Professional Documents
Culture Documents
The Call of The Templars Dragon Age
The Call of The Templars Dragon Age
Dragon age
Quote
Adventure Summary
Background
The PCs will awake the next morning after the great battle
against Mythallen and his darkspawn horde, to find that
Arthas has skipped town with a horse in order to go to
Ostagar to find the Bann of Vintiver, his possible father.
Once the group leaves town in order to chase after Arthas
for one reason or another, they will encounter little on the
trip to Caern, the only thing they will find is an increasing
darkspawn presence, as they are ambushed along the route
to Caern. Foreshadowing the Battle of Ostagar that will be
taking place soon. Caern is about a days walk, a quarter
days ride from Vintiver, when they arrive they will find a
brigade of Templars stationed just outside the village, how
they get in, is up to them.
Prologue
Adversaries:
Two Templars, there stats can be found in the Bestiary at
the end of this adventure, the Templars will keep fighting
until one dies, when that happens the other will attempt to
flee into the village, the have to stop him or risk the entire
town being on alert. If that happens you will have to
improvise the adventure.
End of Part 1:
Adversaries:
There are three drunken men, there stats can be found in
the Bestiary at the end of this adventure.
Upon leaving the inn the players will notice a large group of
citizens of Caern outside of the village chantry protesting
against the Templar occupation. Upon investigating, they
will find that the villagers are demanding the Templars at
least tell them why they are there. At the helm defending
the Templars stand, is Knight-Commander Travis. As the
protest progresses, he threatens to kill any villager that
steps forth in the name of the Maker...Note to the players
they MUST resolve this if they wish the chantry to remain un
alerted. Now there are multiple ways to resolve this,
peacefully, moderately peacefully, and violently. The latter
causes the Alertness to rise the most besides failing to
resolve situation in the first place.
Adversaries:
Knight-Commander Travis is addressing the crowd alone and
without any other Templar. However he is one tough cookie,
his special stunt Nullify Magic can be deadly to any mage
in the group causing them to be unable to cast spells and
sapping there mana down to half its current amount,
although dealing with the Commander here will mean he
wont be present in the Cave Battle near the end of the
Adventure.
4. The Templars Resolve (Combat/Roleplaying Encounter)
As the players return to the inn near the end of the day,
they will be confronted by three Templars. The Templars
saw the spectacle they made today with Knight Commander
Travis (or noticed they seemed different compared to the
rest of the villagers if they did nothing). They will claim that
one of the PCs might be one of the people they are looking
for. This is the PCs first clue that the Templars are indeed
here looking for someone. The Templars will react in a
specific way depending on how they resolved the issue.
If they did nothing and didnt cause a riot: The Templars will
note that you looked strange for a villager, PCs can convince
them that they are travelers with a Communications (Bluff)
check of TN 13 (before alertness penalties)
Alertness: +1
If they did nothing but then caused a riot: The Templars will
attempt to arrest you for disturbing the peace, the TN for
the Communications (Bluff) check will go up to TN 15 before
penalties, if failed they will attack you.
Alertness: +2
End of Part 2
The PCs, Arthas, and the NPCs if you have them, should now
know what must be done, to reach Ostagar they must sneak
into the Chantry tonight in order to find why they are here,
and then find a way to hasten there leaving. Alertness could
now be anywhere between No Alert to Max Alert, this will
begin to take effect in the next section of the adventure,
and will be until the end of the game.
Part 3: Maleficarum
The PCs now wait until the dead of night before trying to
sneak into Caerns chantry, the alertness of the village now
begins to take effect, the less alert, the easier it will be to
sneak in and out without much trouble, the higher, the more
Templars will be on guard.
In the dead of night (around 2:00am) the PCs will begin their
plot to sneak into the village Chantry to find out why the
Templars are here. When the PCs leave into the night, they
will find the village, quiet desolate, with not many people
nearby even the Templars have gone to bed (unless it is
under High Alert, in which case see Event 1a). When they
arrive at the Chantry, they find the doors locked as they are
usually with the Templars occupation. They have many ways
in order to get in. The PCs could lock pick the door, with a
TN 15 Dexterity (Thievery) check, if successful then proceed
to part 2. If not, another option is to climb to the top of the
Chantry and drop in through the fireplace, then unlock the
door from the other side, to reach the top of the Chantry,
the players will have to make a Strength (Climb) check with
a TN of 13. If the player makes it to the top, they can drop
through the Chantrys chimney taking 1d6 penetrating
damage for the fall, but they will unlock the door allowing
the rest of the group to enter.
