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DELVING DEEP

A Dragon Age RPG Campaign


A Campaign written by Saulo Ortega
Introduction his hermitage at the Frostback Mountains, he finds
himself in need of force, which, he has been having
Welcome to Delving Deep, a written adventure or trouble finding due to the King’s recent call of arms.
campaign for the Green Ronin Pen & Paper Dragon If the PCs become such force, he is willing to make
Age RPG. Based on Dragon Age Player’s Guide Set them better warriors along the journey.
1 v1.2, Dragon Age Game Master’s Guide Set 1 v1.2, Garahel leads the party to the entrance of the Deep
Dragon Age Player’s Guide Set 2, Dragon Age Roads, where they will have many encounters.
Game Master’s Guide Set 2, Esoterica From Thedas Both fights and meetings. This expedition is a long-
Volume 2 and In-game Lore. The adventure is time journey, it is expected to last 3 years in-game.
slightly based on the Dragon Age Origins Deep
Roads questline. Andoral’s (a.k.a. Garahel) stats should be done as
PC, and not as an NPC for functionality. Being a
In Delving Deep, PCs will take on a quest
recommended by an old hermit of the Frostback level 20 Rogue with Trick Shooter and Weapon
Mountains. This quest will lead them to the Deep Master (even though it is a warrior one)
Roads, where they will be able to learn and Specialization.
experience the threat that are Darkspawn and the
horrors they harbor among their lairs.
As of the timeline, the campaign will take place in
the year 9:27 Dragon, just before the 5th Blight takes
place in Ferelden. It is intentionally encouraged to
keep figures such as King Cailan, Teyrn Loghain,
the Hero of Ferelden and his party, and Garahel as
irreplaceable people that will have their roles
played in the story.
The campaign’s main objectives are: to serve as a
level up time-lapse in which PCs can grow
exponentially strong, to unite PCs as a party and
give identity to their group, to teach them about
the Darkspawn (the horrors of the Blight, the
suffering of Grey Wardens, etc.), and to give
direction as if to whether they will act upon the
Blight or leave Ferelden.

Adventure Summary
After the PCs are offered a big amount of gold to
find an old hermit that lives in the Frostback
Mountains, and supposedly has the secret to
eternal life. They venture into the cold mountains
to where they discover that the supposed hermit is
Garahel, the hero elf Grey Warden, who defeated
the 4th Blight, but now goes by the name of Andoral.

Meeting Garahel, the PCs strike a deal with him.


Garahel has been seeking for a specific Darkspawn
for nearly 300 years. To whom he must kill to end
his immortality. Due to an old map he found, and
an entrance to the deep roads he excavated during

1
A BLAST OF TRUTH
The adventure is set up for a group of 3-5 PCs. But adventurer resemblance. With a TN 11 (Heraldry),
escalation can be done by the GM. a PC can spot a Circle of Magi emblem on the
man’s belt.
Part 1

If the PCs approach the man greets them with a


1. hearing The Rumors “Thank the maker…”. Then, proceeds to ask for
ROLEPLAYING ENCOUNTER
directions to the Frostback Mountains with a
puzzled face. As the Frostback Mountains are in
The PCs are approached by Seltz, a circle mage the other side of the country, if told this truth, the
that travels around the world, chasing for
old man reacts with a “Dammit, I know I shouldn’t
rumors of exotic magic and rites.
have trusted those waggoneers.”

During their travels, the PCs arrive at South Then, as if struck by a thunder, the man will
Reach, a lively town during The West Road. South present himself as Seltz Bortma, an official circle
Reach, surrounded by a huge wood barricade that mage that travels around world looking for
center a couple of giant wooden gates that remain apostates and strange magics. Apostate PCs will
open for most of the day. Trading wagons can be
seen arriving, leaving and stationed in the Mr. Bortma,
entrance of the city. At the ends of the city, tall
The increasing rumors on the immortal hermit
trees can be seen, and Drakon River that runs near
have lead me to the Frostback Mountains. Further
the town. investigation is advised.
Will the PCs explore the town? Or talk to FEI.
the merchants near the entrance?

have to make a TN 9 (Disguise/Persuasion) to not


be discovered. If discovered, the man will flinch
Arriving at the gate, the guards make a quick backwards and get his hands on the staff he carries
inspection and ask for the motive of entrance. With with him. If he is not appeased, he will start
a fairly normal answer, the guards say to” Not running away (Further occurrences with the
cause any trouble”. character should be invented). While escaping, he
As you enter the town, the party spots an old man will drop a letter.
trying to talk to people, while being ignored. The If the Apostate PCs are not discovered (or if Seltz
man is black haired, tall, skinny and has a veteran is not openly confronted in general), he will then

2
proceed to tell the PCs that he is chasing after a
rumor (he does not specify which). And offers the
PCs 10 pieces of silver to each PC if they would
serve as his exploration party and guides. If
bargained with a TN of 12 (Bargaining), he will
take his pouch out and start counting his coins,
offering 1D6 of extra silver.

Given the PCs accept the deal, he will then


proceed to tell them to meet him tomorrow at
sunrise and wave them goodbye. (At this point PCs
should look for a place to sleep).
The next day, when the PCs arrive, they are met
with the fact that Seltz does not present himself at
the appointed time, nor does at all. At two hours or
so, the PCs are approached by a guard. “Hey, you
lot…” Says the guard as he approaches. “You were
with the mage, yes?” And then proceeds to ask
them to follow him.
The guard takes the group to a room in the local
tavern. “Something obviously happened here, we
do not care, just take care of this mess.” Says the
guard as he points his thumb to the room to then
leave.
As the PCs enter, they immediately notice the
corpse of Seltz, with no apparent wound. A TN of
15 (Arcane Lore) will indicate that the reason of
dead is magic. Upon searching the body, the PCs
find the same letter.

2. The Culprits
COMBAT/Roleplay ENCOUNTER

An apostate intercepts the PCs as they head


towards the Frostback Mountains.

