DELVING DEEP A Dragon Age RPG Campaign A Campaign written by Saulo Ortega
Introduction Welcome to Delving Deep, a written adventure or campaign for the Green Ronin Pen & Paper Dragon Age RPG. Based on Dragon Age Player’s Guide Set 1 v1.2, Dragon Age Game Master’s Guide Set 1 v1.2, Dragon Age Player’s Guide Set 2, Dragon Age Game Master’s Guide Set 2, Esoterica From Thedas Volume 2 and In-game Lore. The adventure is slightly based on the Dragon Age Origins Deep Roads questline. In Delving Deep, PCs will take on a quest recommended by an old hermit of the Frostback Mountains. This quest will lead them to the Deep Roads, where they will be able to learn and experience the threat that are Darkspawn and the horrors they harbor among their lairs.
his hermitage at the Frostback Mountains, he finds himself in need of force, which, he has been be en having trouble finding due to the King’s recent call of arms. If the PCs become b ecome such force, he is willing to make them better warriors along the journey. Garahel leads the party to the entrance of the Deep Roads, where they will have many encounters. Both fights and meetings. This expedition is a longtime journey, it is expected to last 3 years in-game. Andoral’s (a.k.a. Garahel) stats should be done as PC, and not as an NPC for functionality. Being a level 20 Rogue with Trick Shooter and Weapon Master (even though it is a warrior one) Specialization.
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 escalation can be done by the GM.
adventurer resemblance. With a TN 11 (Heraldry), a PC can spot a Circle of Magi emblem on the man’s belt.
Part 1
1.
hearing The Rumors
ROLEPLAYING ENCOUNTER
The PCs are approached by Seltz, a circle mage that travels around the world, chasing for rumors of exotic magic and rites. During their travels, the PCs arrive at South Reach, a lively town during The West Road. South Reach, surrounded by a huge wood barricade that center a couple of giant wooden gates that remain open for most of the day. Trading wagons can be seen arriving, leaving and stationed in the entrance of the city. At the ends of the city, tall trees can be seen, and Drakon River that runs near the town. Will the PCs explore the town? Or talk to the merchants near the entrance?
Arriving at the gate, the guards make a quick inspection and ask for the motive of entrance. With a fairly normal answer, the guards say to” Not cause any trouble”. As you enter the town, the party spots an old man trying to talk to people, while being ignored. The man is black haired, tall, skinny and has a veteran
If the PCs approach the man greets them with a “Thank the maker…”. Then, proceeds to ask for directions to the Frostback Mountains with a puzzled face. As the Frostback Mountains are in the other side of the country, if told this truth, the old man reacts with a “Dammit, I know I shouldn’t have trusted those waggoneers.” Then, as if struck by a thunder, the man will present himself as Seltz Bortma, an official circle mage that travels around world looking for apostates and strange magics. Apostate PCs will Mr. Bortma, The increasing rumors on the immortal hermit have lead me to the Frostback Mountains. Further investigation is advised. FEI.
have to make a TN 9 (Disguise/Persuasion) to not be discovered. If discovered, the man will flinch backwards and get his hands on the staff he carries with him. If he is not appeased, he will start running away (Further occurrences with the character should be invented). While escaping, he will drop a letter. If the Apostate PCs are not discovered (or if Seltz 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 in hand. He appears to be alone, but does not seem friendly.
way to the Frostback Mountains is the best option. Putting both Lothering and Redcliffe as stops to ask about the rumors.
