon
Attack Roll
Damage
Fist
+5
1d6+2
Quarterstaff
+5
1d6+3
Powers
Favored Stunts: Knock Prone (1SP) and Mighty Blow.
Talents: Unarmed Style (journeyman).
Weapon Groups: Brawling and Staves.
Equipment
Light leather and quarterstaves.
Combat Ratings
Speed
Health
Defense
Armor Rating
14
80
11
Attacks
Weapon
Attack Roll
Damage
Gauntlet
+6
1d6+6
Long Sword
+7
2d6+5
Spear
+7
1d6+8
Powers
Favored Stunts: Defensive Stance (1SP), Dual Strike (3
SP), Taunt, and Threaten (1SP).
Talents: Armor Training (master), Champion (journeyman), Weapon and Shield Style (master).
Weapon Groups: All.
Each PC present must make a TN13 Dexterity (Acrobatics) test. Those who succeed dive to the side in time,
while those who fail suffer 1d6 damagejust enough
to be insultingas theyre knocked to the cobblestones
by a barded warhorse and rider who come hurtling
around a corner.
The rider pulls up some twenty feet away and turns his
horse sidelong to the PCs, looking back at them. His
features are concealed behind an intricately worked,
silver-filigree mask from which two spiraling horns
resembling those of an elk curl up. The rest of his clothes
are sumptuous, colored a rich blue and embroidered
with fine golden thread. A TN9 Cunning (Heraldry or
Military Lore) test identifies the rider as one of the infamous Orlesian Chevaliers.
The Chevaliers are a noble military order, the most
eminent in Orlais. Often a refuge for landless nobles and
children destined to not inherit, the Chevaliers training
regimen is famed for its brutality. Those who survive it
are legendary for their fearlessness and absolute devotion
to their code of honor. The Chevalier history is a roll of
glorious battles won against staggering odds; even faced
52
Equipment
Heavy plate armor, long sword, heavy shield, and spear.
KILINA
Good-humored Grey Warden recruiter.
Abilities (Focuses)
3
Constitution
Magic
Speed
Health
Defense
Armor Rating
20
70
Attacks
Weapon
Attack Roll
Damage
Long Sword
+5
2d6+3
Powers
Favored Stunts: Defensive Stance (1SP), Dual Strike (3
SP), and Threaten (1SP).
Grey Warden Abilities: Resistance to taint and detect
darkspawn (40 yards).
Talents: Armor Training (journeyman), Champion
(novice), and Weapon and Shield Style (master).
Weapon Groups: All.
Equipment
Light plate armor, long sword, and medium shield.
53
Abilities (Focuses)
1
Constitution
Magic
Perception
Strength (Bludgeons)
Willpower
Combat Ratings
Speed
Health
Defense
Armor Rating
11
60
13
Attacks
Weapon
Attack Roll
Damage
Mace
+4
2d6+2
Short Sword
+5
1d6+4
Throwing Knife
+5
1d6+4
Powers
Favored Stunts: Disarm, Mighty Blow, and Taunt.
Class Powers: Backstab (as rogue) and Bluff (as rogue).
Talents: Armor Training (novice), Single Weapon Style
(journeyman), and Thrown Weapon Style (novice)
Weapon Groups: Bludgeons, Brawling, and Light Blades.
Equipment
The Dragons Den district is filled with bottomcaste skyers who nevertheless live in such wealthy
surroundings that some of the visiting nobles find it a
bit disturbing. The lavish room at the Diamond Lass
where this scene takes place is dominated by an elaborately engraved marble table. Lush Rivaini rugs cover
the floor.
Note that although these events take place in the world
whether you are playing with Orzammar PCs or not,
they will not be part of your game if you have only
Ferelden heroes. If you do not play this scene, simply
decide which side prevails in the argument based on
which outcome you find most interesting.
For the past two hours at the Diamond Lass,
youve been listening to dwarves debate on how
best to claim the Weaponsfathers hammer.
54
Stunt
Superior Rhetoric: Add an additional point to
your sides advanced test total.
55
If the PCs get into a serious fight with the watch, remind
the players that they can pull killing blows, but dont
force them to do it. That said, if they kill watchmen and
there are witnesses (and in a city as big as Cumberland
there are nearly always witnesses) the adventure is
effectively over; the PCs will eventually be found and
executed if they remain in Nevarra. Perhaps the players
can make Orzammar characters and proceed from that
angle.
Forsard Malecot is intended to be an antagonist the
players will love to hate for some time to come. In
Scene 2: Of Elks and Griffons, make certain they
understand the difference between a street brawl and
lethal combat, and the line that separates them. That is,
make sure they understand that drawing a sword in a
fistfight changes the game. (Again, dont forbid them
from doing it, just make sure theyre not escalating the
stakes out of misunderstanding.)
Meeting Kilina is more significant than the players are
likely to realize. Theyll probably think you just wanted
to show off a Grey Warden, but really, Kilinas purpose
is to study potential recruits, and her observation that
theyre outsiders brings them to her mind later when
unfolding events necessitate heroes unconnected to
Nevarra. If you wish, you can decide that Kilina is
far more manipulative than she appears, and that she
asked the Chevalier to insult the PCs to see what they
would do, before showing up in the nick of time.
If you have no Orzammar PCs, Scene 3: The Diamond
Lass Debate amounts to information for you about
whats going on behind the scenes. If there are dwarf
PCs at the table, though, do your best to get them into
trouble with one faction or the otheritll make the rest
of the adventure more interesting.
PART 3
Let the
Games Begin
In this portion of the adventure, the PCs have a chance
to participate in the various competitions and qualifying rounds for the Autumn Falls, the third of the four
great events (one per season) that occur during the
Grand Tourneys Contest of Arms. Before the conclusion of the qualifying rounds, representatives of the
dwarven thaig of Kal-Sharok appear in Cumberland,
to widespread surprise. Their arrival may force the
Orzammar delegation to reconsider their options.
