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GAME MASTER’S KIT, REVISED

The lands of Thedas await you! The Game Master’s Kit, Revised is a key accessory for your campaign in the
world of the Dragon Age RPG. It features a three-panel hardback screen that puts all the essential game
info right in front of the Game Master, and 4 quick reference cards that put the stunts and actions at your
player’s fingertips. A combat tracker, which can be written on with wet or dry erase markers, is also
included, along with a brand new 36-page adventure that takes your PCs into the dangers realm of the
Deep Roads. The Game Master’s Kit, Revised is the perfect complement to the Dragon Age Core Rulebook and
will help you run your game with style!

Adventure Design & Writing: Dave Brookshaw Development: Jack Norris Editing: Evan Sass
Art Direction and Graphic Design: Hal Mangold Cover Art: Casper Konefel Screen Art: Matt Rhodes
Cartography: Andy Law and Tyler Lee Interior Art: Mirco Paganessi and Andrey Vasilchenko
Publisher: Chris Pramas
Green Ronin Staff: Joe Carriker, Steve Kenson, Jon Leitheusser, Nicole Lindroos,
Hal Mangold, Jack Norris, Chris Pramas, Donna Prior, Evan Sass, Marc Schmalz,
Owen K.C. Stephens, Dylan Templar, and Barry Wilson.

Special thanks to Chris Bain, David Gaider, Ben Gelinas, Matthew Goldman, Cameron Harris,
Mary Kirby, Mike Laidlaw, Cori May, and the team at BioWare.
Dragon Age Game Master’s Kit, Revised is © 2016 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.
© 2016 Electronic Arts Inc. EA and EA logo are trademarks of Electronic Arts Inc. BioWare, BioWare logo, and Dragon Age are trademarks
of EA International (Studio and Publishing) Ltd. All other trademarks are the property of their respective owners.
Green Ronin, Adventure Game Engine, and their associated logos are trademarks of Green Ronin Publishing.

GRR2810 • $24.95
Green Ronin Publishing
3815 S. Othello St.
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Seattle, WA 98118 Printed in China.
www.greenronin.com ISBN-13: 978-1-934547-69-4
adventure

Buried Pasts
M
any forgotten secrets lie in the deep places of the nature, numbers, and origin while the bann raises help from
world, hidden and discarded in the abandoned his superiors. He also warns the PCs that the Avvar may try
chambers and passageways of a dwarven empire, to take advantage of their cousins having lost settlements.
ignored by the dark things that stalk the ruins. Hiking up into the hills, the PCs quickly gather evidence and
Legends are told in Orzammar and Ferelden of those who cross determine that the Avvar have themselves been attacked and
into the uncharted regions seeking the truth, coming back with are mustering for war.
proof of their ancestry or a long-lost artifact. The attackers are darkspawn, predominantly genlocks, who
And if the truth isn’t what you wanted, who is to know if you have managed to come up to the surface world from a opening
lie? And what harm can it do? in the ground. Faced with the distrust between the Avvar and
Ferelden forces, and the delay in either side getting there,
Buried Pasts is an adventure for four to five characters
the PCs are left to go in themselves. Entering the rift leads
of level 7, although it can be scaled to allow for a different
the PCs into the Deep Roads, where they encounter dwarves
number of characters and higher levels if necessary. The from a besieged thaig they claim was sealed off and forgotten
adventure assumes that no Player Characters are dwarves for generations. Most of their territory has been overrun by
from Orzammar, but it can be adapted to work with them darkspawn, and the dwarves were pushed back and forced to
if there are any among the heroes. It also assumes that the barricade themselves. This allowed the darkspawn to move
Player Characters have some reason to be traveling along the past them to the surface. The Avvar have inflicted enough
Imperial Highway off the northwest edge of Lake Calenhad. casualties on the genlocks that the darkspawn have tempo-
rarily retreated into their nest, offering a tight window of
opportunity to act. The dwarves will try to seal the nest and
Adventure Summary then make their own escape to Orzammar through the Deep
Roads, but they will need the PCs’ help to do so.
The PCs have camped on the highway just after dusk when However, the dwarves are lying.
a group of wounded refugees stumbles upon them. Some-
thing has been attacking villages in the foothills of the Frost-
back Mountains, and the refugees are fleeing to the aid of the The Dwarves’ Deception
nearest bann. However, the majority of warriors in the vicinity
have been called away to combat pirates on the coast, neces- At several points in Buried Pasts, the PCs have the opportu-
sitating the bann to hire the PCs to determine the attackers’ nity to discover this vital piece of information—the dwarves