As the PCs headed out of South Reach trying to follow the lead of the letter found Seltz’ corpse. They decide that following The West Road all the
About 25 minutes of leaving South Reach the PCs detect a man on the road that seems to be waiting for them. On close notice, the man appears to be wearing a hood, some ragged robes and a staff. At 3
the sight of the adventurers the man seems to ready himself in a standard magic combat pose. With a TN 9 (Perception) the PCs can make sure that there is no one else hiding, the man is alone. 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 you to give it to me.” While the man doesn’t seem likely to become aggressive, he does seem intent in getting the thing he wants. Upon asking, the PCs should discover that he wants the letter they found on Seltz body. Unknown to the fact if he is the killer. Upon asking 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. Alien to the fact that the man receives what he wants, he will take his leave without initiating combat. But if the PCs either ready their weapons or try attacking him, he will initiate combat. If defeated, the PCs can loot any of his equipment and 1D6 of silver. But no information to who he is. The travel should then resume without trouble. The stops at Lothering and Redcliffe are optional, but if done, NPCs should give information about how the hermit had been seen in all over Ferelden, until one day he stopped being talked about. That was a few years ago. It is unknown whether he is elf or human, but he is neither a dwarf nor Qunari. Also, he usually helped people that had encounters with bandits or darkspawn, darkspawn attacks being rarer back in the day. Furthermore, he seemed to always be wearing his silver armor and bow & arrow.
3.
Colder than Snow
ROLEPLAYING ENCOUNTER
The PCs arrive to Frozendas, a quiet hamlet in the Frostback Mountains and meet some locals.
After a long trip, the whiteness of the Frostback Mountains can be appreciated at its finest, the quiet hamlet of Frozendas sits silence at your arrival.
Upon arriving Frozendas, whether it was by someone’s advice, or by sheer knowledge. The PCs feel the calmness in the hamlet. A couple of women that appear to be housewives having a chat, a farmer and a man that carries timber over his shoulder are the only souls to behold. If any of the people in the hamlet are greeted, they will answer back with a warm smile and a welcome. Asking for information on the hermit, will lead the party to Milas, the owner of the biggest house of the hamlet, in which he tends to receive and rent rooms to travelers and expeditioners that wish to venture into the mountains. Along the scape, banners waving with the cold wind can be seen. A TN 16 (Heraldry), will reveal that the banner holds the shield of the Stronshade Arling, indicating this as part of their holdings. A few steps ahead, the big building can be noticed, doubling or tripling the other houses in size. Arriving at the door will display a sign that says, “Pleas knock”. Upon doing so, a beautiful grayhaired lady will open the door to greet the PCs. If explained the situation, or asked for lodging, the maiden will invite them in. The room that is entered upon, looks more like a home than a tavern or a hostage. A big fireplace with some wooden chairs around it and a black carpet give the place a classy, but homey feeling. The girl will proceed to tell the adventurers to wait in place for a minute while she goes fetch her dad. 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 4 th 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.
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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 appears to be a mining shack. After taking a couple of steps towards the establishment, the PCs can proceed to knock on the door or inspect the surroundings. Doing this will show that there is currently no one inside. Checking the mining shack will show some mining equipment and a ladder that appears to go down to a small hole, the hole is so small, it seems like a small abyss. Trying to look to the backside of the cabin will present the PCs with our next NPC. Along a rock that seems to overhang the mountain, a quiet elf with long golden hair and brilliant green eyes overlooks the scape.
“Oh, I saw you coming up.” Will speak the elf when the PCs come close enough to hear him. “Quite a trip, isn’t it? Not many can do it.” He will follow. “Whatever could you want? Journeying to these faraway lands.” He will add as he makes a soft laugh. At this point, any tests done to identify, will show nothing but what is obvious Should the PCs come forward and start asking about information here is some answers he should give: “Who are you?”
I’m just a miner, work up here, sell or trade my goods down at Frozendas. 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. “We came chasing the rumors of the immortal hermit, what can you tell us about it?”
I recall seeing an old man that looked like a hermit, he was talking about going to the Cindercold Caves. “The girl called Kilia seemed quite intent on you. / She sent her regards.”
Kilia is a beautiful girl with a beautiful soul, I hope she meets a man that can be as good as her. Any other questions should be addressed by the GM but always trying to keep a façade of a miner. Also, depending on the time of the day, if PCs ask Andoral for lodging he will let them stay at the mining shaft if they don’t touch anything there. Otherwise if there is still daylight, the PCs should want to continue moving on to the Cindercold Caves.
6. Everything that goes up, must come down. Roleplaying ENCOUNTER
The PCs arrive at Cindercold Cave. Following the instructions Andoral gave, the party arrives a cave entrance that seems to glimmer, blue crystals illuminate the darkness of the cave.