Not long after the qualifying rounds end, a spectacular
accident attracts the heroes attention. Some time
later, the Grey Warden Kilina and the Contest of Arms
sponsor Rainer Aehrenthal ask for the PCs assistance
in investigating some suspect events that have been
concealed from public view.
56
Environs:
The Grand Tourney
The Grand Tourney proper is a massive and sprawling
affair. Its heart is the Central Arena, a temporary
edifice constructed of rough wood and able to seat
around 15,000 spectators on two tiers. The most significant events of the Contest of Arms are held here.
A collection of big-top tents and specialized event
spaces surround the Central Arena. These areas host
side events, animal displays, athletic competitions, the
performances of talented bards and entertainers, and
the like. Collectively, the Central Arena and its orbit of
massive tents and event spaces are commonly called
the Tourney Grounds.
The Tourney Grounds stand on what was originally a
large grassy field west of the Cumberland city wall. All
of the paths to and from this area that werent destroyed
by the Central Arenas construction were demolished
by foot traffic within a month of the Tourneys opening.
Gravel and straw have been spread in an attempt to
stabilize the ground and ameliorate the mud, but the
grounds themselves remain rough. Sprained ankles are
common and wagons frequently become stuck. (Keep
this in mind if the heroes find themselves involved in
a foot chase!)
Northwest of the Tourney Grounds lies the Mages
Meadow. To the west of the Tourney Grounds is a
sprawling tent city where travelers from around the
world encamp. Finally, to the east of the Tourney
Grounds lie the city walls and city proper. The events,
crowds, and general festivities of the Grand Tourney
spill over into all these regions.
THE CENTRAL ARENA
The Central Arenas two tiers boast three distinct
grades of seating. The upper tier, furthest from the
action, consists of unfinished benches that frequently
leave splinters; they are both literally and figuratively
the cheap seats. The lower tier is split into two sections,
the merchants and the nobles. (A Contest enthusiast might say, Got me a seat down in the merchants!)
These lower-tier seats are expensive-but-superior and
exorbitant-but-opulent, respectively. Both sections of
the lower tier have both individual seating and box
seating.
General admission to the upper tier runs 5 cp for most
events. Seating is not reserved, and the gate-workers
sometimes oversell the tiers capacity, though more
from inattention than malice. Brawls over a place on a
bench are not uncommon.
Lower-tier seats are numbered and subscribed, which
is to say that single-event tickets in the lower tier are
not available from the Tourney administration. Rather,
57
Tournament Mechanics
The martial events of the Contest of Arms are adjudicated by a series of complex rules that ensure they remain
a celebration of martial prowess rather than a public series of bloodbaths. Although the tournaments body of
rules and precedents is voluminous, and its system of judges and judging complex, they boil down to a simple
four-part mechanical system by which fights can be ended in one fighters defeat.
A given tournament combat can be fought to blood (i.e., first blood), to distress, to anguish, or (very, very
rarely) to death. The majority of contests are fought to distress. Most fights to the death involve old enemies
who agree to settle their personal vendettas on the arena floor to the screams of a paying crowd, and the
winner usually receives a cut of the upper-tier admissions in addition to whatever glory may accrue.
One-on-one contests end when one party is eliminated. In events with multiple combatants per side, a combatant
who suffers elimination (i.e., suffers blood, distress, or anguish) is directed by the judges to leave the event. A
combatant who fails to leave when directed, or who strikes an enemy after being eliminated, is ejected from the
entire Contest of Arms.
For tournaments of all types, a combatant may yield at any time, surrendering the event in advance of its natural
end. A combatant who does not respect an opponents yield is thrown out of the Contest of Arms. A combatant
who yields but then strikes again is given to the crowd, which is typically both gruesome and fatal.
Blood: A combatant inflicts blood in any of the following circumstances (all of which are considered after
accounting for armor):
A successful attack with an edged weapon that does more than one point of damage.
A successful attack with a blunt weapon that does three or more points of damage.
A successful unarmed attack that does four or more points of damage.
A special stunt constitutes a fourth (and particularly flashy or humiliating) way a tournament result of blood
can be achieved:
Stunt
First Blood: You draw blood in a humiliating fashion but without dealing any Health damage. This is
sufficient to satisfy the Contest of Arms requirements for a blood tournament elimination.
Distress: A combatant suffers distress when he sustains damage, in the current fight, equal to one-third or
more of his full Health value. For example, a warrior with a starting value of 53 Health sustains distress upon
losing 18 health in the current fight. This is true regardless of how much Health the fighter might have actually
had at the beginning of the event given damage left over from other events, from tavern brawls, and so on. If a
combatant begins an event with less Health than would be necessary to inflict distress, the judges may, at their
discretion, instead use the criteria for a blood tournament elimination.
Anguish: Anguish is similar to distress, save that the damage threshold is two-thirds the full Health value. The
example warrior with 53 starting Health sustains anguish upon suffering 36 damage. If a combatant begins an
event with less Health than would be necessary to inflict anguish, the judges may adjudge that fighters loss at
the equivalent of a distress elimination.
Death: A combatant suffers death when his Health is reduced to zero, whether his opponent actually elects to
make the final blow a killing blow or not. Fights to the death are very rare in the Contest of Arms, and when
theyre staged, theyre more often called fights until the yield.
58
Scene 1:
The Qualifying Rounds
EXPLORATION & COMBAT ENCOUNTER
Rainer Aehrenthal welcomes the many contestants to the Autumn Falls qualifiers. The PCs sign
up for events and have a look at the competition.
The wait is over, for today the qualifiers begin.