When the players enter the Chantry, they will enter the
main hall, a large room filled with pews and a alter at the
front to the Maker. Upon the chairs are prayer books of the
Chant of Light and same upon the alter. Also upon the alter
they will find a Medallion of Andraste, which belongs to the
Revered Mother of the chantry, taking it would fetch 50sp
for selling it, but it would also make the Revered Mother
very sad. Besides that, they cant find anything else, until
they search the room. By making a Perception (Seeing)
check with TN 11, the players discover a lever near the
alter. One click causes it to open up a secret passage way
hidden beneath the alter, as the alter moves out of the way
leading to a ladder. Below the players will find the Templars
Living Quarters as well as the hiding spot of the plans of the
Templars. Another place of note, is a door north of the alter
leading to the Revered Mothers Room, the door is locked
and cannot be picked. The door to the West leads to the
Chantrys Priests Quarters, also locked and not pick able at
this moment.
If the PCs reach the next room, they will find a meeting
room where the Templars meet to discuss there motives. A
long table about 5yds across sits in the middle of the room,
the stone walls lie cold and dark, at the far end of the table
a small packet of parchment with writing on it lays. When
the NPCs investigate, you may read the following to them,
as it is the letter.
Makers Blessings,
Knight-Commander Gregoir
After the PCs read it, they will now know that the true
intent of the Templars is to find Tarian! (Or whatever PC you
used). The players can now question there player whether
or not they are truly a Blood Mage. For us, Tarian can
explain he is not a Blood Mage but a mistake in the tower
has mistaken him as one. He fled the Tower becoming an
apostate and now the tower seeks judgement upon him. As
the players accept that the mage is innocent, the Revered
Mother will enter the room, she will introduce herself as
Revered Mother Catherine. She will ask why you are here, if
the PCs tell the truth, she will understand and sympathize
with the characters, understanding why they have come.
And offer to recruit them to find the blood mage if they
try to explain that its a misconception, she will warn the
Templars not believing the PCs. The PCs will escape, but the
Templars will be at their backs. If you stole her medallion of
Andraste, she will instantly notice it and warn the Templars
causing a similar fate. If you lie and tell her you will help
find the Maleficar, she will let you go, but ask you begin
your search in the morning so she may cover up the
problems. The players, COULD kill the Revered Mother,
causing an instant jump to High Alert (no combat required,
she is defenseless) but who would want to kill an elderly
priest but heartless thugs? However if the city is already at a
High Alert stage, it wouldnt do much except add to
everyones fears. However its resolved, the players will
escape the chantry knowing that they must now find a way
to convince the Templars the mage is not a Maleficar.
Arthas, however will be estranged, not quite convinced
since you lied to him after all, a Communication TN of 13
will cause him to accept the mages innocence and he will
remain with the group, fail and he will stay until he can
leave the village, and then be on his way alone to Ostagar
away from the rest of the group. Either way, now the
Templars will be after the PCs, as well learn later the
Revered Mother will betray you, or if she already warned the
Templars they will already be after you!
End of Part 3
Adversaries
Templars, already noted earlier, find them at the end of this
adventure in the Bestiary.
When all the genlocks lie dead, the players are victorious
and have secured the cave...For now.
Adversaries
Genlocks, as mentioned earlier, one per player.
Arthas, the dwarf, the elf, and the players wait in the cave,
hoping the Templars wont find them. However around
6:00am, they hear rumbling coming from the door, the
Templars have found them! As they prepare the Templars
enter the cave, led by Knight-Commander Travis unless hes
dead already, then they are led by his second in command,
Knight-Lieutenant Harrison. Depending on the alert the
players are on, or if they killed Knight-Commander Travis
already this situation can be resolved in many ways.
If the city was on Medium Alert: The Templars say, you led
them on quite the extravagant chase but it ends now, the TN
for convincing them to not attack is increased to TN 17.
Adversaries:
An amount of Genlocks equal to one per every 2 members
fighting, including off field Templars, half the number of
Genlocks in Hurlocks, and an Ogre. Obviously, the less
fighting the PCs did with the Templars the better off they
will be, not to mention Knight-Commander Travis is one ass
kicking machine already.
Epilogue
Optional Encounters
These following encounters are completely optional and
there undertaking involves certain things happen.
Captured by Templars
Bestiary
Hurlocks and Genlocks: They can be found in the Dungeon
Masters Guide of Set 1, refer to it for there statistics.