Arriving at a cave that seems like the description Andoral gave, the PCs note the faint glows coming
Cindercold Cave from inside the cave. The glowing comes from blue crystals hanging from the cave walls and ceiling. A TN 7 (Natural Lore) reveals the crystals are just plain ice. As for the light, it is a natural phenomenon of refraction, as it appears the ice runs through the cave like a huge vein system. After taking a step in PCs will have to make a TN 7 (Acrobatics) to not fall from the thin ice layer covering the cave’s floor. Upon entering the cave (Norther part) it divides ways, depending on the chambers the PCs visit, it is the encounters they may stumble upon.
7. Chamber of Spikes (Easternmost Chamber) COMBAT and/or Roleplaying ENCOUNTER
The PCs enter a chamber that appears to be inverted, instead of having ice stalactites on the roof, they are sitting like a spike trap on the floor, with there being some flat spots. Looking at the almost blockaded path, a voice starts to be heard. “Oh my, another dogged victim.” Says the deep voice that lurks the spike chamber. Fear comes over the PCs who are present. All PCs must make a TN 13 (Courage), those who fail, start having trouble to breath and become unconscious at the hearing of the voice. As if the spikes were mirrors, a shadow can be seen 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 being as an Arcane Horror. A powerful fade Pride Demon that has taken the corpse of a dead mage.
Since this is a level up campaign, it is encouraged to hint the PCs that they should avoid fighting him. 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.
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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, player shall make a roll to decide what loot they get from the room.
10.
Coming of Age
Roleplaying ENCOUNTER
The PCs exit Cindercold Cave and return to Andoral. After apparently being sent on a fake goose chase by Andoral, you manage to exit the cave with the collected ring.
Heading back through the snowy path, Andoral’s mining shack and house can be seen again. Looking through one of the house’s windows will show Andoral staking the fire. Should the PCs enter the house, or knock, Andoral will greet them with a touch of surprise. “I see you are back, did you find what you were looking for?” If confronted aggressively about the Arcane Horror of the cave, Andoral will ask for forgiveness with a sad face. “I… had no idea, that something like that could linger the cave.” 9
If the collected ring is shown to Andoral, he will open his eyes in surprise. “So, this is where it ended? What a weird place to perish.” Asking Andoral about the ring will result in him telling the PCs that the ring was a position of his sister’s, to then ask them if it would be alright for him to keep it. Should the PCs deny it, he will give it back. “I suppose if you found it, then it is destiny for you to keep it.” At this point, if Andoral is asked about the hermit, or accused of being the hermit, he will go silent for a minute. “There is no motive to keep hiding it, you seem like a good lot after all. I suppose I am the immortal hermit you have looking for.” A few questions PCs could ask should be addressed the following way: “Why hide that you are the hermit?”
You are not the first people in all this years that have come to me. Many of you predecessors have not come in good faith. Immortality is as alluring as the sweetest of fruits. “Why is it said that you are immortal?”
in these mountains. With that information in mind, I started digging. Surely enough I managed to open a few Deep Road entrances.” With a TN 11 (History Lore) , PCs will be able to link all hints and come across the truth that Andoral is the Grey Warden hero Garahel. Who ended the 4th Blight 400 years ago. Taking a few moments to rest after talking. Andoral will continue. “I know I am close to that one darkspawn, I can feel it. All I need now is to explore the Deep Roads, even so, I cannot do it alone. I have spreading the rumors of my immortality in hopes that someone like you would come. And even though this is a job offer, I do not have much to offer. Once I get rid of the Darkspawn, I will no longer need my stuff up here. You can keep it all, also, any interesting stuff we find down at the Deep Roads you can keep.” Will add Andoral. If PCs realized who he is, they can bargain with Garahel for him to train them in fighting. This will open a series of test later that will award Exp. Also, if the PC’s class are Rogue, he can teach the Specializations Ranger and Sniper.
Living for a few centuries tends to give that fame. “The ring had the Griffon Riders shield. They are supposed to be a dead Grey Warden’s unit.”