There will be archery matches, throwing contests,
strength competitions, unarmed bouts, and even a
challenge open only to mages. The largest event is
the Autumn Falls proper, a tournament in which
combatants fight one-on-one, in free form, with all
eyes on the ancient dwarf-hammer offered as the
grand prize.
Rainer Aehrenthal, a Cumberland merchant
of impressive means, is the patron of this years
Contest of Arms. From a dais in the Central Arena,
he calls out to hundreds of assembled competitorsincluding youLet the Autumn Falls
begin!
Its assumed that at least one Player Character will want
to enter the main Autumn Falls tournament. However,
even heroes who choose not to attempt that event will
be able to find one or more contests to interest them. As
a general rule, assume that any event a player proposes
(Is there knife-throwing competition?) is available at
some point. Characters who befriended Felayn find her
a ready source of information, local dwarves can fill in
heroes from Orzammar, and local Cumberlandersnot
to mention Tourney-goers in generalcan point Player
Characters to events they might like to enter.
59
Communication
Constitution
Cunning
Magic
Perception (Searching)
Willpower (Morale)
Combat Ratings
Speed
Health
Defense
Armor Rating
13
50*
13
Attack Roll
Damage
15
Fist
+3
1d6+2
510 gp
17
Long Sword
+4
2d6+2
10+ gp
19
Short Sword
+5
1d6+4
Afternoons Wager
Test TN
15 gp
60
Attacks
Powers
Favored Stunts: Defensive Stance, Dual Strike (3SP),
and Lightning Attack (2SP if short sword).
Talents: Armor Training (novice), Unarmed Style
(novice), and Dual Weapon Style (journeyman).
Weapon Groups: Brawling, Light Blades, and Heavy
Blades.
Equipment
Light leather armor, long sword, and short sword.
such. Fighters may neither cast spells nor be their beneficiary during their matches
In each qualifying fight, four combatants are thrown
into the arena together in a fight to the point of distress.
Fighters enter the elliptical arena from the compass
points, and so begin at a range of about 20 yards
from the closest opponent. The last fighter remaining
advances to the next round. This process repeats until a
total of 64 fighters remain, at which point the Autumn
Falls proper begins (see Part 4, Scene 1: Declare Yourself).
The judges do their best to make sure that there are no
potential allies among any given group of four, and
there are more than enough entrants to scatter into
different fights those who are known to have come to
the Contest together. Once a given fight of four starts,
any two fighters who obviously ally with each other are
called out of the fight immediately, regardless of their
wounds. However, unspoken alliances are common
Abilities (Focuses)
Abilities (Focuses)
Communication
Constitution (Stamina)
Cunning
Dexterity (Brawling)
Magic
Perception
Willpower (Self-discipline)
Combat Ratings
Speed
Health
Defense
Armor Rating
11
50*
13
Attack Roll
Damage
Fist
+3
1d6+3
Bastard Sword
+5
2d6+4
Powers
Favored Stunts: Defensive Stance (1SP) and Dual
Strike (3SP).
Talents: Armor Training (novice), Unarmed Style
(novice), and Weapon and Shield Style (journeyman).
Weapon Groups: Brawling, Light Blades, and Heavy
Blades.
Equipment
Light leather armor, medium shield, and bastard sword.
Communication
Constitution (Drinking)
Cunning
Dexterity
Magic
Perception
Speed
Health
Defense
Armor Rating
65*
10
Attack Roll
Damage
Fist
+0
1d3+4
Throwing Axe
+6
1d6+6
Two-handed Maul
+6
2d6+7
Powers
Favored Stunts: Knock Prone and Mighty Blow (1SP).
Talents: Armor Training (journeyman), Thrown Weapon
Style (journeyman), and Two-hander Style (journeyman).
Weapon Groups: Axes, Bludgeons, Brawling, and Staves.
Equipment
Light leather armor, two throwing axes, and twohanded maul.
61
62
Wrestling Matches
Unarmed bouts (called wrestling by Tourney
attendees regardless of what combat styles the combatants of any given fight actually adopt) are typically
fought within a ten-yard ring by two opponents
stripped to the waist. Fighters are often matched
against challengers of approximately the same size and
weight, though certain champions are willing to take
on all comers.
Most unarmed bouts are fought to distress, but in all
cases, being forced from the ring is an automatic loss.
Armor, obviously, is prohibited. Female scrappers
have the option of fighting with their breasts bound,
but some choose not to, to take advantage of distractible opponents.
Tournament brackets of 32 or 16 fighters are common,
but some events are perpetual, with a winner stays,
loser walks rule and a small purseusually ten or
twenty silverspaid for each fight won.
Wrestling bouts are exceedingly popular and heavily
wagered on.
63
Scene 2:
Sharokovar Speaks
ROLEPLAYING ENCOUNTER
The Grand Tourney is interrupted by the late
arrival of a band of dwarves from Kal-Sharok.
Its a warm evening and the night events of the
Grand Tourney are just getting started. Rumor has
it that a troupe of outrageously skilled fire-eaters
will perform on the riverbank tonight, and thats
where youre headed when a band of heavily
armed dwarves with blazing torches and determined expressions surges around a corner ahead
of you with a largeand growingcrowd of
gawkers in tow.
Care to follow?
Communication (Bargaining)
Constitution (Stamina)
Dexterity
Magic
Perception (Smelling)
Willpower (Courage)
Combat Ratings
Speed
Health
Defense
Armor Rating
65
10
10
Attacks
Weapon
Two-handed Axe
Attack Roll
Damage
+6
3d6+4
Powers
Favored Stunts: Dual Strike (3 SP), Mighty Blow (1 SP
with two-handed weapons), and Lethal Blow.
Talents: Armor Training (journeyman), Champion
(journeyman), Two-hander Style (master).
Weapon Groups: Axes, Bludgeons, Heavy Blades, and
Spears.