In the road up ahead, sits the sole figure of what


appears to be a man with a ragged robe and a staff way to the Frostback Mountains is the best option.
in hand. He appears to be alone, but does not Putting both Lothering and Redcliffe as stops to
seem friendly. ask about the rumors.
About 25 minutes of leaving South Reach the PCs
As the PCs headed out of South Reach trying to detect a man on the road that seems to be waiting
follow the lead of the letter found Seltz’ corpse. for them. On close notice, the man appears to be
They decide that following The West Road all the wearing a hood, some ragged robes and a staff. At

3
the sight of the adventurers the man seems to After a long trip, the whiteness of the Frostback
ready himself in a standard magic combat pose. Mountains can be appreciated at its finest, the
With a TN 9 (Perception) the PCs can make sure quiet hamlet of Frozendas sits silence at your
that there is no one else hiding, the man is alone. arrival.
As the party approaches to the man, the man
speaks up. “Halt. You seem to be carrying
something I tried to have in my possession. I ask Upon arriving Frozendas, whether it was by
you to give it to me.” While the man doesn’t seem someone’s advice, or by sheer knowledge. The PCs
likely to become aggressive, he does seem intent in feel the calmness in the hamlet. A couple of women
getting the thing he wants. that appear to be housewives having a chat, a
farmer and a man that carries timber over his
Upon asking, the PCs should discover that he shoulder are the only souls to behold. If any of the
wants the letter they found on Seltz body. people in the hamlet are greeted, they will answer
Unknown to the fact if he is the killer. Upon asking back with a warm smile and a welcome.
if he is, he will deny the fact that he did it, but a TN
15 (Empathy) will reveal that he in fact did it. Asking for information on the hermit, will lead the
party to Milas, the owner of the biggest house of
Alien to the fact that the man receives what he the hamlet, in which he tends to receive and rent
wants, he will take his leave without initiating rooms to travelers and expeditioners that wish to
combat. But if the PCs either ready their weapons venture into the mountains. Along the scape,
or try attacking him, he will initiate combat. If banners waving with the cold wind can be seen. A
defeated, the PCs can loot any of his equipment TN 16 (Heraldry), will reveal that the banner holds
and 1D6 of silver. But no information to who he is. the shield of the Stronshade Arling, indicating this
The travel should then resume without trouble. as part of their holdings.
The stops at Lothering and Redcliffe are optional, A few steps ahead, the big building can be noticed,
but if done, NPCs should give information about doubling or tripling the other houses in size.
how the hermit had been seen in all over Ferelden, Arriving at the door will display a sign that says,
until one day he stopped being talked about. That “Pleas knock”. Upon doing so, a beautiful gray-
was a few years ago. It is unknown whether he is haired lady will open the door to greet the PCs.
elf or human, but he is neither a dwarf nor Qunari.
Also, he usually helped people that had encounters If explained the situation, or asked for lodging, the
with bandits or darkspawn, darkspawn attacks maiden will invite them in. The room that
being rarer back in the day. Furthermore, he is entered upon, looks more like a home
seemed to always be wearing his silver armor and than a tavern or a hostage. A big fireplace
bow & arrow. with some wooden chairs around it and a
black carpet give the place a classy, but
3. Colder than Snow homey feeling.
ROLEPLAYING ENCOUNTER The girl will proceed to tell the adventurers to wait
The PCs arrive to Frozendas, a quiet hamlet in in place for a minute while she goes fetch her dad.
the Frostback Mountains and meet some locals. A few minutes later, a man so big, that he seems
like he must walk hunched over as if to not hit the

Frozendas
The hamlet of Frozendas is very pretty and calm place. The number of buildings can be counted
with just the hands, but even amidst all this snow and gray skies, the people seem warmer than
the sun. Since this is the crescent foot of the mountains, the cold masses of earth can be seen at
its finest. A couple of people talking in heavy clothes, while carrying some baskets, can be seen,
but all you can hear is the watermill that cycles calmly on the river.

4
ceiling walks down the stairs. He has a grim
appearance, but as he commences to talk, his voice
is a deep stable one. “Welcome travelers, we do not
get much like you” And will proceed to ask
forgiveness for his humble place. “My name is
Milas, and this is my daughter Kilia.” He will say
as he presents himself and his daughter. If asked
about lodging, he will invite the PCs to stay in
exchange for some handiwork around town they
can help with (PCs with special abilities like
Smithing, Rune crafting or Healing can be asked
for specific works -to be dictated by GM-).
Where the PCs to ask for the rumors of the hermit,
Milas will reply that he has not seen any old hermit.
To then be pointed at by his daughter that the PCs
should talk to Andoral. TN 9 (Historical Lore) will
know that Andoral is the name of an old god, who
was killed in the 4th Blight as its Archdemon by the
hero Garahel. “Andoral is a miner elf that lives
higher in the mountains, if there is something to be
known about the Frostback Mountains, he is the

person!” A TN 7 (Empathy) will show that Kilia


speaks of Andoral with great passion, almost as if
in love.
With the added information, the PCs should wake
up the next day to do some work as asked by Milas
(or not). After being done, Kilia then should give
some pointers as to where she believes Andoral
mines and leave the PCs with some words of good
luck.
As the climbing begins, the PCs should be properly
equipped for cold climates (under GM’s
judgement), all of those that are too lightly dressed
receive a -2 debuff in all tests if they stay the same.
Equipped PCs will do a TN 7 (Stamina) to see if
they endure the coldness, failing results in a -1 to
all tests for the rest of the day.

4. Hard Ascent
COMBAT ENCOUNTER

The PCs encounter a group of bears on their


ascent.

5
The hard climb up the Frostback Mountains
begins. The deep snow, the cold winds and the
deafening silence almost makes it feel like
everything is dead. This lackluster silence is
interrupted by a raging roar.

The harsh discouraging ascent is interrupted by a


roar coming from a cave about 6 feet away. A
group bears start coming out of the cave. The
number of bears should be PARTYMEMBERS/2,
halves should be rounded up to the next number
(2.5 ->3, 1.5 ->2).
The Fear value and other bestiary doubts should be
addressed in the Esoterica from Thedas Volume 1
book.
Since the battle is being fought on the downside of
a mountain. Attackers or defenders receive a
penalty of -1 to attack and defense.

5. The Jesting Jester


Roleplaying ENCOUNTER

The PCs arrive at Andoral’s mining site.

After experiencing the harsh climb and


wondering how the miner does such feat almost
every week. You arrive at the mountainside cabin.

The trip appears to be at an end, as a smoking


house can be seen in the distance, along with what “Oh, I saw you coming up.” Will speak the elf
appears to be a mining shack. when the PCs come close enough to hear him.
“Quite a trip, isn’t it? Not many can do it.” He will
After taking a couple of steps towards the follow. “Whatever could you want? Journeying to
establishment, the PCs can proceed to knock on the these faraway lands.” He will add as he makes a
door or inspect the surroundings. Doing this will soft laugh. At this point, any tests done to identify,
show that there is currently no one inside. will show nothing but what is obvious
Checking the mining shack will show some mining
equipment and a ladder that appears to go down Should the PCs come forward and start asking
to a small hole, the hole is so small, it seems like a about information here is some answers he should
small abyss. Trying to look to the backside of the give:
cabin will present the PCs with our next NPC.
“Who are you?”
Along a rock that seems to overhang the mountain,
I’m just a miner, work up here, sell or trade my goods
a quiet elf with long golden hair and brilliant green
down at Frozendas.
eyes overlooks the scape.