My sister and I had involvements with the Grey Wardens in the past. My sister travelled with me for a while, but one day she left, I had the feeling she didn’t me to see her in her last moments. 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 strange curse put on me by a Darkspawn Emissary. The curse felt as if my life was linked to his. Sometimes I could feel what he felt, or be in the places he was. But time is unforgiving and unstoppable, and as Darkspawn do not die, neither did I. As my sister, all my companions grew old and died. Even then, I kept looking for that one Darkspawn. Throughout the years I have been exploring Deep Roads across Thedas. Some years ago, I arrived at these mountains, following a channel of Deep Roads and the dreams became stronger, clearer. I knew he was somewhere down,
Part 2
Into the
Deep Roads This part of the campaign takes the PCs from the Frostback Mountains to the Deep Roads, where they will spend a long time trying to find the specific Darkspawn Andoral was talking about.
1.
Preparing
for
the
Roleplaying ENCOUNTER : Optional
Descent After spending a night in Andoral’s mining shack. You wake up to a cold, bright morning. Pondering to yourselves if the trouble from yesterday’s cave was just a dream, you are brought back to reality by a few knocks on the door. The PCs prepare for the journey.
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The PCs hear some light knocks on the door. Upon opening the door, Andoral greets them with a “Good Morning” and proceeds to invite them to go stock on goods from Frozendas. Claiming he needs to go collect some mining and climbing equipment from Frozendas. If the PCs wish so, they may accompany him or stay at the cabin. The trip should take about 2-3 hours, since Andoral knows his way around the mountains and no test will be needed. Having arrived at Frozendas again, the PCs can go talk to any of the already presented villagers, barter with the local General Goods Vendor, or accompany Andoral to meet his vendor. The stock of the General Goods Vendor is relatively common compared to other vendors, having trouble selling any animal-related products and buying them for twice the usual price. Staying with Andoral, will lead the PCs to a shack near the river. Which door after a few pounds, opens. In the other side of the door, an old-decrepit man can be seen, with his frowning face, bald and few missing teeth. “Ah, it is you.” He will say to Andoral while making way for the PCs to see a couple of crates inside the house. Andoral will then proceed to enter and grab one of the crates, asking one of the PCs to give him a hand. After all business is done and finished, everyone proceeds to make their way back.
2.
Starting the Descent
Roleplaying ENCOUNTER
The PCs start their journey down the hole in Andoral’s mining shack. Now with things prepared, everyone is gathered around abysmal hole. A stair, and a few ropes hanging from the ceiling are the only things that can be seen going down.
At this point, the long part of the adventure begins. First, Andoral opens the crates he got earlier to reveal some pickaxes, but something is off about them, the handle is made of Dragonthorn and Pick head it’s an unknown Pale Metal. Any Smith PC
can recognize it as Enchanted Silverite. If asked, Andoral will say that he does not know what the metal is, but that they are called Everlong Pickaxes , pieces of mining so rare, that only one could be sold in approximately 50 gold pieces. These pickaxes are so hard to make, that few artisans know the way. Truly a work of mastery in both Smithing and enchanting. Such pickaxes, can be used to mine stone in an infinite way, their only bane being that they can only mine that. Any other ore or surface will result in the breaking of such equipment. This explanation should be highly remarked as Andoral gives each PC one. If broken, PCs will NOT get another one. The maintenance of such is needed to continue the adventure. Climbing down the ladder, which seems to continue down forever, the first PC which descended can start to see a light glimmer from below. Upon arriving to the ground, suddenly all the coldness from the barren lands of above is overtaken by the heat emanating from the Deep Roads. PCs who have cold protective clothes will have to make a TN 11 (Stamina) to not get dizzy. Dizzy PCs get a -1 in all tests. Looking around, the first thing that comes to mind should be how enormous the room is, and though called that, this isn’t exactly a room, but a Road Crossing of some sort made useless by huge chunks of rock they have fallen. Statues of dwarven figures and scribblings on the wall decorate the place in such a rustic dwarven way, unmistakably Deep Roads-like.
3.
Hermitage
System Implementation
The PCs start the Deep Roads exploration. Touching the ground after the descent, the abandoned dwarven ruins shine on you with all its obscure glory. A trail of lava going along the 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 too unstable or ridiculously enormous to even try. The darkness of this place, dim lit by the lava and the torches mysteriously on after centuries, seems to have the horrors of the world waiting in it.