Equipment
Heavy plate armor and two-handed axe.
64
Scene 3:
Explosive Afternoon
EXPLORATION ENCOUNTER
An explosion in the city provides an alert that
something sinister is afoot in Cumberland.
This scene is best staged at some final, critical moment
of one of the events of the Contest of Arms other than
the Autumn Falls qualifiers. For example, if one of the
PCs is a brawler, perhaps the explosion erupts at the
end of a tough wrestling match, distracting the heros
opponent and allowing the PCs final blow to land
unblocked. Otherwise, the explosion can be staged so
that it occurs while the PCs are traveling through the
city streets.
Its best not to stage the explosion while the heroes
are actually present at the Broken Oar. If you do that,
theyll probably come to the (incorrect) conclusion that
the event somehow involves their presence, which is
likely to confuse them unduly when theyre called on
later to get involved in the investigation.
A deep sound like a thunderclap comes suddenly
from somewhere to the east, lower than the roar
of a crowd but stronger by far. It sounds a bit like
the powers youve heard unleashed on the Mages
Meadow, but that lies in the other direction.
In the distance, a cloud of smoke rises above the
city. What do you want to do?
Some PCs may decide this is none of their business
and ignore it. They eventually hear that a fire got out
of control in a tavern kitchen in the city. The rumor mill
offers a somewhat perplexing lack of explanation for
the noise of the explosion, but most simply shrug it off.
(How should I know? I wasnt there.)
Heroes who investigate the noise dont have to look
very hard for the source. The rising column of smoke
leads them right to the Broken Oar, a tavern thats
now missing its entire back wall. Volunteers work a
bucket line to put out the fires that remain and a Circle
healer tends to the burned and traumatized in a courtyard nearby. None of these people have any idea what
happened, although some are happy to propose wild
guesses as stone facts.
65
66
Scene 4:
A Late Invitation
ROLEPLAYING ENCOUNTER
The PCs are summoned to a late-night meeting
with Rainer Aehrenthal and the Grey Warden
Kilina, where they are invited to join the
Wardens investigation into a series of disquieting crimes.
It is well past midnight when pounding shakes
the door of your room [or, when rough voices
demand wakefulness from outside your tent]. A
half-dozen figures in gleaming half-plate stand
outside. As you squint, bleary-eyed, their apparent
leader speaks:
Ah, good, you are awake. Weve been sent to
bring you to our employer, Rainer Aehrenthal. He
would speak with you on a matter of some urgency.
The men are members of Aehrenthals personal guard.
Their leaders name is Veit. A TN11 Cunning (Heraldry
or Military Lore) test confirms that the crest on their
armor is Aehrenthals. They have no idea what their
boss wants with the PCs, and are willing to wait while
the PCs don arms and armor if they wish (which
suggests that the PCs arent under arrest or otherwise
in trouble with the Contest patron).
If the heroes decline Aehrenthals invitation Veit is
genuinely surprised, and makes sure the PCs are aware
that Aehrenthal is the patron of the entire Contest of
Arms. If the PCs object due to the odd hour, Veit notes
that Aehrenthal is most generous with his friends, and
that he would not summon the heroes at such a late
hour without good reason. If they continue to refuse,
Veit shrugs and departs, his men in tow.
If one or more of the PCs is willing to go, Veit gives them
dark, hooded cloaks to conceal their features and identities. The troops then take them directly and swiftly to
one of Cumberlands richer neighborhoods on the east
side of the Cumber. (If necessary, a ferry stands ready
to shuttle them across the river.) They take prudent if
somewhat paranoid security measures all the way, such
as men running ahead to scout their route.
At the end of it theyre swiftly ushered into an elegant
but fortified mansion. In a warmly upholstered study,
an average-sized man of trim middle years with close-
67
RAINER AEHRENTHAL
Cunning, generous, and obsessive arms merchant.
Abilities and Focuses: Communication 4 (Bargaining,
Deception, Etiquette, Persuasion); Constitution 1
(Drinking); Cunning 4 (Cultural Lore, Engineering,
Military Lore); Dexterity 0; Magic 0; Perception 1;
Strength 0; Willpower 3 (Morale).
68
69
Scene 5:
A Long Night
The ambush takes place after Veit and his men have left
the heroes. The ambush may or may not be well staged,
depending on the accommodations the PCs have
chosen. If they are staying in the city, they are attacked
near the entrance to their inn. If they are sleeping in
the tent city, they are assaulted as they cross a clearing
among tents. If possible, the assassins choose a place
where the heroes will have difficulty recruiting allies
or finding cover. You should invent the specifics of the
location based on what the players have specified about
their lodgings, and what has come before.
There are two attackers per hero. Tactically, the assassins fire crossbows from behind the PCs from two
different directions and then throw down their crossbows, rushing to engage quickly before the heroes can
escape. If possible, they concentrate their initial volley
on any obvious magic-users among the heroes.
COMBAT ENCOUNTER
The Last Moon ambushes the PCs as they return
to their accommodations.
Communication (Deception)
Constitution
Dexterity (Bows)
Magic
Perception
Willpower (Faith)
Combat Ratings
Speed
Health
30
Attacks
Weapon
Attack Roll
Damage
Crossbow
+2
2d6+2
Mace
+4
2d6+2
Powers
Favored Stunts: Lethal Blow.
Talents: Archery Style (novice) and Single Weapon Style
(novice).
Weapon Groups: Bludgeons and Bows.
Equipment
Grey and black robes, light mail, crossbows, and maces.
70
The Murders
The various murders perpetrated by the Last Moon are not all explored in the scenes that follow. Nevertheless,
proactive players may want to look into most, or all, of the various killings. This sidebar presents the bare facts
of these crimes so you can improvise the results of whatever investigations the PCs undertake.