6
“Why are you living up here?”
To mine the ores up here in the mountain, I tend to find
more concentrated veins. Also, isn’t the view
stunningly beautiful?
“Why are you named Andoral? Isn’t that an
Archdemon?”
Indeed, it is. Though I don’t really know either, couple
of weirdos my parents were.
“We saw the hole. Where does it go?”
Oh, well. It goes down to my mines, I’ve been mining
for some years, so it goes deep.
Cindercold Cave
“We came chasing the rumors of the immortal
hermit, what can you tell us about it?” from inside the cave. The glowing comes from blue
crystals hanging from the cave walls and ceiling.
I recall seeing an old man that looked like a hermit, he
was talking about going to the Cindercold Caves. A TN 7 (Natural Lore) reveals the crystals are just
plain ice. As for the light, it is a natural
“The girl called Kilia seemed quite intent on you. phenomenon of refraction, as it appears the ice
/ She sent her regards.” runs through the cave like a huge vein system.
Kilia is a beautiful girl with a beautiful soul, I hope she After taking a step in PCs will have to make a TN
meets a man that can be as good as her. 7 (Acrobatics) to not fall from the thin ice layer
Any other questions should be addressed by the covering the cave’s floor.
GM but always trying to keep a façade of a miner. Upon entering the cave (Norther part) it divides
Also, depending on the time of the day, if PCs ask ways, depending on the chambers the PCs visit, it
Andoral for lodging he will let them stay at the is the encounters they may stumble upon.
mining shaft if they don’t touch anything there.
Otherwise if there is still daylight, the PCs should 7. Chamber of Spikes
want to continue moving on to the Cindercold
Caves. (Easternmost Chamber)
COMBAT and/or Roleplaying ENCOUNTER
6. Everything that goes
The PCs enter a chamber that appears to be
up, must come down. inverted, instead of having ice stalactites on the
Roleplaying ENCOUNTER roof, they are sitting like a spike trap on the floor,
with there being some flat spots.
The PCs arrive at Cindercold Cave.
Looking at the almost blockaded path, a voice
Following the instructions Andoral gave, the starts to be heard. “Oh my, another dogged victim.”
party arrives a cave entrance that seems to Says the deep voice that lurks the spike chamber.
glimmer, blue crystals illuminate the darkness of Fear comes over the PCs who are present. All PCs
the cave. must make a TN 13 (Courage), those who fail, start
having trouble to breath and become unconscious
at the hearing of the voice.

Arriving at a cave that seems like the description As if the spikes were mirrors, a shadow can be seen
Andoral gave, the PCs note the faint glows coming moving slowly between them. Then to arise and
float mid-air in the chamber.

7
A TN 9 (Arcane Lore) will be able to identify the Since this is a level up campaign, it is encouraged
being as an Arcane Horror. A powerful fade Pride to hint the PCs that they should avoid fighting him.
Demon that has taken the corpse of a dead mage. However, if the party is already at veteran level,
they could give it a try.
The Arcane Horror will first start by asking the
adventurers why would they venture into these
caves like corpses to a coffin. Provided they answer
that they are searching for the hermit, the Arcane
Horror will answer the next thing: “I know nothing
of this hermit you speak of, or perhaps is he my
host? It matters not anymore, what matters,
children of mine, is that now that you entered my
frozen palace, you should stay. Frozen with me.”

Ending these phrase, any PCs that did not sleep


must carry his partners and leave in 10 seconds. If
failed, the PCs enter a Fade drawing slumber.
This event must then be fixed by other PCs
remaining or it is a Game Over. If the party chose
to fight the Arcane Horror, they should make a
Test Magic vs Willpower against the Arcane
Horror to stay awake. If defeated, the reward is up
to the GM.

8. Chamber of the frozen


waterfall (Central cave)
The PCs enter a chamber with waterfall
Roleplaying ENCOUNTER

like giant piece of ice.


As you explore the cave you enter a huge room
with a piece of ice in the center, which has the
shape of waterfall. Upon close inspection, there is
an item inside the piece of ice, it appears to be ring.
The PCs will have to find a way of breaking the ice.
Using a weapon will result in the shattering of both
the piece of ice and the weapon, rendering it
useless. Using fire spells will melt it in about 1 hour.
Other methods should be judged by GM.
After acquiring the ring, with TN 14 (Heraldry),
PCs notice it is the symbol of the Griffon Riders.

8
9. Chamber of corridors
(westernmost chamber)
COMBAT AND/OR Roleplaying ENCOUNTER

The PCs enter a chamber the seems like two


corridors parallel to each other.
Stumbling into this room, the PCs are surprised by
a group of rats. The number of rats should be 2 per
PC. To learn more about the Pack Tactics consult
Esoterica from Thedas Volume 1.

Players that previously made a TN 11 (Perception),


will be able to spot the rats, and with a TN 13
(Stealth), they should be able to transverse the
corridors and take the loot without triggering the
rats notice.

Having explored the Cindercold Cave to its


entirety or most of it. PCs emerge outside through
the path they first followed. With the newly
acquired ring. The first thought that comes to mind
is to go confront Andoral.
After defeating the Giant Rats or getting past them,
Heading back through the snowy path, Andoral’s
player shall make a roll to decide what loot they
mining shack and house can be seen again.
get from the room.
Looking through one of the house’s windows will
10. Coming of Age show Andoral staking the fire. Should the PCs
enter the house, or knock, Andoral will greet them
Roleplaying ENCOUNTER with a touch of surprise.
The PCs exit Cindercold Cave and return to
“I see you are back, did you find what you were
Andoral.
looking for?” If confronted aggressively about the
After apparently being sent on a fake goose chase Arcane Horror of the cave, Andoral will ask for
by Andoral, you manage to exit the cave with the forgiveness with a sad face. “I… had no idea, that
collected ring. something like that could linger the cave.”

