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Dragon Age Blood in Ferelden

Dragon Age Blood in Ferelden

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Published by: Lord911 on Oct 25, 2011
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Blood In Ferelden
is copyright © 2010Green Ronin Publishing, LLC. All rights reserved.Reference to other copyrighted materialin no way constitutes a challenge to therespective copyright holders of that material.
Dragon Age
, the
Dragon Age
logo, BioWare,and the BioWare logo are either registere d trademarks ortrademarks of EA International (Studio and Publishing)Ltd. in the United States,Canada, and other countries.Green Ronin, Adventure GameEngine, and their associatedlogos are trademarks ofGreen Ronin Publishing.Printed in the USA.
G
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3815 S. Othello St. Suite 100, #304Seattle, WA 98118
Email:
 
custserv@greenronin.com
 Web Site:
 
 greenronin.com
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Welcome to
Blood in Ferelden!
This book contains threefull-length, ready-to-play adventures for the
Dragon Age
 tabletop roleplaying game based on BioWare’s
Dragon Age: Origins
video game.In
Amber Rage
the heroes survive a surprise attackon a village fair and must journey, in the aftermath ofthe attack, into the Korcari Wilds to nd a key ingredi-ent to the cure for the horrible disease that the attackersbrought with them.In
 Where Eagles Lair
the PCs are pressed into ser-vice tracking down the kidnapped daughter of one ofFerelden’s arls in the Frostback Mountains, where thestrange and savage Avvarian hillmen dwell.Finally, in
A Fragile Web
the heroes must negotiate anentirely different manner of challenge, where almostnothing is as it seems, in dealing with a series of deadlypolitical intrigues in Fereldan’s capital city.These three adventures are presented in a roughly appro-priate order for the same group of PCs:
Amber Rage
isrecommended for 1st and 2nd level heroes and
 WhereEagles Lair
for 3rd and 4th level heroes.
A Fragile Web
 is intended for 4th and 5th level heroes, although seethe section
The Long View
on page 81 for some ideasabout how that adventure can be staged so that it wrapsentirely around one or more other adventures.At the end of
Blood in Ferelden
, you’ll also nd threescenario seeds, each providing the basic skeleton of anadventure that you can esh out yourself.To use the adventures in
Blood in Ferelden
you must havea copy of the
Dragon Age RPG
Set 1. It’s likely availablein the same place you found this book.Finally, be aware that only
Dragon Age
Game Mastersshould read the material in Blood in Ferelden. If you arelikely to play a PC hero in any of these adventures, youshould stop reading now. Learning these stories’ secretsin advance will only spoil your fun.Each of the adventures in
Blood in Ferelden
is brokendown into parts and encounters to help you understandthe overall outlines of the action. Each part is collectionof related encounters. It begins with a broad descriptionof the part as a whole, sometimes continues with a sec-tion describing the greater environs in which that part’sencounters take place, and then presents each encounter.Each adventure’s parts (as well as the encounters thatmake up each part) are presented in the order in whichthey’re likely to take place.Each encounter presents a single challenge, or collectionof related challenges (such as a ght) that the PCs mustdeal with or overcome. Each is classied as an explora-tion encounter, a roleplaying encounter, or a combatencounter. Exploration encounters challenge the PCs touse their skills and ingenuity to nd things out aboutthe world and the story, roleplaying encounters let thePCs interact with and inuence the NPCs who are partof the adventure, and combat encounters involve battlebetween the PCs and their foes. Although it’s possible to(for example) roleplay in an exploration encounter, theclassication helps you know what to expect, and under-stand how that encounter functions in the larger story.Each encounter has sections of text formatted in dif-ferent ways to help you nd the information you needright away while you’re at the game table.Every encounter begins with a short summary of theaction. Next, most encounters have read-aloud text,found in grey boxes. This text is usually composed sothat it can simply be read aloud to the players as thatencounter begins, but it’s better and more natural if youparaphrase and embellish what’s written, using yourown words to communicate the information.One word of caution: While the pre-written nature ofread-aloud text is helpful when encounters begin asexpected, it can be at odds with what’s otherwise obvi-ous if the PCs approach a given encounter at a differ-ent time, from a different direction (either literally orguratively), or in the company of different NPCs. Agiven passage of read-aloud text will still give you cluesabout the important pieces of information you shouldcommunicate to the players, but you’ll have to tailorthe specics to match the circumstances.After each encounter’s read-aloud text is the generaldescription of what you, the GM, need to know aboutthe encounter and how the action may unfold in play.In most encounters, this includes specic informationabout tests the characters are likely to have to make.Tests are formatted like this—“a
TN 13 Willpower(Courage) test
” or “an
opposed Dexterity (Stealth) vs.Perception (Seeing) test
”—to make it easier for you tospot them in the text at a glance.Some encounters have additional passages of read-aloud text interspersed in the general description, to beread if and when particular conditions are met. Treatthese the same way as the read-aloud text that beginseach encounter (save, obviously, that you only readthem when the relevant conditions apply).Some encounters include a “Questions and Answers”section. These are pairings of questions the PCs mightask with answers the various NPCs in the encountermight give. The questions and answers are presented inthe rst person, as those parties might ask and answerthem. As with read-aloud text, though, you are encour-aged to adapt the phrasing to the situation. And ofcourse, the precise phrasing of the questions is includedonly to help you locate the right information. Under nocircumstances should you insist that the players usethese phrasings or say these particular words.
 Introduction 
 
 Introduction 

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