The murdered dockworkers were killed because they came upon the Last Moon cultists unloading the
qunari gaatlok from its river transport and one of their number recognized the barrels for what they
were. This attack took place months ago, and the trail is quite cold.
The slain patrol of the city watch likewise discovered Last Moon cultists at some nefarious business
and were cut down for it. These killings are weeks old, so as above, clues are scarce.
Aehrenthals slain investigators were killedas Aehrenthal fearsprecisely for the questions they
asked about the crimes. Their bodies havent been found yet, and unless you rule otherwise, they never
will be. Determined heroes might eventually be able to identify which member of the Cumberland
council is in thrall to the Last Moon and has been feeding them information about the investigations;
how far you go down that road depends on your interest in political investigations. Since the focus of
The Autumn Falls is more on the gladiatorial events of the Grand Tourney, this thread isnt an explicit
part of the scenario.
The slain Orzammar dwarf was killed in an ambush very much like the one that targeted the heroes
in Part 3, Scene 5: A Long Night. He was killed in the aftermath of the Last Moons slaying of the
as-yet-undiscovered Kal-Sharok engineer Eldrek. As is described in Part 4, Scene 2: A Dwarven
Dispute, Eldrek was killed by the Last Moon because they saw him taking too close an interest in their
booby-trapped architecture at the Central Arena. But once the cults knee-jerk murder of Eldrek had
been accomplished, they worried that an investigation into his death might bring attention that would
expose their plan, so in addition to hiding Eldreks body as well as they could, the Last Moon hurriedly
hatched the plan of killing a randomly selected Orzammar dwarf to make it look like a retaliatory attack
and hopefully start a distracting feud among the dwarf factions that would persist until after the Last
Moons plot was carried to its conclusion. Keep in mind that although Eldrek was killed first by the cult,
his Orzammar counterparts body was discovered first.
All the bodies of these fallen were mutilated in specific ways that Kilina says are associated with the Last
Moon. (Not that these associations are widely known. Lusacan is an ancient deity, after all, from another
part of the world.) Such ritual disfigurements are part of the Last Moons rites of slaying, and even though
this common thread provides clues to the cults enemies, their veneration of Lusacan does not allow them to
deviate from these practices.
71
Scene 1:
Declare Yourself
COMBAT ENCOUNTER
The Autumn Falls tournament proper begins in
the Central Arena!
This scene is written under the assumption that at
least one PC is among the 64 fighters who qualified for
the Autumn Falls tournament proper, having made it
through the qualifiers (see Part 3, Scene 1: The Qualifying Rounds). If none have, tailor the descriptions
below if some of the heroes are in the stands to watch,
or skip this scene entirely if none of the PCs care to
watch the spectacle.
Theres nothing like the roar of the crowd, and few
crowds in all of Thedas roar with 15,000 voices.
Only 64 fighters remain in the Autumn Falls.
You march among them on the sand of the Central
Arena, to take your place, to wait for your number
to be drawn, and, eventually, to fight.
The first two numbers are called, and two
fighters walk to the center of the arena. The tradition of the Free Marcher tournaments calls for
each to declare himselfwho he is, or for whom
he fights. The thunder falls to a whisper as the
crowd waits to hear the competitors declarations.
Gwaren! one roars.
For the honor of my fathers! shouts the other.
The crowd erupts and the combatants charge!
72
The Autumn Falls, from this point onward, is a singleelimination tournament with rounds of 64, 32, 16, 8, 4,
and 2 warriors respectively. The rounds of 64 and 32 are
fought to distress, the rounds of 16 and 8 to anguish, and
the rounds of 4 and 2 until one combatant yieldswhich
is to say, until death or unconsciousness. (The rules for
these combat stopping-points are found in the sidebar
Tournament Mechanics on page 58.) In the round of 64,
combatants can wear any non-plate armor they wish and
carry any weaponry they like, other than bows and crossbows. Otherwise, the rules are the same as the qualifiers.
All 64 qualifying combatants wait around the edges of
the arena as 32 first-round combat pairs are determined
by the random draw of numbered tiles from a ceremonial
bowl. Fights wear on; the morning becomes the afternoon.
The crowd cheers wildly for all those who fight honorably. Most spectators have not yet picked out their favorites. Highlights include the resounding success of nearly
every dwarf who qualified. There are two obvious standouts among them: Lord Kynrik and Ralevi the Root.
Lord Kynrik declares for House Clangdrol. He proves
to be a graceful fighter who wields a magnificent axe
and carries a broad round-shield.
Ralevi the Root declares for the Legion, and theres an
audible intake of breath as the crowd realizes theyre
about to witness the fighting skills of a warrior of the
legendary Legion of the Dead. Ralevi fights with blackened twin axes, and destroys his opponent so quickly
its a blink and you missed it fight.
Lord Forsard Malecot declares for the honor of the
Chevaliers, fights in heavy mail, and makes it look easy.
He wields a gleaming bastard sword and a kite-shaped
heavy shield, wearing his signature antlered mask. He
downs his opponent with precise, efficient strokes.
If the Kal-Sharok dwarves managed admission to the
tournament, Lord Azaharg declares for the dwarves
left behind, and dispatches his Orzammar opponent
by hurling his devastating two-handed maul into his
chest, which drives him nearly ten feet backward and
leaves him unconscious in the dust.
If heroes who are not fighting take the opportunity of
the main event to advance their investigation of the
Last Moon, either by keeping an eye on the crowd or
poking around in tents and buildings nearly emptied
by the draw of the main event, they discover nothing of
particular interest at this time.
Eventually, a PC combatants number is drawn
Youve grown impatient watching others fight,
but finally your number is pulled from the bowl.
You spring to your feet, collect your weapons, and
run onto the sand. The time has come to show
these foreigners what youre made of made of.
Declare yourself!
BELIRAN
Antivan swordsman.