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12 hrs. 1 day
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Deep Roads System
Exploration
While the PCs explore the underground network. There a few things to note:
Lava Trail: The lava trail, should “indirectly” be a guidance for the PCs destination.
Mining: Judged by the size of the blockade line. Small size= 1 week Medium Size= 3 weeks Grand Size= 1 month, 2 weeks Upon mining, the blockade shall be cleared, and transiting through will be possible.
Darkspawn Horde: Up to its fame, the Deep Roads are full of darkspawn, and the recent rumors of a possible Blight are not unheard of. An army of darkspawn, too big for the PCs to fight roams the Roads. Andoral should indicate that facing them should be avoided, since the specific Darkspawn he is looking for, is not among them. For practical purposes, the horde is static. But if the GM should decide the movement of such to make traveling more difficult, it could be done. Rock Blockades: Since the Deep Roads are ruins, time has taken its toll on the place, making it near to impossible to transit through it. Thanks to the equipment provided by Andoral, the PCs have a way to mine through these blockades. There two types of blockades, Minable blockades (Shown in orange) and Not Minable Blockades (Shown in green). Treasure Findings: Marked with an X, these chests have a reward.
Passing of Time: Since this is a long work, the passing of time is big. Every activity done by the PCs will spend time. The following are the scripted activities that spend time: Travelling: Judged by the scale.
Encounter: Each encounter (place indicated by numbers), shall have its own duration mentioned. Treasure Findings: As they must mine it. This should spend 1 week.
Food and Supplies: Andoral has taken care of the supplies, every 2 months, food and Supplies are spent. The group will have to go to the stair entrance to refill supplies.
Encounters 1.
A Room Full of Nugs The PCs stumble a room full of baby Nugs. 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 reward can be modified as the GM sees fit.
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.
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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
ROLEPLAYING ENCOUNTER
The PCs meet a group dwarven brothers. These brothers claim to be explorers. As you walk into what appears like the biggest place you have seen yet. Three figures stand among all this chaos. They appear to be some dwarves fighting over something.
The PCs go near the figures, and about 8 feet from them, they can start hearing the argue. “I told you this was a bad idea!” Says one of them. “Besides who enters the dammed deep roads without 10 kegs of dynamite!” As the last one says timidly. “But I’m sure it is this way, the paragon said she passed through here.”
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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 Darkspawn Horde
the
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.
“You blasted bronto-brain!” Shouts one as he hits his partner in the head, just to stop after noticing the PCs. “Oh… Well, this is awkward.” Says the dwarf as he rubs his knuckles. “Greeting explorers, strange encountering anything down here that is capable of pronouncing to words right. Sadly, I cannot say the same thing about my brother.” Continues saying while glaring at the younger dwarf who rubs his head in pain. These dwarves, called Dwgar (older brother), Simbar (middle brother), and Gordin (younger brother) of House Munond of the Warrior Caste have come to find themselves stuck in the deep roads. While grumpy, but trying to act polite, Dwgar will tell the PCs the he and his brothers are
Marching groups of over hundreds of Darkspawn can be spotted if investigated. Genlocks on the front with their dwarven stature and maces. Hurlocks on the middle, marching on unison while holding great swords, and shields and swords. Throughout the group, Ogres with their enormous stature make the place tremble with every step they take. If wished the PCs may want to try to go through the horde. If so, an advanced TN 16 TS 12 (Stealth) may be performed to spot a breach through the marching groups, and sneak through it. As the Darkspawns seem to be focused on doing something they will overlook something moving in the shadows.
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4.
The Cross room
ROLEPLAYING ENCOUNTER
The PCs arrive at a room in form of a cross. Even though apparently abandoned, it reeks of traps. The long walk takes you to division on the road, plaques hang above 2 of the rooms, the 3 rd one apparently blocked. Chalices filled with kindling are aligned in the form of a circle in the middle.
Tortoise 'First, the glow to the north: 8 right, 4 left, 3 right, 4 left. Then from the other: 4 right, 7 left, 16 right, 5 left.' Scorpion '7 to the right, 4 to the left' '2 to the right, and 15 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, 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.