2 Buried Pasts
Rewards
are not the last remnant of a once-proud thaig long cut off
from Orzammar as they claim, but have been in the area less
than four months. They have never controlled any ground
beyond their barricaded position, in which they were trapped
by the unexpected horde of genlocks they uncovered when
they opened the thaig doors.
The dwarves all claim membership of castes, but have no true
right to them; they are Surface Caste dwarves, the children
and descendants of those that left Orzammar for a life in
Ferelden and elsewhere and who lost their places in dwarven
society as a result. Without castes to inherit, they cannot be
citizens. Following their dream of returning to the Stone and
taking up a life they never experienced, these second-and-
more generation surface dwarves have decided to commit
genealogical fraud; by excavating their way into the Deep
Roads and finding a deserted thaig to claim, they can then
make their way to Orzammar through the underground and
be welcomed as long-lost cousins, with the names they’ve
stolen from the thaig’s tombs entered into the Memories as Deep in the Dark
their own.
Unfortunately, the thaig was not as empty as the dwarves The majority of Buried Pasts takes place in the underground
had hoped. Awakened by the disturbance of their nest, the spaces of the Deep Roads, where most PCs will have not
genlocks are swarming out in numbers the dwarves’ few ventured before. For those who have spent their entire life
fighters cannot handle. The PCs are their salvation, repre- being able to see the horizon, the cramped, confusing condi-
senting a chance to save the innocent surface villages from tions underground can be difficult to adjust to. The human
being slaughtered by the genlocks the dwarves unwittingly and elven sense of direction is easy to lose underground,
released, and a hope of surviving long enough to make it to sound travels further as it echoes off the walls, the environ-
long-dreamt-of Orzammar. But will the PCs allow the decep- ment can be shockingly cold in one space and blisteringly hot
tion to go ahead once they discover it? And how will they in the next, and the cramped conditions impede the styles of
react to the revelation that the many deaths above ground are fighting surface-dwellers will be used to. The following tips
their new allies’ fault? for description can help a GM get the alien nature of adven-
turing underground across. GMs aren’t required to use all or
any of these optional rules, but they will help give PCs the
A Labyrinth of Choices feeling they are operating deep underground far away from
the battlefields and locales familiar to many of them.
The PCs don’t arrive in a static situation. The dwarves are
keenly aware that they will be killed if they stay where they Light and Shadow
are when the darkspawn return, and are already making plans
when the PCs find the opening. There are several missions to
be carried out—the route to Orzammar must be found, the Above ground it is never completely dark, even on a clouded
darkspawn must be sealed back into the thaig, and the rift moonless night. Underground, in uninhabited areas of the
to the surface must be closed. There aren’t enough dwarven Deep Roads, the only light in the pitch darkness is that which
warriors to undertake them all, especially as the first group the heroes bring with them and the glow of lyrium veins. The
sent to scout for passage toto Orzammar hasn’t returned. slightest obstruction creates a long shadow such that even
with light characters are unlikely to be able to see everything
All Dragon Age RPG adventures feature choices for the PCs. within the reach of their light source. As characters move
In Buried Pasts, those choices take the form of leaving it through the environment, every one of those shadows will
up to the players which missions their characters take part move in keeping, further hindering characters watching for
in, and in which order. The darkspawn are ever advancing, creatures in the dark.
the surface villages and holds defenseless, and the dwarves
desperate. How do the PCs prioritize their tasks when those The deep shadows give surface dwellers (those without an
undertaken last may be unachievable? How does the revela- Orzammar origin) a –2 penalty on all Perception (Seeing)
tion of the dwarves’ true background change their plan? tests.

