We hope the fact that you’ve pickedup this book means you’ve alreadyserved as your group’s Game Master for myriad adven-tures in the
world, shepherding the playersand helping them tell their heroes’ stories across thelength and breadth of Ferelden, and maybe even beyond.
In this book, you’ll nd information about taking the
next steps, running a game for heroes of increasingmight and players of growing skill. This book contains
ve chapters, which are…
This chapter is yourcompanion to the background information presented in
Set 2 Player’s Guide
.It contains information for your eyes only about theBlight, and about the Grey Wardens whose sole purpose
is to ght it. The players may learn many of its secrets
in the course of play—especially if your campaign willsee them join the vaunted Wardens—but for now itprovides background for you alone.
This chapter has two major
sections. The rst discusses campaign frameworks,
which are central concepts around which campaignscan be organized to provide a unifying theme for itsadventures. Even if you already have a
campaign in progress (we hope you do!) you’ll nd this
information useful as you think about stringing yourgroup’s future adventures together. It will also serveyou well when you’re ready to mount your secondcampaign. The second half of this chapter contains awealth of advice about designing encounters for the
Dragon Age RPG
. It has general tips, a discussion of themoral choices at the center of this dark fantasy envi-
ronment, and specic tips and ideas about combat,
exploration, and roleplaying encounters. Reading thischapter carefully and following its advice will makeyour
Dragon Age RPG
This chapter expands the bestiary ofenemies against which your group’s heroes will strive.It includes creatures that may be familiar to you (andyour players) from your adventures in the
computer games, as well as monsters that will be unfa-miliar and surprising.
In addition to describing more—and morepowerful—temporary and permanent magic items, thischapter details superior and masterwork items, whichare those objects crafted from exceptional raw materialsor with exceptional skill (or both), but which do notcontain lyrium’s spark. It also provides an entirely new
kind of reward for heroes: honorics. These are similar
to the reputations discussed in Set 1 but have concretemechanical effects in play.
Finally, this chapter provides anadventure to kick off your group’s
play with a journey to the Grand Tourney of the Free Marches. InCumberland, the Player Characters become embroiledin tournaments of arms but are also enlisted to investi-gate—and stop—a nefarious plot to massacre thousandsof innocents. Unless you have other plans for your own
campaign, it also provides the rst bread crumb on the
heroes’ trail to becoming Grey Wardens.
Welcome back to Thedas