9
If the collected ring is shown to Andoral, he will in these mountains. With that information in mind,
open his eyes in surprise. “So, this is where it I started digging. Surely enough I managed to
ended? What a weird place to perish.” Asking open a few Deep Road entrances.”
Andoral about the ring will result in him telling the
PCs that the ring was a position of his sister’s, to With a TN 11 (History Lore), PCs will be able to
then ask them if it would be alright for him to keep link all hints and come across the truth that
it. Should the PCs deny it, he will give it back. “I Andoral is the Grey Warden hero Garahel. Who
suppose if you found it, then it is destiny for you ended the 4th Blight 400 years ago.
to keep it.” Taking a few moments to rest after talking.
At this point, if Andoral is asked about the hermit, Andoral will continue. “I know I am close to that
or accused of being the hermit, he will go silent for one darkspawn, I can feel it. All I need now is to
a minute. “There is no motive to keep hiding it, you explore the Deep Roads, even so, I cannot do it
seem like a good lot after all. I suppose I am the alone. I have spreading the rumors of my
immortal hermit you have looking for.” immortality in hopes that someone like you would
come. And even though this is a job offer, I do not
A few questions PCs could ask should be have much to offer. Once I get rid of the
addressed the following way: Darkspawn, I will no longer need my stuff up here.
You can keep it all, also, any interesting stuff we
“Why hide that you are the hermit?” find down at the Deep Roads you can keep.” Will
You are not the first people in all this years that have add Andoral. If PCs realized who he is, they can
come to me. Many of you predecessors have not come in bargain with Garahel for him to train them in
good faith. Immortality is as alluring as the sweetest of fighting. This will open a series of test later that
fruits. will award Exp. Also, if the PC’s class are Rogue,
he can teach the Specializations Ranger and Sniper.
“Why is it said that you are immortal?”
Living for a few centuries tends to give that fame.
Part 2
“The ring had the Griffon Riders shield. They are Into the
supposed to be a dead Grey Warden’s unit.”
My sister and I had involvements with the Grey
Deep Roads
Wardens in the past. My sister travelled with me for a This part of the campaign takes the PCs from the
while, but one day she left, I had the feeling she didn’t Frostback Mountains to the Deep Roads, where
me to see her in her last moments. they will spend a long time trying to find the
specific Darkspawn Andoral was talking about.
He will then follow with a brief backstory. “I
wasn’t born immortal. When I was young, I had
altercations with darkspawn. One day I had a
1. Preparing for the
strange curse put on me by a Darkspawn Emissary.
Roleplaying ENCOUNTER: Optional
The curse felt as if my life was linked to his.
Sometimes I could feel what he felt, or be in the Descent
places he was. But time is unforgiving and
unstoppable, and as Darkspawn do not die, neither After spending a night in Andoral’s mining shack.
did I. As my sister, all my companions grew old You wake up to a cold, bright morning. Pondering
and died. Even then, I kept looking for that one to yourselves if the trouble from yesterday’s cave
Darkspawn. Throughout the years I have been was just a dream, you are brought back to reality
exploring Deep Roads across Thedas. Some years by a few knocks on the door.
ago, I arrived at these mountains, following a
channel of Deep Roads and the dreams became The PCs prepare for the journey.
stronger, clearer. I knew he was somewhere down,

10
The PCs hear some light knocks on the door. Upon can recognize it as Enchanted Silverite. If asked,
opening the door, Andoral greets them with a Andoral will say that he does not know what the
“Good Morning” and proceeds to invite them to go metal is, but that they are called Everlong Pickaxes,
stock on goods from Frozendas. Claiming he needs pieces of mining so rare, that only one could be
to go collect some mining and climbing equipment sold in approximately 50 gold pieces. These
from Frozendas. pickaxes are so hard to make, that few artisans
know the way. Truly a work of mastery in both
If the PCs wish so, they may accompany him or Smithing and enchanting. Such pickaxes, can be
stay at the cabin. The trip should take about 2-3 used to mine stone in an infinite way, their only
hours, since Andoral knows his way around the bane being that they can only mine that. Any other
mountains and no test will be needed. ore or surface will result in the breaking of such
Having arrived at Frozendas again, the PCs can go equipment. This explanation should be highly
talk to any of the already presented villagers, remarked as Andoral gives each PC one. If broken,
barter with the local General Goods Vendor, or PCs will NOT get another one. The maintenance of
accompany Andoral to meet his vendor. The stock such is needed to continue the adventure.
of the General Goods Vendor is relatively common Climbing down the ladder, which seems to
compared to other vendors, having trouble selling continue down forever, the first PC which
any animal-related products and buying them for descended can start to see a light glimmer from
twice the usual price. below. Upon arriving to the ground, suddenly all
Staying with Andoral, will lead the PCs to a shack the coldness from the barren lands of above is
near the river. Which door after a few pounds, overtaken by the heat emanating from the Deep
opens. In the other side of the door, an old-decrepit Roads. PCs who have cold protective clothes will
man can be seen, with his frowning face, bald and have to make a TN 11 (Stamina) to not get dizzy.
few missing teeth. “Ah, it is you.” He will say to Dizzy PCs get a -1 in all tests.
Andoral while making way for the PCs to see a Looking around, the first thing that comes to mind
couple of crates inside the house. Andoral will should be how enormous the room is, and though
then proceed to enter and grab one of the crates, called that, this isn’t exactly a room, but a Road
asking one of the PCs to give him a hand. Crossing of some sort made useless by huge
After all business is done and finished, everyone chunks of rock they have fallen. Statues of
proceeds to make their way back. dwarven figures and scribblings on the wall
decorate the place in such a rustic dwarven way,
2. Starting the Descent unmistakably Deep Roads-like.

Roleplaying ENCOUNTER 3. Hermitage


The PCs start their journey down the hole System Implementation
in Andoral’s mining shack.
The PCs start the Deep Roads exploration.
Now with things prepared, everyone is gathered Touching the ground after the descent, the
around abysmal hole. A stair, and a few ropes
abandoned dwarven ruins shine on you with all
hanging from the ceiling are the only things that its obscure glory. A trail of lava going along the
can be seen going down. sides of the walkway decorated the ambient with
the sound of its bubbling. Some blockades of rock
in the place seem minable while others look either
At this point, the long part of the adventure begins. too unstable or ridiculously enormous to even try.
First, Andoral opens the crates he got earlier to The darkness of this place, dim lit by the lava and
reveal some pickaxes, but something is off about the torches mysteriously on after centuries, seems
them, the handle is made of Dragonthorn and Pick to have the horrors of the world waiting in it.
head it’s an unknown Pale Metal. Any Smith PC