Abilities (Focuses)
1
Communication (Deception)
Constitution
Cunning
Magic
Perception (Searching)
Willpower (Morale)
Combat Ratings
Speed
Health
Defense
Armor Rating
65*
14
12
Attack Roll
Damage
Short Sword
+6
1d6+5
Long Sword
+5
2d6+3
Powers
Favored Stunts: Lethal Blow, Lightning Attack (2 SP),
and Pierce Armor.
Talents: Armor Training (novice) and Dual Weapon
Style (master).
Weapon Groups: Light Blades and Heavy Blades.
Equipment
Light mail armor, long sword, and short sword.
Scene 2:
A Dwarven Dispute
ROLEPLAYING ENCOUNTER
The PCs hear a commotion and walk into a scene
of anarchy: a courtyard full of brawling dwarves.
Youre drinking a few well-deserved libations in
one of the many taverns near the Central Arena
when you hear a commotion outside. Someone
near the window gasps, Youve got to see this!
Outside are brawling dwarves as far as the eye
can see. It looks like Orzammar versus Kal-Sharok.
Do you care to get involved?
The Kal-Sharok dwarves just an hour ago found their
comrade Eldreks butchered body and jumped to the
communal conclusion that an Orzammar dwarf must
be responsible. The Orzammar dwarves, having lost
one of their own to foul play recently (as the PCs have
heard from Aehrenthal and Kilina), were in no mood
to hear such accusations. Unsurprisingly, when the
groups confronted each other in the street, someone
threw a punch and a general brawl erupted.
73
When the PCs first see the scene it remains a weaponless brawl. It will remain that way if they wade in
and try to break things up, but thats no easy feat: It
takes a TN15 Communication (Persuasion or Leadership) test to get enough dwarves to stop fighting long
enough to listen to reason. A PC who thinks to suggest
that such blatant disregard for public safety could
result in the dwarves being kicked out of the tournament, dashing their hopes of obtaining the Paragon
Zadols forge-hammer by legitimate means, gets a
+2 bonus to his roll. Conversely, a surface dwarfno
matter how smooth-tonguedwho attempts to halt
the carnage suffers a 2 penalty to tests to stop the
brawl. Roleplaying stunts like Sway the Crowd and
Stunned Silence go a long way in this situation to
defuse tensions.
If the heroes stand aside, or fail the test, fists and boots
escalate to weapons as the city watch arrives and the
whole affair turns very, very ugly. At some point during
the resulting fight, Lord Kynrik raises his hands to call
for calm but an enemy plants an axe in his back and
the deep lord slumps to the cobblestones, never to rise
again. This has grim implications, for it gives Lord
Quennar dominance over the Orzammar dwarves.
Quennar directs his delegation to a ruthlessness in
tournament combat that leaves their opponents not
distressed or anguished, but dead.
On the other hand, if the heroes stop the fighting, Lord
Azahard stomps over to them to vent his grief, roaring
that one of his brothers has been cruelly murdered.
Lord Kynrik pushes his way through the crowd toward
the heroes and proclaims with no small dignity that he
and his followers certainly havent murdered any of
their estranged Kal-Sharok brethren.
The PCs can negotiate between the dwarf lords if and
as they see fit. The important thing for them to learn
at some point in the wake of the fight, in order to
advance their investigation plot thread, is that the slain
Kal-Sharok dwarf was an engineer of the Smith Caste
named Eldrek. Eldrek was fascinated by the human
architecture of Cumberland and before his body was
74
Scene 4: Paulis
Final Revelation
ROLEPLAYING & COMBAT ENCOUNTER
The PCs discover the whereabouts of ex-cultist
Pauli Lueger, who manages to unburden a bit of
his soul before he forfeits his life to the Last Moon.
You can stage the opening to this scene in different ways
depending on the courses of investigation the heroes
have been pursuing. You can even use more than one
of these situations:
If the heroes have been beating the bushes for
Pauli after learning about his possible connection
to the fire at the Broken Oar, they get a tip that
someone has seen Pauli skulking around in the
tent city.
If the heroes were kind to Klera, she tracks them
down and tells them that Pauli approached her
the night before, behaving in a paranoid fashion
and demanding emphatically that she not attend
75
the authorities got wind of the plan and tried to evacuate the arena. (You can see what I meanits madness! I
was supposed to stand in a place theyre going to completely
destroy!)
If the PCs fail to get Paulis babbling under control he
just keeps spouting useless phrases like, They have eyes
everywhere! You dont know! Everythings going to end in
fire! Theres no way to stop it!
Either way, Paul eventually suddenly stops talking in
mid-sentence and an odd expression crosses his face.
He gasps once; characters witnessing this may think
hes been poisoned. A character who makes a TN13
Cunning (Arcane Lore) test has time to scream Run!
ISSUS EYRAS
Apostate Last Moon cultist.
Abilities (Focuses)
0
Constitution
Dexterity
Perception (Tracking)
Strength
Willpower (Self-Discipline)
PAULI, EX-CULTIST
Combat Ratings
Speed
Health
Defense
Armor Rating
11
75
11
5*
Attack Roll
Damage
Range
Arcane Lance
+7
1d6+5
24 yards
Quarterstaff
+1
1d61
n/a
Powers
Spellpower: 15 Mana Points: 50 (42 remaining after
6-hour Rock Armor)
Spells: Blood Wound, Drain Life, Flame Blast, Flaming
Weapons, Invigorate, Rock Armor, and Walking Bomb.
Favored Spell Stunts: Mana Shield and Imposing Spell.
Class Powers (Mage 8, Blood Mage specialization):
Arcane Lance.
Talents: Blood Magic (journeyman), Command (master),
and Lore (journeyman).
Weapon Groups: Brawling and Staves.
Equipment
Quarterstaff.