(illegible)
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?
As shown in the picture, 5 of them are lit. The “Explorer’s Notes 1” must be found on encounter 5 to complete this puzzle. Reading the notes, the following is learned:
…we stumbled into room filled with chalices. Three doors can be seen with plaques hanging above them in the form of a Tortoise, a Scorpion and a Mongrel. Under the plaques, a description can be read:
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. For scorpion: 7, 3, 6, and 2. Upon getting the tortoise combination right, its respective door will open, however, to perform the next combination, they will need to reset the flames to where they were. If the scorpion combination was done first, they will need to reset as well for tortoise. After completing the scorpion combination, a little hole in the middle of the floor will reveal. The hole, in 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 small, golden cube. The doors will lead to a room with an item on a pedestal.
6.
On the Tortoise room, a lone rune stands in the pedestal. The PCs get a Journeyman Dweomer Rune.
The PCs are attacked by a group of giant spiders, they seem corrupted by the taint.
On the Scorpion room, PCs find Journeyman Silverite Rune shinning amidst the darkness.
5.
Backlogging
ROLEPLAYING ENCOUNTER
The PCs trigger a trap. While walking through the place, a snapping is heard and the floor opens to reveal a pit trap.
A TN 11(Acrobatics/Initiative) can be performed to avoid taking fall damage. Hitting the bottom in a suffocating manner all who fail receive 3d6 of damage. After taking a moment to shake the pain off, one the PCs feels something hard and slender 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.
Webs and Nests
COMBAT ENCOUNTER
Tired after walking for a long time, everyone decides to rest briefly in a seemingly safe place.
Doing a TN 13 (Perception), the PC realizes that something hangs above them in watch. A Giant Spider can be seen on the roof. When realized either by perception, or by a white thread that lands in one of the PC’s shoulder, 2 more Giant Spiders come crawling out of hole in the wall. As if a giant spider were not enough to tangle with, a particularly large one, walks from the shadows, apparently tainted by the darkspawn taint. Often inhabiting the Deep Roads and subsisting on unwary genlock, it is small wonder that the oldest and toughest of giant spiders have become tainted over time. Their Exoskeleton has become hardened
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.
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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.
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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’ camp to inform them of the encounter they had, if described, the brothers will say that she is akin to
the person they are looking for, but the marks were not in her face before. Andoral will proceed to
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comment that the spots are probably corruption from the darkspawn taint.
11.
Moving Forward.
“I see, then this may be more urgent than we thought.” Will add Dwgar. “Would you be kind as to let me go with you? I would like to present should you happen upon her again. Simbar and Gordin can stay here to look over camp.” Should the PCs accept, Dwgar joins the party.
The PCs witness the rear of the horde of the darkspawn.
Combat Roleplaying ENCOUNTER
The horde appears to be moving, but thanks to that, a room that was hidden, is now open to you.
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
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both, and awaits the decision. The group is composed by three Hurlocks and 4 Genlocks. The woman being dragged out is not Ovraka.
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If you defeat the Darkspawn:
The woman lies crying on the floor, a TN 11 (Empathy) must be done to approach her without scaring her. If done correctly she calms down and is open to conversation. If not, she just stays on the floor cowering. If you wait for the Darkspawn to leave and open the door:
A TN 11 (Lock picking) opens the door. If failed 3 times, the lock breaks and the door stays shut. Upon opening the door, a group of people sit in silence. They look at you to then stand up and move to the corner. A human woman, two dwarf women (one being Ovraka), and an elder dwarf. “Ovraka!” says Dwgar as she approaches her. However, she seems scared and does not approach. “Begone fools, we don’t want trouble!” Speaks loudly the elderly dwarf. “Begone or we will offer you next!” As he exhales in a tired manner, Dwgar turns to the PCs “Please leave this to me, leave the room for a moment”. Even if you do not accept, Andoral asks as well to leave the matter to Dwgar. Waiting outside for a couple of hours. Dwgar comes out. “I managed somehow to get through that bronto brain of theirs. You should continue onward with your business, I will go get my brothers and take these people out of here. Let us hope their legs work better than their minds.” “I want to thank you for helping us, if you ever happen to be in Orzammar, look for us, we will try to get you settled.” Speaks Dwgar as he goes back inside. If you come back later, the room (now empty) can be used as a new checkpoint camp.