The final stages of the adventure are very different depending


on what choices the PCs have previously made. Do they
Sound and Silence
demand to escape to the surface themselves? Have they
successfully delayed the darkspawn by closing the nest? A Although the solid rock stops sound traveling to completely
variety of alternate closing scenes are presented, covering sealed areas, anything louder than a whisper will echo much
options from fleeing to the surface, to desperately allying further than it would above ground along the passageways
with the Avvar against the darkspawn at the heroes’ backs, and chambers of the Deep Roads. The effect is especially
to leading the dwarves on the long underground march to pronounced on the roads themselves, as the dwarves built
Orzammar. their underground passageways long and straight with

Buried
RewardsPasts 3
open regions of molten rock near their center that are used
Dwarven Player Characters for heat, while more modern thaigs (ironically those more
likely to be abandoned thanks to the darkspawn pushing the
The adventure assumes the PCs are primarily surface-
dwarven empire back on itself) used steam heating. Inhabited
dwellers, but only this first part outright requires them
regions between thaigs are heated and lit by oil lamps using
to spend any time there. Altering Buried Pasts to func-
the fat from nugs and brontos.
tion with a group of Orzammar dwarves as Player Char-
acters would be an interesting challenge for a GM; as Away from lava or artificial heating, the Deep Roads are
a guideline, perhaps the Avvar call for aid against the bitterly cold. The lack of weather is a mercy, but travelers
darkspawn attacks reaches as far as Gherlen’s Pass that go too long without a source of heat will begin to feel the
and Orzammar, and the PCs are sent through the Deep effects. As their lanterns are likely the source of their heat as
Roads to try to find the source. Scenes would be a mix of well as light, travelers must take extra care with the amount of
those from part 1 adapted to the below-ground environ- fuel they have; the dwarven empire once maintained frequent
ment and then the scenes from Part 3 running roughly waystations along the Roads for resupply, but running out of
in reverse as the PCs encounter Borrun’s scouting party lamp oil in the modern Deep Roads can be a death sentence.
first. The reveal of the Surface Caste deception will be If characters have gone without heat for several hours, at the
especially tense if the PCs are of Orzammar origin. GM’s discretion, they may suffer a –2 penalty to all tests.
If any PCs are Surface Caste dwarves themselves, the
adventure becomes much more personal—those that Fighting at Close Quarters
weren’t personally exiled and wouldn’t be known to
the city are targeted by the dwarves for recruitment
into their plans if they show signs of being amenable to The dwarves of Orzammar equip their rank-and-file soldiers
it, while those who would blow the dwarves’ cover by with shields, maces, and crossbows, perfect for the cramped
their presence are advised to leave before any exodus to conditions they are expected to fight in. Skirmishing is a thing of
the city. Of course, turning in so many attempts to steal the surface battlefield, except in the largest caverns. The dwarves
honorable names might be a factor in having a single train their warriors to block passageways with shieldwalls and
exile forgiven and allowed back. corral disorganized opposition into killing grounds.
Height is the main restriction. The dwarves built the main
tunnels of the Deep Roads with lofty ceiling clearance, and
vaulted ceilings to greatly enhance the distance at which thaigs are usually organized facing into large caverns to
sounds can be heard. The constant echoing combined with give a sense of space, but private houses and other areas not
the dwarven love of deep wind instruments and song gives intended for heavy traffic can be uncomfortably cramped to a
inhabited thaigs a background hum of sound that dwarven human. The lack of space can get in the way of swinging the
poets have compared to the Stone. Orzammar itself is never larger weapons humans may be used to.
silent, and the impact of moving into the stillness of aban- When in cramped conditions, the Skirmish Stunt may not
doned Roads beyond the city’s control is greatly upsetting be used to bypass a defensive wall of opponents, though it
to dwarves who have lived with the comforting sense of remains useful for pushing those opponents backward or
community the background noise provides. retreating out of combat. The use of weapons requiring a lot
Characters attempting stealth must take extra care to avoid of swinging room is difficult: Melee attacks using two-handed
making any noise due to echoes, and Dexterity (Stealth) weapons are made at a –2 penalty if there isn’t room.
tests are made at a –2 penalty. All Perception (Hearing) tests
made in areas of dwarven architecture have a +2 bonus. Escort Missions and
Any parties with dwarves in them may find the dwarves’
natural stone sense a help or a frustration. Dwarves who
Squad-Scale Combat
spend most of their life underground will find the sense still
sharp and comforting. By feeling the stone, navigation is Usually, the heroes of the Dragon Age RPG fight alone against
easier. However, the sense fades the longer dwarves remain their adversaries, with each enemy having a separate set of
on the surface and when in the darkest parts of the Deep statistics and place on the initiative order, but there are situa-
Roads it can be a vague distraction as the sense is dulled and tions where this is not always the best option. For truly large-
irritating, though not completely without use. scale battles, there are the Mass Battle rules. But sometimes an
approach somewhere between the two is called for, particu-
Heat and Fuel larly when PCs are called upon to escort or assist a modest
number of NPCs such as a squad of troops or a band of refu-
gees. In these situations, it’s usually best to describe the effect
The majority of Deep Roads and thaigs are built about two of NPCs battling the background, but to not bother resolving
to four miles beneath sea level, although in the Frostbacks every attack mechanically.
that means they’re actually much deeper beneath the surface.
Dwarven mining galleries normally stretch up rather than However, sometimes it is desirable to determine the effects
down, tunneling up into the mountain regions of Ferelden of a group of NPC allies battling NPC adversaries. In these
and Orlais from beneath, while the thaigs themselves burrow cases, it’s recommended the GM only resolve a few attacks
downward toward pockets of lava that have moved up from between NPCs and allow these results to represent a larger
the mantle. Most older thaigs (including Orzammar) have conflict. When enough total damage is done by these attacks