76
Communication
Constitution
Cunning
Magic
Perception
Strength (Staves)
Willpower (Morale)
Combat Ratings
Speed
Health
Defense
Armor Rating
11
40
11
Attacks
Weapon
Attack Roll
Damage
Improvised Weapon
+1
1d6+1
Dagger
+3
1d6+3
Quarterstaff
+3
1d6+3
Powers
Favored Stunts: Mighty Blow and Lightning Attack.
Weapon Groups: Brawling, Bludgeons, Light Blades,
and Stave
Equipment
Light leather armor, daggers, and quarterstaves.
Scene 5:
The Final Rounds
COMBAT ENCOUNTER
The heroes must stop the Last Moon from blowing
up the Central Arena and killing tens of thousands.
On the third day of the Autumn Falls tournament, the
rounds of 16, 8, 4, and 2 are fought before the largest audience that will congregate in the Central Arena all year. The
rest of the city, for all practical purposes, is empty, with all
eyes turned on some of Thedass most potent warriors.
Player Characters may still be active in the tournament,
moving toward the final match-up, although its not
intended to be likely. Barring unusual events that may
have transpired so far, Ralevi the Root is widely favored
to win the tournament, but upsets are not unheard of,
and the PCs may be wildcards. If one or more heroes do
remain, pit them against foes of your own invention or
against named dwarf NPCs whom theyve met. Heroes
whore still in the tournament arent able to go with the
rest of the party into the tent city to look for Pauliat least
not without forfeiting the tournamentand so the party
may find itself at a significant disadvantage in the fight
against Issus Eyras, with their most potent fighters elsewhere.
The Last Moon has concealed barrels of qunari gaatlok
within the arenas scaffolds, pillars, and supports, all
rigged to be easily triggered by their willing martyrs.
Jagged metal shards packed in with the barrels are
expected to send shrapnel flying even as the explosives
bring down the stands.
How the final rounds go down depends entirely on what
the heroes discover from Pauli, and when they learn it. It
also depends on whether Issus Eyras manages to escape
his battle against the PCs instead of being slain. If hes
running to alert his fellows to blow the gaatlok early, the
PCs have a matter of minutes to act, rather than what
may be as long as several hours, if they found Pauli in the
morning of the third day of the tournament and stopped
Eyras cold.
77
78
Anvilbreaker
Anvilbreaker is a forge-hammer, used for smithing rather than fighting. It can warm itself to white heat
instantly, as its wielder wills. Weapons forged with it are impossibly sharp. It certainly has other properties known only to certain family lines, which stand completely aside its significance as a cultural artifact. It
is absolutely unique, and literally invaluable. If a Player Character wins the hammer, they have acquired a
profound bargaining chip the dwarves of Orzammar would do almost anything to repatriate to their thaig.
If different groups of heroes are fighting and investigating, cut back and forth between them, trying to keep
any players from getting bored.
The fight with Issus Eyras should be nasty and one or
more PCs could die. If you want to give the heroes a
break, knock Eyrass mana points down a bit, assuming
he cast more spells earlier in the day. If Eyras and the
Last Moon are really mopping the floor with the PCs,
Kilina could show up to even the odds.
Stopping the Last Moons plot and preventing the explosive clusters from going off should be a difficult task.
Stopping all of the clusters should be near impossible,
especially if the PCs didnt cultivate allies earlier. If your
players will be truly bothered by not being able to save
everybody, you may wish to reduce the number of clusters, but remember that Dragon Age is a grim game and
Thedas a dark world. What an excellent opportunity
for roleplaying to be hailed as a hero, yet not be able to
forgive yourself for the ones you couldnt save
Unless a PC is involved, youll have to decide how the
tournament ended. Ralevi the Root may have won, lost,
or the final duel been disrupted or abandoned in the
middle. Either Lord Azaharg or Lord Quennar may
be planning an ambush to claim Anvilbreaker from
its rightful winner. If Azaharg and Kynrik came to
understand one another, though, especially by working
together against the Last Moon, Azaharg grudgingly
admits that Orzammar has always been the home of
the smiths and perhaps the Weaponsfathers hammer
is best off returning to that home.
Aftermath
Hailed as heroes, or witnesses to a great tragedy; the
adventures conclusion is firmly in the PCs hands.
