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Blood In Ferelden is copyright © 2010 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registere d trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Green Ronin, Adventure Game Engine, and their associated logos are trademarks of Green Ronin Publishing. Printed in the USA. Green ronin PublishinG 3815 S. Othello St. Suite 100, #304 Seattle, WA 98118 Email: [email protected] Web Site: greenronin.com DesiGn: Walt CieChanoWski, kevin kulP, t.s. luikart aDDitional DesiGn: DaviD hill, Jeff tiDball, filamena YounG DeveloPment: Jeff tiDball eDitinG: evan sass art DireCtion anD GraPhiC DesiGn: hal manGolD Cover art: tYshan CareY CartoGraPhY: JareD blanDo interior art: Yoann boissonnet, anDreW bosleY, even mehl amunDsen, ChristoPhe sWal Publisher: Chris Pramas Green ronin staff: bill boDDen, steve kenson, Jon leitheusser, niCole linDroos, hal manGolD, Chris Pramas, evan sass, marC sChmalz, anD Jeff tiDball PlaYtesters: niCholas aGranoff, Joel allan, Josh auerbaCh, tYler CareY, russell Carver, Walt CieChanoWski, helen CieChanoWski, miChael Colón, mark DiPasquale, Jamison Dufour, Peter hentGes, Wes koberniCk, Christian linDke, eriC lYtle, anYa maesteroff, steven merrell, mitCh riGGer, anD Jason WalDen Blood In Ferelden Three adventures for the Dragon Age RPG Sample file

Transcript of Blood in Ferelden - DriveThruRPG.com - The Largest RPG...

Blood In Ferelden is copyright © 2010 Green Ronin Publishing, LLC. All rights reserved.

Reference to other copyrighted material in no way constitutes a challenge to the

respective copyright holders of that material.

Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registere d trademarks or

trademarks of EA International (Studio and Publishing) Ltd. in the United States,

Canada, and other countries.

Green Ronin, Adventure Game Engine, and their associated

logos are trademarks of Green Ronin Publishing.

Printed in the USA.

Green ronin PublishinG

3815 S. Othello St. Suite 100, #304Seattle, WA 98118

Email: [email protected] Site: greenronin.com

DesiGn: Walt CieChanoWski, kevin kulP, t.s. luikart

aDDitional DesiGn: DaviD hill, Jeff tiDball, filamena YounG

DeveloPment: Jeff tiDball eDitinG: evan sass

art DireCtion anD GraPhiC DesiGn: hal manGolD Cover art: tYshan CareY

CartoGraPhY: JareD blanDo

interior art: Yoann boissonnet, anDreW bosleY, even mehl amunDsen, ChristoPhe sWal

Publisher: Chris Pramas

Green ronin staff: bill boDDen, steve kenson, Jon leitheusser, niCole linDroos, hal manGolD, Chris Pramas, evan sass, marC sChmalz, anD Jeff tiDball

PlaYtesters: niCholas aGranoff, Joel allan, Josh auerbaCh, tYler CareY, russell Carver, Walt CieChanoWski, helen CieChanoWski, miChael Colón, mark DiPasquale, Jamison Dufour, Peter hentGes, Wes koberniCk, Christian linDke, eriC lYtle, anYa maesteroff, steven merrell, mitCh riGGer, anD Jason WalDen

Blood In Ferelden

Three adventures for the Dragon Age RPGSam

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Welcome to Blood in Ferelden! This book contains three full-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 attack on a village fair and must journey, in the aftermath of the attack, into the Korcari Wilds to find a key ingredi-ent to the cure for the horrible disease that the attackers brought with them.In Where Eagles Lair the PCs are pressed into ser-vice tracking down the kidnapped daughter of one of Ferelden’s arls in the Frostback Mountains, where the strange and savage Avvarian hillmen dwell.Finally, in A Fragile Web the heroes must negotiate an entirely different manner of challenge, where almost nothing is as it seems, in dealing with a series of deadly political 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 is recommended for 1st and 2nd level heroes and Where Eagles Lair for 3rd and 4th level heroes. A Fragile Web is intended for 4th and 5th level heroes, although see the section The Long View on page 81 for some ideas about how that adventure can be staged so that it wraps entirely around one or more other adventures.At the end of Blood in Ferelden, you’ll also find three scenario seeds, each providing the basic skeleton of an adventure that you can flesh out yourself.To use the adventures in Blood in Ferelden you must have a copy of the Dragon Age RPG Set 1. It’s likely available in the same place you found this book.Finally, be aware that only Dragon Age Game Masters should read the material in Blood in Ferelden. If you are likely to play a PC hero in any of these adventures, you should stop reading now. Learning these stories’ secrets in advance will only spoil your fun.Each of the adventures in Blood in Ferelden is broken down into parts and encounters to help you understand the overall outlines of the action. Each part is collection of related encounters. It begins with a broad description of the part as a whole, sometimes continues with a sec-tion describing the greater environs in which that part’s encounters take place, and then presents each encounter. Each adventure’s parts (as well as the encounters that make up each part) are presented in the order in which they’re likely to take place.Each encounter presents a single challenge, or collection of related challenges (such as a fight) that the PCs must deal with or overcome. Each is classified as an explora-tion encounter, a roleplaying encounter, or a combat

encounter. Exploration encounters challenge the PCs to use their skills and ingenuity to find things out about the world and the story, roleplaying encounters let the PCs interact with and influence the NPCs who are part of the adventure, and combat encounters involve battle between the PCs and their foes. Although it’s possible to (for example) roleplay in an exploration encounter, the classification 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 find the information you need right away while you’re at the game table.Every encounter begins with a short summary of the action. Next, most encounters have read-aloud text, found in grey boxes. This text is usually composed so that it can simply be read aloud to the players as that encounter begins, but it’s better and more natural if you paraphrase and embellish what’s written, using your own words to communicate the information.One word of caution: While the pre-written nature of read-aloud text is helpful when encounters begin as expected, 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 figuratively), or in the company of different NPCs. A given passage of read-aloud text will still give you clues about the important pieces of information you should communicate to the players, but you’ll have to tailor the specifics to match the circumstances.After each encounter’s read-aloud text is the general description of what you, the GM, need to know about the encounter and how the action may unfold in play. In most encounters, this includes specific information about 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 to spot them in the text at a glance.Some encounters have additional passages of read-aloud text interspersed in the general description, to be read if and when particular conditions are met. Treat these the same way as the read-aloud text that begins each encounter (save, obviously, that you only read them when the relevant conditions apply).Some encounters include a “Questions and Answers” section. These are pairings of questions the PCs might ask with answers the various NPCs in the encounter might give. The questions and answers are presented in the first person, as those parties might ask and answer them. As with read-aloud text, though, you are encour-aged to adapt the phrasing to the situation. And of course, the precise phrasing of the questions is included only to help you locate the right information. Under no circumstances should you insist that the players use these phrasings or say these particular words.

Introduction

Introduction

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