11
12 hrs. 1 day

12
Deep Roads Exploration  Passing of Time: Since this is a long work,
System the passing of time is big. Every activity
done by the PCs will spend time. The
While the PCs explore the underground network. following are the scripted activities that
There a few things to note: spend time:
Travelling: Judged by the scale.
 Lava Trail: The lava trail, should
“indirectly” be a guidance for the PCs Mining: Judged by the size of the
destination. blockade line.
Small size= 1 week
 Darkspawn Horde: Up to its fame, the
Medium Size= 3 weeks
Deep Roads are full of darkspawn, and the
Grand Size= 1 month, 2 weeks
recent rumors of a possible Blight are not
Upon mining, the blockade shall be
unheard of. An army of darkspawn, too big
cleared, and transiting through will
for the PCs to fight roams the Roads.
be possible.
Andoral should indicate that facing them
should be avoided, since the specific
Encounter: Each encounter (place
Darkspawn he is looking for, is not among
indicated by numbers), shall have
them. For practical purposes, the horde is
its own duration mentioned.
static. But if the GM should decide the
movement of such to make traveling more
Treasure Findings: As they must
difficult, it could be done.
mine it. This should spend 1 week.
 Rock Blockades: Since the Deep Roads are
 Food and Supplies: Andoral has taken care
ruins, time has taken its toll on the place,
of the supplies, every 2 months, food and
making it near to impossible to transit
Supplies are spent. The group will have to
through it. Thanks to the equipment
go to the stair entrance to refill supplies.
provided by Andoral, the PCs have a way
to mine through these blockades. There
two types of blockades, Minable blockades Encounters
(Shown in orange) and Not Minable
Blockades (Shown in green). 1. A Room Full of Nugs
 Treasure Findings: Marked with an X, The PCs stumble a room full of baby Nugs.
these chests have a reward.
Combat/Roleplaying ENCOUNTER

Duration (2 hours)

As you walked the long, narrow path, you come


into a dead end. Suddenly, little nibbling sounds
start to echo as a pack of baby Nugs sits near a
hole.
The baby nugs turn to face the PCs but do not run.
If PCs wish to approach the nugs, he will need to
perform a TN 9 to not scare them.
The reward can be modified as the GM sees
fit.

13
After approaching, PCs can perform a taming
(Need Animal Handling). Only one Nug, can be
tamed, resulting in the other ones running.

After this, Andoral will comment on the Nugs


being a common pet for some people and that they
tend to very valuable for amongst dwarven people.

If the PCs decide to take the baby Nug, a TN 11


(Perception) will reveal that they are surrounded
by Nugs. Taking the baby will act as a signal for all
nugs to attack. PCs x 10 is the number of nugs that
attack. The encounter ends when the nugs are
defeated. Although escape is an option.

2. Stalking the Stalker


Combat ENCOUNTER

The PCs are attacked by a group


Deepstalkers.

Arriving at what seems like a dead end, the


players see a small creature move in the shadows.
Unsure to what it is, you step in to the shadows to
discover it.

The PCs go near the darkness to discover a pit. If


the PCs peek over the edge, they will feel a thump
on the back as they are pushed over the edge. A TN
11 (Acrobatic) must be performed to avoid damage.
All those who are not able or fail, take 2d6 of fall
damage (armor applies).
After falling, the PCs realize they are surrounded
by these small, biped creatures. The creatures do
not seem friendly and commence an attack.
The Deepstalkers number will be equal to PC x 3,
and they will attack the PCs using their pack tactic.

3. Explorers The PCs go near the figures, and about 8 feet from
them, they can start hearing the argue. “I told you
ROLEPLAYING ENCOUNTER this was a bad idea!” Says one of them. “Besides
The PCs meet a group dwarven brothers. who enters the dammed deep roads without 10
These brothers claim to be explorers. kegs of dynamite!” As the last one says timidly.
“But I’m sure it is this way, the paragon said she
As you walk into what appears like the biggest
passed through here.”
place you have seen yet. Three figures stand
among all this chaos. They appear to be some
dwarves fighting over something.

14
on an official mission given to them by Paragon
Branka. A young noble dwarf lady, went missing,
and the brothers, took the mission to find her.
Ovraka of house Broria, was name of the lady.
Finishing the conversation, the dwarves, will
proceed to tell the adventurers that they will set
camp (on point 3). From this point onward, if the
PCs bring the food they have stored in the entrance
to the dwarves, they will be able to replenish
supplies from their camp.

Upon Reaching the


Darkspawn Horde
ROLEPLAYING ENCOUNTER

The PCs get a glimpse of the rising blight.

While mining a blockade, light peeks through the


first tiny hole made. “Everyone, stop mining!”
Shouts muffledly Andoral, as he climbs over the
rubbish and looks through the hole. With sweat
dripping from his forehead, he turns and says:
“Let’s turn around…”.

After advancing towards the center of the map, the


PCs will reach the middle part, where a blue line
traces through. Reaching the line, or mining
through one of the blockades near to it, will trigger
this event. This Darkspawn Horde is supposed to
act as a deviator or an obstacle of some sorts.
Marching groups of over hundreds of Darkspawn
can be spotted if investigated. Genlocks on the
“You blasted bronto-brain!” Shouts one as he hits front with their dwarven stature and maces.
his partner in the head, just to stop after noticing Hurlocks on the middle, marching on unison while
the PCs. “Oh… Well, this is awkward.” Says the holding great swords, and shields and swords.
dwarf as he rubs his knuckles. “Greeting explorers, Throughout the group, Ogres with their enormous
strange encountering anything down here that is stature make the place tremble with every step
capable of pronouncing to words right. Sadly, I they take.
cannot say the same thing about my brother.”
If wished the PCs may want to try to go through
Continues saying while glaring at the younger
the horde. If so, an advanced TN 16 TS 12 (Stealth)
dwarf who rubs his head in pain.
may be performed to spot a breach through the
These dwarves, called Dwgar (older brother), marching groups, and sneak through it. As the
Simbar (middle brother), and Gordin (younger Darkspawns seem to be focused on doing
brother) of House Munond of the Warrior Caste something they will overlook something moving
have come to find themselves stuck in the deep in the shadows.
roads. While grumpy, but trying to act polite,
Dwgar will tell the PCs the he and his brothers are

15
4. The Cross room Tortoise
ROLEPLAYING ENCOUNTER
'First, the glow to the north: 8 right, 4 left, 3
The PCs arrive at a room in form of a cross.
Even though apparently abandoned, it reeks of right, 4 left. Then from the other: 4 right, 7 left,
traps. 16 right, 5 left.'

The long walk takes you to division on the road, Scorpion


plaques hang above 2 of the rooms, the 3rd one
apparently blocked. Chalices filled with kindling '7 to the right, 4 to the left' '2 to the right, and 15
are aligned in the form of a circle in the middle. to the left'

Mongrel
While following the long road, the PCs arrive to a
cross of roads. The west and north one with a door,
(illegible)
and the east one apparently blocked. The plaques,
have the image of a Tortoise and a Scorpion.
Furthermore, the middle of the room is filled with
big chalices filled with kindle. Be warned, reckless methods will not light the
way. I saw a glimmer of hope within the
darkened kindle.