13.
Picking up your breath.
Roleplaying ENCOUNTER
The PCs get to a dead end. (Event only possible if event 15 hasn’t been done) As you have been doing, you follow another path, however, you come to a dead end. Seeing that everyone is tired, you decide to take a rest and set camp.
You set camp and gather around a fire. “I’m sorry for bringing you all down here.” Says Andoral. ”We have been searching for some time now, but to no avail. I’m beginning to think we might be not make it.” He continues in a discouraged manner. From here, the PCs can initiate a conversation with him. Only now he will be open to discuss his past and so on. It would be wise that he helps resolve any other questions everyone has up until now about the other encounters. After everyone goes to sleep, a TN 9 (Perception) awakes you after hearing steps outside. After taking a look, you see Andoral walking out of camp. After walking for about an hour, Andoral stops and kneels near a wall, his face now visible looks different. He somehow looks older, wrinkles pose on his face and white hair has started growing from the roots of his own. After kneeling, he follows the to sit with his back to the wall, and his body starts wiggle in pain as he grunts. Some minutes later, he stops, and after taking a few moments to calm himself he talks. “I am well now, you can come out.” Speaking to the PC/s witnessing it. Being approached and asked about the situation, he explains that he has been experiencing these attacks since a few days ago. If told that he looks older he will react. “Really?! Then we must be near the darkspawn we are looking for.” “You have all grown strong in this time we have been together. Even without me helping you fight.” He will then proceed to stand up and stretch his arms. While he stretches, his face seems to be going back to his young one. “By the way, what is everyone thinking about doing once you go back to the surface?” In here, the PCs can share what they are thinking of doing after the adventure ends. “Maybe you could go investigate what is going on with the blight, everyone could be dead by the time you return.” Says Andoral in a playful manner. “Or you could look into selling some of the stuff you acquired down here, depending on what it is, it could fetch a pretty good price.” He continues. “Whatever you do, I hope it goes well. We should go back to camp before we stumble upon some
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enemies.” He says as he walks in the direction you came from.
“Something seems off… People? Down here?” Says Andoral. “What do you think we should do?”
14.
At this point the PCs can decide to investigate the voices or go back. If the roam into the darkness. They continue hearing the voices. A TN 9 (Perception) will realize that there are multiple things moving around you.
Playing House
Combat ENCOUNTER
The PCs are surprised by a pleads of help coming from the darkness. 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
Andoral encounters the Darkspawn he is looking for. As you are walking through the newly found tunnel Andoral collapses to the ground. As you help him up , he goes “We are very close to it.”. As he shows a painful smile.
“Are we done with everything else? I won’t be coming out of there with you, so we should finish everything else.” Says Andoral in a warning manner. If the PCs wish to continue however, so be it. Andoral continues walking along the tunnel while supporting himself on the wall. Suddenly, he stops as he asks. “Do you hear that?” Grunts and roars are coming from within the room, finally reaching it, the visuals are impacting. The room has an architecture similar to that of a circular amphitheater. Darkspawn stand in the upper layers as they seem cheer on something on the middle. A table with something similar to a baby on top of it lays on the center of the room. A Hurlock Emissary stands on the middle of all of this silently.
The map has three rows of enemies, the Hurlock Emissary (in front if the baby) and the baby. The first row is composed by Genlocks, the second one by Hurlocks and the third one by Alpha Genlocks. 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. Once the attack commences, realizing what is happening, the Hurlock Emissary will cast a shield around the baby. So, defeating him will be the only way to reveal it. The horde will start heading down in fury, when the Emissary is taken down, Andoral rush to the baby and stab it with an arrow. situation should prove kind of difficult, should divide their attention in defending attacking the Emissary.
and will The PCs and
The arrow pierces the darkspawn cub’s chest, as a sinister black gas starts spewing from within the chest of the monstrosity. It continues for a few moments until it stops and once the emerging fumes stop, stumbling in the floor, a weak, old, 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.
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