4 Buried Pasts
Rewards
to kill an opponent, they are slain in the melee between the signs of the slabs having been replaced in spots, and the tree
two groups. As the PCs defeat their own foes, those attacking line has been cut back from the road’s edge. The PCs are
NPCs may move to engage them or flee, depending on how camped in this gap.
the fight is going overall. There are five refugees and one dog in all, survivors of an
Example: The PCs are escorting a dozen injured dwarven attack on the village of Cedd’s Fall. Udela is the least injured
warriors when they are ambushed by two dozen darkspawn. with only superficial scrapes and bruises, and she can recount
The PCs end up engaging half the enemy as the other dozen their tale while the others are tended to.
push past them to assault the dwarves. Not wanting to resolve Cedd’s Fall is a farming village, up in the hills near the edge
two dozen attacks that don’t involve the PCs, the GM instead of Avvar territory. In the pre-dawn hours last night, the village
rolls for two attacks from the dwarves on the darkspawn and was attacked by… something. Udela can only describe the
two attacks from the genlocks on the dwarves. Once enough attackers as being shorter than the villagers, dressed in patch-
total damage to kill an opponent is done against a side, one work metal armor and wielding cruel bladed weapons. The
of them drops. outer buildings of the village were set on fire as a prelude to
This method gives the PCs time to deal with a reasonable the attack, and in the confusion she didn’t get a very good look
number of enemies that are part of a larger force, while still at whatever they were. These five are those who managed to
having consequences for taking too long or making mistakes flee their homes before the attackers came in after them; the
in battle that could cost their allies’ lives. Note that this assailants were going from home to home, smashing their way
method is meant to help GMs and players when managing in and gutting the people hiding inside. Finan, the man with
larger combats that are still too small to warrant the Mass the head wound, tried to go back to save more but took a blow
Battle rules. If this method doesn’t work for your group, feel to the head. One of the village dogs dragged him to safety.
free to ignore it and run combats however works best for you.

PART 1
First Aid
PCs will likely attempt first aid on the injured villagers—the
The Mist-Covered entire group has already taken a breather, so cannot regain

Mountains
The adventure begins with the PCs traveling the Imperial
Highway between Lake Calenhad Docks and Gherlen’s Pass
in early autumn. As dusk approaches and they begin looking
for a place to camp, they stumble upon the refugees who
spark their involvement in the adventure, and eventually
their descent into the Deep Roads.

SCENE 1

A Chance Encounter
ROLEPLAYING ENCOUNTER
The PCs are traveling the Imperial Highway when they
stumble upon refugees fleeing an attack on their village.