Templar:
Abilities (Focuses)
Communication: 1 (Etiquette, Leadership)
Constitution: 2 (Stamina)
Cunning: 1 (Arcane Lore, Military Lore, Religious Lore)
Dexterity: 1 (Calligraphy)
Magic: 4
Perception: 0
Strength: 2 (Intimidation, Heavy Blades)
Willpower: 1 (Courage, Faith, Morale, Self-Discipline)
Combat Ratings
Speed: 11
Health: 30
Defense: 13
Armor Rating: 3
Attacks:
Long Sword, Atk: +4, Damage 2d6 +4
Powers:
Favored Stunts: Disarm, Skirmish, Minor Nullify Magic
Minor Magic Nullification (SP 4): The Templar uses his
abilities to nullify a mages magic, this affects a 10yd cone in
front of the Templar in any direction from him, and causes a
Mage to be unable to cast spells for 1d6 turns-willpower-1
Abilities (Focuses):
Communication: 0 (Gambling)
Constitution: 0 (Drinking)
Cunning: -1
Dexterity: 0 (Brawling)
Magic: -2
Perception: -1
Strength: 1 (Intimidation)
Willpower: 1
Combat Ratings
Speed: 10
Health: 10
Defense: 10
Armor Rating: 0
Attacks:
Fists, Atk: +2, Damage: 1d3+2
Powers:
Favored Stunts: Lightning attack, skirmish
Knight-Commander Travis:
Abilities (Focuses)
Communication: 2 (Etiquette, Leadership)
Constitution: 2 (Stamina)
Cunning: 2 (Arcane Lore, Military Lore, Religious Lore)
Dexterity: 1 (Calligraphy)
Magic: 5
Perception: 2
Strength: 3 (Intimidation, Heavy Blades)
Willpower: 3 (Courage, Faith, Morale, Self-Discipline)
Combat Ratings
Speed: 11
Health: 65
Defense: 13
Armor Rating: 5
Attacks:
Two-Handed Sword, Atk: +5, Damage 3d6 +5
Powers:
Favored Stunts: Disarm, Skirmish, Major Nullify Magic
Major Nullify Magic (SP 3): Through being a skilled and
trained Templar Travis has learned to take his magic
nullifying powers to the next level, causing any mage within
20yds of him in all directions to be unable to cast spells for
1d6+2-Willpower turns, the ability also saps of a mages
current MP.
Knight-Lieutenant Harrison:
Abilities (Focuses)
Communication: 2(Etiquette, Leadership)
Constitution: 2 (Stamina)
Cunning: 2 (Arcane Lore, Military Lore, Religious Lore)
Dexterity: 1 (Calligraphy)
Magic: 4
Perception: 0
Strength: 3 (Intimidation, Heavy Blades)
Willpower: 2 (Courage, Faith, Morale, Self-Discipline)
Combat Ratings
Speed: 11
Health: 45
Defense: 13
Armor Rating: 4
Attacks:
Long Sword, Atk: +5, Damage 2d6 +5
Powers:
Favored Stunts: Disarm, Skirmish, Minor Nullify Magic
Minor Magic Nullification (SP 4): The Templar uses his
abilities to nullify a mages magic, this affects a 10yd cone in
front of the Templar in any direction from him, and causes a
Mage to be unable to cast spells for 1d6 turns-willpower-1
Ogre
"They are 12 feet tall ... "" ... its thick hide ..."
"Two Hurlocks in front of him tried to get out of the way, but
the ogre was impatient. It stepped on one, crushing it
underfoot with a sickening crunching noise, and slapped the
other aside so hard it went flying and slammed against the
wall of the cavern."
"He struggled, but the creature only squeezed him until his
armor dug into his flesh."
"With a wrenching groan, the ogre ripped up a large piece of
masonry from the stairs leaving an impressive gap."
- "Dragon Age, The Calling", David Gaider.
Abilities(Focuses)
0 - Communication
6 - Constitution(Stamina)
0 - Cunning
0 - Dexterity (Throw rock)
1 - Magic
2 - Perception(Smelling)
7 - Strength(Intimidation, Might, Pummel, Bull charge)
3 - Willpower(Courage, Morale)
Combat ratings
Speed: 12
Health: 60 (+20 hp if Templars are present)
Defence: 10
Armour: 4
Attacks
Code:
Weapon Attack Damage
Pummel +9 2D6 + 7
Bull Charge +11 2d6 + 13
Hurl rock +2 3d6 + 7
Powers
Pummel: The Ogre uses its huge fist to batter its enemy,
doing 2d6+7 damage with each hit.
Hurl Rock: The Ogre can hurl great rocks doing 3d6 +
strength in damage. Short range is 8 yards, long range is 16
yards.
Slam the ground stunt: The Ogre slams the ground with its
fists to shake enemies off their feet, as a special stunt for 2
SP. Adjacent characters must succeed at a
Dexterity(Acrobatics) test vs target 13 or be knocked prone.
Snatch 'n Crush stunt: The Ogre snatches the target in its
huge hands and begins to crush the life out of them, as a
special stunt for 4 SP. This deals 1D6 + Strength damage
each round. The victims AR is only counted the first round.
The Ogre may Pummel an enemy held like this, and any such
attack will automatically hit the victim.