Twas not the result, but the process that was


necessary for us to escape. We are not so foolish
as to make the same mistake twice.

What lies in wait ahead of us now?

With this information, the PCs will have to lit and


put off the flames following the orders. For tortoise
door to open the following will be lit/put off: 8
(o'clock), 4, 7, 3, 8, 1, 5, and 12.
As shown in the picture, 5 of them are lit. The
“Explorer’s Notes 1” must be found on encounter For scorpion: 7, 3, 6, and 2.
5 to complete this puzzle.
Upon getting the tortoise combination right, its
Reading the notes, the following is learned: respective door will open, however, to perform the
next combination, they will need to reset the flames
to where they were.
…we stumbled into room filled with chalices.
Three doors can be seen with plaques hanging If the scorpion combination was done first, they
will need to reset as well for tortoise. After
above them in the form of a Tortoise, a Scorpion
completing the scorpion combination, a little hole
and a Mongrel. Under the plaques, a description in the middle of the floor will reveal. The hole, in
can be read: shape and size of a tiny cube, will need to be filled
with its key to open the scorpion door. This is
referring to the “I saw a glimmer of hope within the
darkened kindle” part of the text. A TN 11

16
(Perception) will be needed on chalice 4 to find a 6. Webs and Nests
small, golden cube. The doors will lead to a room
with an item on a pedestal. COMBAT ENCOUNTER

On the Tortoise room, a lone rune stands in the The PCs are attacked by a group of giant
pedestal. The PCs get a Journeyman Dweomer spiders, they seem corrupted by the taint.
Rune.
Tired after walking for a long time, everyone
On the Scorpion room, PCs find Journeyman decides to rest briefly in a seemingly safe place.
Silverite Rune shinning amidst the darkness.

5. Backlogging Doing a TN 13 (Perception), the PC realizes that


something hangs above them in watch. A Giant
ROLEPLAYING ENCOUNTER
Spider can be seen on the roof. When realized
The PCs trigger a trap. either by perception, or by a white thread that
lands in one of the PC’s shoulder, 2 more Giant
While walking through the place, a snapping is Spiders come crawling out of hole in the wall.
heard and the floor opens to reveal a pit trap.
As if a giant spider were not enough to tangle with,
a particularly large one, walks from the shadows,
A TN 11(Acrobatics/Initiative) can be performed apparently tainted by the darkspawn taint. Often
to avoid taking fall damage. Hitting the bottom in inhabiting the Deep Roads and subsisting on
a suffocating manner all who fail receive 3d6 of unwary genlock, it is small wonder that the oldest
damage. After taking a moment to shake the pain and toughest of giant spiders have become tainted
off, one the PCs feels something hard and slender over time. Their Exoskeleton has become hardened
beneath him. Illuminating the place with a light
source will reveal that it is a pile of bones. With a
TN 9 (Healing/Natural Lore) the PCs discover a
light-yellow coloration to the bones that indicates
poison.
When looted, a Steel Dagger, Explorer Notes 1 and
Explorer Notes 2 can be found.

The following can be read in the Explorer Notes 2:

…but it proved useless, however, one of my


companions said he managed to discover an ogre
that had a particularly strange set of keys.
Maybe he has the necessary one to open the
vault.

We do not know what is in there, but if it is that


secure it must have treasure.

With a rope, or a TN 13 (Climbing) the PCs can


climb back up.

17
and festooned with spiky protuberances, while
their web poison has more virulent properties.
Immediately, the one on the roof spits a web at the
nearest PC, and battle starts.
These spiders were out hunting for food, and will
not retrieve until then. Once defeated, the path up
ahead leads to the nest of the spiders. The room is
filled with cocoons. If opened with something
sharp, spider eggs leak out and the following can
be collected: Toxin Extract and Tainted Lifestone.
One of each per cocoon, being there 6 cocoons total.

7. Vault
ROLEPLAYING ENCOUNTER

The PCs come across a large metal door.

A large metal door stands majestically amidst


these barren grounds. Seemingly impassible, this
door centers a lock in the middle of it.

If “Explorer’s Notes 2” have already been found,


the lead will be clear. However, if the key has
already been obtained, upon inserting it in the tiny
keyhole and rotating it, clicks and shiftings can be
heard as the gears and machinery behind the
enormous door move it.
After opening completely, illuminating the room
shows the impressive amount of dust suspended
in the air, accumulated throughout the centuries.
The room, apparently used for some type of
ceremony has a carpet leading to a pedestal on the
middle. Inspecting the pedestal will reveal a book
inside it. Around it, other things can be seen. A
bunch of goblets and a wooden barrel in the east of
the room. Inspection reveal the barrel is full of
mead. A pair of blank scrolls and ink on the west.
And a stone coffin in the north of the room with the
inscription “Our secrets die with us”.
The correct procedure must be performed to open
the compartment in the pedestal and obtain the
book.
The info on how to do it can be obtained from the
three dwarven brothers or be already known by a
noble dwarven PC. Realizing the items refer to the

18
joining of the Legion of the Dead. An elite military
organization that serves Orzammar high caste and
enters the Deep Roads.

First, a toast must be made in celebration with the


goblets to symbolize the starting of the funeral.
Then, a recording of one’s name must be made and
added to the Memories as deceased.
Lastly, one must go into the coffin to mark the end
of his living and pronounce the words of joining.
Making the procedures correctly will make the
pedestal click and start ascending as it reveals the
book. “Legion of the dead” reads the book and it is
used to unlock the Legionnaire specialization.

8. Broodmother
Combat ENCOUNTER

The PCs discover a hidden tunnel.

While exploring, you happen to hear steps and


screams. Peeking at the corner you watch a
Genlock as he drags an unknown dwarf into a
hole in the wall.

