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Green Ronin Dragon Age Set 2 Game Master s Guide

Green Ronin Dragon Age Set 2 Game Master s Guide

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Published by Lord911

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Published by: Lord911 on Oct 25, 2011
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01/18/2014

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 Introduction 
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
Dragon Age
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…
T
he
B
lighT
 
and
 
The
g
rey
ardens
:
This chapter is yourcompanion to the background information presented in
C
hapTer
O
ne
: l
Ore
 
Of
T
hedas
in the
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.
r
unning
 
a
C
ampaign
:
 
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
Dragon Age
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 specic tips and ideas about combat,
exploration, and roleplaying encounters. Reading thischapter carefully and following its advice will makeyour
Dragon Age RPG
campaign better.
a
dversaries
:
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
Dragon Age
 computer games, as well as monsters that will be unfa-miliar and surprising.
r
eWards
:
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: honorics. These are similar
to the reputations discussed in Set 1 but have concretemechanical effects in play.
T
he
a
uTumn
f
alls
:
 
Finally, this chapter provides anadventure to kick off your group’s
Set 2
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.
 Introduction 
 Welcome back to Thedas 
!
 
The
 
 Blight 
 
&
 
the
 
Grey
 
 Wardens 
Picture an ancient tree. Its thick roots dig deep into themoist earth, its aged bark hangs heavy with verdantmoss, its green branches reach towards the heavens.
Birds it among its boughs upsetting chittering squir
-rels and the wind gently stirs its leaves. Water tricklessomewhere nearby and the air is thick with swirlingpollen and tiny insects.Then, a Blight comes. The tree sickens. What little waterits roots can dredge is befouled. Its leaves wither andfall. Sickly mold chokes the once-lush moss. The wind
is still, the birds long dead, the squirrels transformed
into stunted creatures, freakishly twisted with unnat-
ural hungers. No pollen oats on the air, for nothingblooms. The only insects are ies and maggots.
 
 Secret 
 
History
Thedas has seen four Blights, and some say there is a fth
on the rise. Although all Blights have shared similarities,none have been exactly the same. Some Grey Wardenssay that the darkspawn have grown increasingly violentwith each Blight. Whether this is true, what’s clear to allis that a rising Blight must be fought lest its motivatingArchdemon and its darkspawn horde choke the life fromevery corner of the living world.The Chantry teaches that the First Blight was unleashedupon Thedas because the mage-lords of Tevinteropened a gate to the Maker’s Golden City through theFade and their hubris brought the Maker’s wrath. Themage-lords were cast back into the mundane world as
the rst darkspawn, say the Chantry’s texts, their souls
corrupted. In their depravity they sought the Old Gods,
and, nding the Archdemon Dumat slumbering deep
within the earth began the First Blight.In all probability, these religious histories of the FirstBlight are either too simple, partially inaccurate, or
even at-out incorrect. Consider that the Memories ofOrzammar record that the darkspawn rst appeared inthe Deep Roads in 800 TE. If the Chantry’s history and
Orzammar’s Memories are both true, then Tevinter mages
would have breached the Golden City, been cursed, edinto the darkness, found and corrupted Dumat, raised
an army of darkspawn, and then completely overrun thewestern thaigs all in one year.
It seems more likely that in 800 TE, the Tevinter magis
-
ters had already been seeking Dumat for some time.
A few Grey Warden scholars believe they may haveeven found him by that time, and that it was only withhis counsel that they were able to reach the Maker’s
Chapter
 
One
The
 
 Blight 
 
&
 
the
 
Grey
 
 Wardens 

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