Making your way South along the Imperial Highway, you


have reached the 40-mile marker from Calenhad Docks before
deciding to camp for the night. A thick mist is rolling in from
nearby Lake Calenhad, but your fire is warming and the food
welcome. About three hours after sunset, you are alerted to the
sound of breaking undergrowth from the nearby woods. As
you get to your feet and ready your weapons, figures appear
out of the now-thick mist. The closest stumbles into camp,
close enough to the fire to get a proper look. He is human; a
commoner, judging by his clothes, he is bleeding from a black
and partially-scabbed wound on his forehead that mats his
hair and stains his shirt. His eyes are desperate.

The Imperial Highway winds around Western Ferelden,


through the lowest region of the Hinterlands. The road is
ancient, but in this section at least it is well kept—there are

Buried
RewardsPasts 5
any more Health that way. However, they didn’t have any RHEDA
proper bandages so haven’t attempted a heal action, and they
haven’t rested yet either, leaving both of those options open. Rheda is eight years younger than her husband, having
married him when she was the village beauty and he a strong
farmhand looking to inherit his father’s land. The marriage
FINAN has remained loving despite their lack of children, and it was
Finan is in his early twenties, a farm laborer on Lars’ farm. Rheda’s idea to take Finan in.
Seen as having too much bravado by his neighbors and as During the attack, Rheda and Lars were woken early by
a bad role-model for village children that look up to his Finan, and the couple hid on the outskirts of Cedd’s Fall. She
boisterous ways, he has led a solitary life on the outskirts of suffered a broken arm when a single attacker found her and
Cedd’s Fall working for Lars and Rheda. Finan was one of her husband, and got the best look at one of the monsters out
the few villagers awake and seeing to his daily duties when of any of the villagers. It was her idea to head to Castle Selwyn
the village was attacked; he rescued Rheda and Lars from the for aid, and she is suffering from exhaustion after having kept
farmhouse and tried to head further into the village to save everyone’s spirits up for their day-long march.
more, but was struck by a darkspawn on the head and would
Rheda has 37 out of 42 Health remaining. She is the least
have been killed if his hound, Brun, hadn’t dragged him out.
injured villager.
The wound has scabbed over, matting his hair to his forehead,
and needs to be cleaned before being properly treated. It’s
harder than normal to tell with his head wound, but Finan is RHEDA
a good-looking young man—another reason he’s so popular Attributes (Focuses)
despite his general lack of sense.
Communication (Animal Handling) 1, Constitution 1,
Brun, a Mabari/Wofun crossbreed, still sits by his master’s Cunning (Brewing, Herb Lore) 2, Dexterity (Crafting) 0,
feet, growling at anyone who seems to be threatening Finan. Magic 0, Perception 1, Strength 1, Willpower (Morale) 2
The dog’s Wofun heritage makes him smaller than a pedigree
Mabari, and more prone to taking independent action. Aging beauty, farmwife and mother figure to Finan.

Finan has only 23 out of 35 maximum Health remaining.


UDELA
FINAN Udela was never happy staying in one place too long; in her
Attributes (Focuses) mid-twenties, she grew up with a wanderlust uncommon for
her surroundings and once schooling finished soon found
Communication (Animal Handling) 2, Constitution 1, herself driving the carts of produce to market at neighboring
Cunning –1, Dexterity (Crafting) 1, Magic 0, Perception 1, villages. She found she had a knack for haggling and trading,
Strength 1, Willpower (Courage) 2 especially in the wool the village produced, and has dreams of
Headstrong, handsome, but humbled village tough. joining the Traders’ Crafthouse and leaving her life in the hills
behind.