If they fail to diminish the Last Moons plot at all, a
great many of Thedass best warriors and military
commanders die, and the world suffers for it in the
Blight to come. Cumberland does not soon recover from
the tragedy. The deaths are just the start, with broken
families scattering back across the Marches. Aehrenthal turns his back on the PCs, giving them nothing
and considering them a failed investment. Kilina is
79
B
Beliran...............................................73
Beloved of Mabari (honorific).......33
Beloved of the Maker (honorific)..33
Bereskarn..........................................23
Blackened Heartwood Staff...........38
Blades of House Aeducan..............38
Blights.............................................46
Bulls-eye Arrows............................36
C
Calling, the.........................................7
Campaign Frameworks..............814
Free Agents.....................................13
Freedom Fighters:
Orlesian Occupation..........910
Freedom Fighters: Today...........1011
Grey Wardens...................................9
Mercenaries...............................1112
Other...............................................14
Political Partisans.....................1213
Cave Beetle Swarm.........................24
Channel of Entropic Might............38
Chosen of the Age (honorific).......33
Counselor Mardohl.........................46
Cumberland.....................................50
Cumberland City Watch................51
Genlock Alpha.................................26
Genlock Emissary............................26
Glowing Slime.................................27
Grand Tourney................................56
Great Bear.........................................27
Grey Wardens................................27
History..........................................24
O
Oak Branch.......................................38
Ogre...................................................29
Orlesian Retainers...........................52
Osric..................................................45
Halla..................................................28
Healing Potion.................................37
Honorifics...................................3234
Huon.................................................52
Hurlock Alpha.................................28
Hurlock Emissary.....................2829
Paints of Warding...........................37
Pauli..................................................76
Potion of Fortune and Skill............37
Pure Grit...........................................59
I
Ink of Splendor................................37
Issus Eyras........................................76
J
Joining, the.........................................7
Joining Ritual.....................................6
K
Key to Orzammar............................38
Kilina.................................................53
Klera..................................................67
Deepstalker......................................24
Defender of the Weak (honorific).....33
Drake...........................................2425
Dwarf Assassin................................46
Dwarven Apparitions.....................25
Temporary.................................3637
Master of Blades (honorific)..........33
Master of Lyrium (honorific).........33
Masterworks..............................3436
Armor..............................................36
Tools................................................36
80
Index
M
Mages Meadow..............................63
Magic Items................................3639
Permanent.................................3739
Q
Qunari Warriors..............................43
R
Rainer Aehrenthal...........................68
Ralevi the Root................................48
S
Scourge of [Enemy] (honorific).....33
Seeking Torch..................................37
Shriek................................................30
Superior Goods................................39
Superior Items...........................3436
Armor..............................................36
Tools................................................36
Weaponry........................................35
Superior Rhetoric (stunt)................55
T
Tournament Mechanics..................58
U
Unbent by Misfortune
(honorific).....................................34
W
Werewolf....................................3031
Wild Sylvan......................................31
Wolf-killer........................................39
Wrestling..........................................63
Index
MAJOR ACTIONS
All-out Attack: If you hit, you do +1 damage, but
whether or not this attack hits, you suffer 1 to your
Defense until your next turn.
Charge: You may move up to half your Speed
(rounded down) in yards and then make a melee
attack against an adjacent enemy. You gain a +1 bonus on your attack roll.
Defend: You concentrate on defending yourself this
round. Until the beginning of your next turn, you
gain a +2 bonus to your Defense.
Heal: You provide some quick first aid to an injured ally. You must be adjacent to your ally and
you must have bandages ready. This is a TN 11
Cunning (Healing) test. If you are successful, your
ally gets back an amount of Health equal to the
dragon die + your Cunning. A character cannot
benefit from another heal action until he takes additional damage.
Melee Attack: You attack one adjacent enemy in
hand-to-hand combat. An enemy within 2 yards of
you is considered adjacent.
Ranged Attack: You fire or throw a missile weapon at one visible enemy within range.
Run: You can move up to double your Speed in yards.
You cannot take this action if you are prone (youd
need to use the Move action to stand up first).
MINOR ACTIONS
Activate: This action allows you to start using certain powers or items, such as fighting styles and
potions.
Aim: You take the measure of your opponent and
plan your next strike. If your next action is a melee attack or ranged attack, you gain a +1 bonus on
your attack roll.
Move: You can move up to your Speed in yards.
You can also go prone, stand up, or mount a horse
or vehicle, but if you do so you can only move at
half Speed (rounded down).
Prepare: You pick one major action that you prepare to execute and then end your turn. Any time
until your next turn, you can interrupt another
character and take your prepared action immediately. If you dont use it by your next turn, the action is lost. You cannot take the prepared action if
youve already taken a major action on your turn.
Ready: You can unsheathe a weapon, pull out a potion, or otherwise ready an item that is stowed. As
part of this action, you can put away something already in hand. You could thus put away your bow
and a draw a sword, for example.
Guard Up: You put your skill to use balancing action and defense. Add +1 or +2 (your choice) to
your Defense until the end of this round. However,
you suffer the amount you choose as a penalty to
all tests you make, even opposed tests, for the remainder of the current round as well. If you choose
Combat Stunts
SP Cost
1+
Stunt
Skirmish: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend.
Stay Aware: You take a moment to make sure youre mindful of everything thats happening around you. Make a TN 11 Perception test
with the focus of your choice. If you succeed, the GM may either make you aware of some battlefield situation that has so far escaped
your notice, or give you a +1 bonus to the next test you make. This bonus can never stack with any other test bonus other than from a
focus, must be used on the very next test you make (even if youre the defender in an opposed test), and expires at the end of your next
turn even if you havent used it by then.
Knock Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains +1 bonus on the attack roll.
Defensive Stance: Your attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your next turn.
Disarm: You attempt to disarm the target with your melee attack. You and your opponent must make an opposed attack roll. These attack rolls
do not generate stunt points. If you win the test, you knock your enemys weapon 1d6 + Strength yards away in a direction you nominate.
Pierce Armor: You find a chink in your enemys armor. His armor rating is halved (rounded down) vs. this attack.
Taunt: You insult or distract one opponent of your choice within 10 yards of you. You must make an opposed test of your Communication
(Deception) vs. the targets Willpower (Self-Discipline). If you win, the target suffers a 1 penalty on attack rolls and casting rolls on his next turn.
Threaten: You strike a threatening pose, challenging an opponent of your choice within 10 yards of you. You must make an opposed test
of your Strength (Intimidate) vs. the targets Willpower (Self-Discipline). If you win, he must attack you in some way (melee, missile,
spell, etc.) on his next turn.
Lightning Attack: You can make a second attack against the same enemy or a different one within range and sight. You must have a
loaded missile weapon to make a ranged attack. If you roll doubles on this attack roll, you do not get any more stunt points.
Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. He must be adjacent to you if you are using a
melee weapon or within 6 yards of your primary target if you are using a missile weapon. Apply the test result of your original attack roll
to the secondary target (in other words, you only make one attack roll and apply it to both opponents). If you hit the secondary target,
inflict your normal damage on him.
Seize the Initiative: Your attack changes the tempo of the battle. You move to the top of the initiative order. This means you may get to take
another turn before some of the combatants get to act again. You remain at the top of the order until someone else seizes the initiative.