If the PCs attack the genlock, he fights back, and


once dead, the dwarf is nowhere to be seen.
Afterwards, the PCs can inspect the small tunnel.
The tunnel is circular and has enough space for the
biggest party member to crawl in it. The foul smell
of rotting corpses and blood is coming out of it and
its walls are covered in a slimy red tissue that
resembles flesh.
“This must lead to the broodmother lair. We
should turn away.” Says Andoral as to advice the
PCs. As a broodmother, its rank is elite (10-20
leveled PCs), so its fight should be avoided.
However, if the fight is to be done: The PCs begin
to crawl into the tunnel, a shriek is heard as they
continue further into the hole. Upon reaching what
seems to be the room, they can see an enormous
thing in the corner of the room, seemingly
occupied on feeding itself.
The being is almost 8 meters tall, its back is wide
because of its excess fat, the grey skin hanging from

19
useless amounts of it. A group tentacles can are
surrounding the being as if guarding it.
A TN 11 (Sneaking) can be done to continue in the
room without alerting the Broodmother. If alerted,
a shriek is performed by the broodmother and the
battle begins.
The fight is an extensive one, as it has 190 Health,
and the ability to sprout Genlocks from its many
breasts.
At any point, the PCs can escape the battle by
returning to the flesh covered tunnel. A TN 9 must
be done to leave the battlefield. The fight is
considered over once all PCs escape (Andoral not
counting). Once you leave, a scream can be heard
and the tunnel collapses behind you, leaving no
way back into the Broodmother’s room.
If defeated, the breasts of the broodmother start
leaking a foul smelling clear liquid and with a
scream it explodes. Leaving only the bloody lower
part of its body and dealing 2d6 of penetrating
damage to all PCs 2 yards near to it.
The room now silent, filled with corpses, can be
looted. 2d6 of gold can be looted of all corpses, the
“Reaper” Specialization book, and a Dragon Bone
Two-handed Maul with a Master Silverite Rune on
it.

9. The White Legionnaire


Tomb.
ROLEPLAYING ENCOUNTER

The PCs arrive to a room filled with


Dwarven runes.

You arrive to a room made with onyx. Its walls,


floor and Roof shine with black light. The wall is
filled with scribing and in the center, a white
Legionnaire helmet shines lonely.

If the scribing (in Dwarven language) are read, it


tells the tale of Brodri of House Thorgin. A noble of
the fabled thaig of Kal-Sharok. Any Dwarven PC
(of any origin if he/she grew in the underground)
will know the tale.

20
Of not so humble beginnings and hard to pronounce
name, so did Brodri raise to fame.
His biggest feats were shallow, yes. But no one like him
smiled with no shame.
Alas a sad ending did he meet, when his lover at time he
went to greet.
Pushed over a window he felled, by the furious father of
the noble girl.
So, in his dying breath he cursed, not the mister or his
luck, but the helmet that did not fulfilled its use.
As the inscription says, Brodri cursed the helmet,
so picking it up, will result in the ghost of 2
Legionnaires coming out of the walls.
The Legionnaires are tough opponents, so beware.
Once defeated, the PCs get “White Helmet of
Brodri”, if taken to Orzammar the item should
fetch a good price of 10 gold pieces with the correct
merchant. Maybe even more.

10. Encounter with Ovraka.


ROLEPLAYING ENCOUNTER

The PCs see a silhouette upon reaching the


end of a straight.

A hunched person lies ahead, it lies still, as if not


realizing the place it is in.

Upon approaching, you realize that it is a dwarven


woman. If talked, the woman just stays still, as if
ignoring or not hearing you.
Physically, she appears to be normal, normal sized
for a dwarf, in a torn purple dress and with a black
braid as hair that barely stays in form. Should you
happen ask her if she is Ovraka or come near her,
she will turn back revealing her face. Her face
covered with black spots and a pair of amber
bloodshot eyes staring at you. She will then
proceed to run past the PCs and you will lose sight
of her in the darkness.

By this point, the PCs can return to the brothers’ the person they are looking for, but the marks were
camp to inform them of the encounter they had, if not in her face before. Andoral will proceed to
described, the brothers will say that she is akin to

21
comment that the spots are probably corruption 11. Moving Forward.
from the darkspawn taint.
Combat/Roleplaying ENCOUNTER
“I see, then this may be more urgent than we The PCs witness the rear of the horde of the
thought.” Will add Dwgar. “Would you be kind as darkspawn.
to let me go with you? I would like to present
should you happen upon her again. Simbar and The horde appears to be moving, but thanks to
Gordin can stay here to look over camp.” Should that, a room that was hidden, is now open to you.
the PCs accept, Dwgar joins the party.

The now empty rear of the darkspawn horde, lies


silent, but in front of you, a hole now visible is open
to explore.

If the PCs decide to explore the hole, it goes to what


looks like an improvised armory. Weapons like
those of the darkspawn fill the warehouse-like
place. However, the room is not deserted, a
Darkspawn Ogre rummages through the
mountains of weapons.

From its hip, a bundle of keys make noise, mixing


in with the noise of the weapons shifting and
clinking.
Realizing the situation, the looks behind and sees
the PCs, beginning the battle.

Once defeated, the PCs can loot its body and


obtain ”Set of Big Keys”.

12. Prisoners
Combat/Roleplaying ENCOUNTER

The PCs arrive to what looks like a cage


with people.

You hear screams as you step into the opening. A


door is being opened by a group of darkspawn,
screams can be heard from the other side. Until one
of the darkspawn comes out of the room dragging
a woman. She screams and fights with all her
strength, as the other group of darkspawn holds
her, while another one closes the door shut and
uses the keys to lock it.

The PCs have two options, to come in and battle


the group of darkspawn, or to wait for them to
leave and try to pick the lock. Andoral mentions

22
both, and awaits the decision. The group is
composed by three Hurlocks and 4 Genlocks. The
woman being dragged out is not Ovraka.

23
If you defeat the Darkspawn: You set camp and gather around a fire. “I’m sorry
for bringing you all down here.” Says
The woman lies crying on the floor, a TN 11
Andoral. ”We have been searching for some time
(Empathy) must be done to approach her without
now, but to no avail. I’m beginning to think we
scaring her. If done correctly she calms down and
might be not make it.” He continues in a
is open to conversation. If not, she just stays on the
discouraged manner.
floor cowering.
From here, the PCs can initiate a conversation with
If you wait for the Darkspawn to leave and open
him. Only now he will be open to discuss his past
the door:
and so on. It would be wise that he helps resolve
A TN 11 (Lock picking) opens the door. If failed 3 any other questions everyone has up until now
times, the lock breaks and the door stays shut. about the other encounters.

Upon opening the door, a group of people sit in After everyone goes to sleep, a TN 9 (Perception)
silence. They look at you to then stand up and awakes you after hearing steps outside. After
move to the corner. A human woman, two dwarf taking a look, you see Andoral walking out of
women (one being Ovraka), and an elder dwarf. camp. After walking for about an hour, Andoral
“Ovraka!” says Dwgar as she approaches her. stops and kneels near a wall, his face now visible
However, she seems scared and does not approach. looks different. He somehow looks older, wrinkles
“Begone fools, we don’t want trouble!” Speaks pose on his face and white hair has started growing
loudly the elderly dwarf. “Begone or we will offer from the roots of his own. After kneeling, he
you next!” follows the to sit with his back to the wall, and his
body starts wiggle in pain as he grunts. Some
As he exhales in a tired manner, Dwgar turns to minutes later, he stops, and after taking a few
the PCs “Please leave this to me, leave the room for moments to calm himself he talks. “I am well now,
a moment”. Even if you do not accept, Andoral you can come out.” Speaking to the PC/s
asks as well to leave the matter to Dwgar. witnessing it.
Waiting outside for a couple of hours. Dwgar Being approached and asked about the situation,
comes out. “I managed somehow to get through he explains that he has been experiencing these
that bronto brain of theirs. You should continue attacks since a few days ago. If told that he looks
onward with your business, I will go get my older he will react. “Really?! Then we must be near
brothers and take these people out of here. Let us the darkspawn we are looking for.” “You have all
hope their legs work better than their minds.” grown strong in this time we have been together.
“I want to thank you for helping us, if you ever Even without me helping you fight.”
happen to be in Orzammar, look for us, we will try He will then proceed to stand up and stretch his
to get you settled.” Speaks Dwgar as he goes back arms. While he stretches, his face seems to be going
inside. back to his young one. “By the way, what is
If you come back later, the room (now empty) can everyone thinking about doing once you go back
be used as a new checkpoint camp. to the surface?” In here, the PCs can share what
they are thinking of doing after the adventure ends.
13. Picking up your breath. “Maybe you could go investigate what is going on
with the blight, everyone could be dead by the time
Roleplaying ENCOUNTER
you return.” Says Andoral in a playful manner.
The PCs get to a dead end. (Event only “Or you could look into selling some of the stuff
possible if event 15 hasn’t been done) you acquired down here, depending on what it is,
it could fetch a pretty good price.” He continues.
As you have been doing, you follow another path,
“Whatever you do, I hope it goes well. We should
however, you come to a dead end. Seeing that
go back to camp before we stumble upon some
everyone is tired, you decide to take a rest and set
camp.
24
enemies.” He says as he walks in the direction you “Something seems off… People? Down here?”
came from. Says Andoral. “What do you think we should do?”

14. Playing House At this point the PCs can decide to investigate the
voices or go back. If the roam into the darkness.
Combat ENCOUNTER
They continue hearing the voices. A TN 9
The PCs are surprised by a pleads of help (Perception) will realize that there are multiple
coming from the darkness. things moving around you.

Taking a break, you hear screams and cries for


help. But something seems off about them.

You hear the screams and pleads for help from all
around the darkness. “Help me!!” “Aaargh!” ”Who
is there?!” ”Someone! Please!”

Then, everything goes silent and from the center of


the darkness, a creature resembling a caterpillar
with a human face, comes crawling towards you.
“Ahh... Help?” It says in a quiet voice as you realize
you are surrounded. Battle begins.
These things are called Childers. There are three
Childer (Grubs), one Childer (Hatchling) and one
Childer (Adult).
Once defeated, the room lies silent.

25
15. Facing Mortality not seem as they will leave, so maybe we should
rush it.” Andoral will propose so.
Combat ENCOUNTER
The map has three rows of enemies, the Hurlock
Andoral encounters the Darkspawn he is
Emissary (in front if the baby) and the baby.
looking for.
The first row is composed by Genlocks, the second
As you are walking through the newly found one by Hurlocks and the third one by Alpha
tunnel Andoral collapses to the ground. As you Genlocks.
help him up , he goes “We are very close to it.”. As
he shows a painful smile. The PCs may suggest other approach if they wish,
however, the Darkspawn will not leave the room,
nor will the Hurlock Emissary leave the baby’s side.
“Are we done with everything else? I won’t be
coming out of there with you, so we should finish Once the attack commences, realizing what is
everything else.” Says Andoral in a warning happening, the Hurlock Emissary will cast a shield
manner. If the PCs wish to continue however, so be around the baby. So, defeating him will be the only
it. way to reveal it.

Andoral continues walking along the tunnel while The horde will start heading down in fury, and
supporting himself on the wall. Suddenly, he stops when the Emissary is taken down, Andoral will
as he asks. “Do you hear that?” rush to the baby and stab it with an arrow. The
situation should prove kind of difficult, PCs
Grunts and roars are coming from within the room, should divide their attention in defending and
finally reaching it, the visuals are impacting. The attacking the Emissary.
room has an architecture similar to that of a
circular amphitheater. Darkspawn stand in the The arrow pierces the darkspawn cub’s chest, as a
upper layers as they seem cheer on something on sinister black gas starts spewing from within the
the middle. A table with something similar to a chest of the monstrosity. It continues for a few
baby on top of it lays on the center of the room. A moments until it stops and once the emerging
Hurlock Emissary stands on the middle of all of fumes stop, stumbling in the floor, a weak, old,
this silently. fragile Andoral can be seen.
“That is him. The one that resemble a baby.” “We
cannot battle all of them…” Says Andoral. “It does
To end the fight, the PCs will have to either defeat
all darkspawn, or scape the zone.
However, as the PCs exit to the entrance, three
silhouettes can be seen. The three being Apostate
mages looking to take custody of Andoral.
These NPCs use the same stats as the Apostate
from the first encounter.

Outcomes
There should be some expected outcomes,
however, it may vary depending on the players:

 The PCs defeat the mages in an attempt to


save Andoral, which once reaching the
surface with the PCs dies a peaceful death.

26
 The PCs give Andoral to the mages,
stopping any further confrontations and
maybe even getting on the good side of
them.
 There is no Andoral, making it so that the
mages question the PCs for his location. He
may either be dead already or just not
present.
 (The one my players did) The PCs, already
weakened by the darkspawn battle, stab
the old Andoral to stop the mages taking
him alive. Andoral dies in a warm hug and
with a thanking word in his mouth.
Resulting in the mages attacking the PCs
until either group is knocked out.

Conclusion
As the PCs climb the tall ladder back into
Andoral´s shack in the frostback mountains,
they ponder to themselves: Have we done the
right thing? Was there anything that could
done differently?

All these thoughts are interrupted as they step


out and look at the ski. The end.

Credits
Many thanks to my PCs: Askhat, Beldroth
Luinwe, Beleak Stonshade, Folfar Dwink
Grunthral Therbeleil and Carac de Grey, which
endured my harrowing and beginner like
GMing.
Thanks to bioware for doing such a good job at
creating Dragon Age, and thanks of course to
the readers.

27

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