LARS Unfortunately, she was home when the attack took place.
Surviving by hiding herself and her grandfather Wurt in a
The goat farm in Cedd’s Fall has been in Lars’ family for storage shed, she witnessed her parents’ deaths at the hands
generations, since the village was founded in the last Age. of the attackers. As the refugee who has actually been to
Lars and his wife Rheda have no children of their own and Castle Selwyn before for the market, she has proved invalu-
have reached middle age, so agreed to take Finan on as a able in navigating their route down out of the hills. She has
laborer in the hope of teaching him responsibility enough to no large injuries beyond sprains, bruises, and sheer exhaus-
pass the holding on to him. Finan repaid them a hundredfold tion.
when he saw the attack on the village and woke the couple
Udela has 33 out of 44 Health remaining.
in enough time for them to escape. While Finan was uncon-
scious, however, a lone attacker found their hiding place on
the outskirts of the village, and Lars nearly lost his leg fighting UDELA
the monster off. His leg is badly mauled and broken, though Attributes (Focuses)
the bleeding has been stopped, and he has made it this far by
Communication (Bargaining) 2, Constitution 1, Cunning
making a crude crutch from tree branches.
(Evaluation, Natural Lore) 2, Dexterity 1, Magic 0,
Lars has 12 out of a maximum 45 Health remaining. He is the Perception 1, Strength (Driving) 1, Willpower 2
most injured villager.
Wool trader and aspiring crafter.
LARS
Attributes (Focuses)
WURT
Communication (Animal Handling) 2, Constitution 1, Wurt is a retired farmer and a respected elder of Cedd’s Fall,
Cunning (Natural Lore) 1, Dexterity (Crafting) 2, Magic who fills his days with small work of carpentry, watching
–2, Perception 1, Strength (Driving) 2, Willpower 1 over the young while their parents are in the pasture and
offering advice when needed. He has been a widower for five
Aging workhorse of a farmer. years, supported by his children and granddaughter Udela.

6 Buried Pasts
Rewards
Udela saved him from the attackers when she was woken by
SCENE 2
their neighbors’ screams; whatever the assailants were, they
killed his children and appear to have not realized there were
four people living in the house. A Keep With No Guards
The loss of his family and his home of sixty years has nearly
broken Wurt’s mind; he has retreated into himself and does ROLEPLAYING ENCOUNTER
not speak. A successful TN 15 Communication (Persuasion)
Having arrived at the local bann’s castle to find its
test can persuade him that the situation is not truly hopeless
garrison sorely depleted, the PCs are commissioned to
and bring him around.
track the attackers.
Wurt has 24 of 35 Health remaining
With a sense of relief, you reach the spur road from the
WURT highway that leads down to Castle Selwyn. After a short
journey down the slope toward Lake Calenhad you arrive at
Attributes (Focuses) your destination. The villagers give thanks to the Maker and
Communication (Animal Lore) 1, Constitution 0, Cunning His Prophet for their deliverance.
(Natural Lore) 3, Dexterity (Crafting) 1, Magic –1,
Perception 0, Strength 0, Willpower 1 The castle is both new and old. An ancient keep built on a
rocky island just offshore, it was sacked by the Orlesians when
Distraught village elder. they invaded and left a ruin until recent years, when Bann
Selwyn took it as his own and began rebuilding. The work is
The Nature of the Beast still in progress, and the patchwork of ancient masonry with
modern timber construction just now being filled in and rein-
forced with stone reminds you how new this town is.
The refugees are all clear on one thing; the attackers did not
seem human. Finan is unconscious or confused and Wurt The town itself is built along the shore of the lake, protected
and Udela did not get a good look, but Lars and Rheda from the landward side by a wooden palisade and a gatehouse
certainly did. They describe the creatures (and they were that, like the castle, is half wooden and half stone. The market-
creatures, not men) as being short, like dwarves, but jaun- place is central, merging with the jetties on the lakeside, and if
diced in skin color and with fangs for teeth. PCs that have the PCs have arrived during the day it is in full operation.
encountered them before will immediately recognize the The PCs probably won’t linger in the town beyond speaking
description of genlock darkspawn. The refugees for their to the bann at the castle. The goods for sale in the market are
part suspect the creatures are darkspawn, but have no idea wools and crops from the hill villages supplemented by the
of the types of monsters that make up the forces of the Arch- catch of fishing boats based in the town. There’s a weekly
demons. Still, if the refugees are asked for their opinion, at ferry to Lake Calenhad Docks on the far side of the lake, but
least one of them will offer this assessment, even if they’re it isn’t due to sail for another three days. The inn, The King’s
unable to tell genlocks from hurlocks, shrieks, and other Victory, is relatively large for a town this size, having done
types of darkspawn. double-duty as lodgings for the workers rebuilding the forti-
fications until the castle itself could house them.
Flight to Castle Selwyn As any perceptive PC will note, however, on making a
successful TN 11 Perception (Seeing) test, there may be a
The villagers came down from the hills in search of Bann problem with asking for the bann’s help; the guards on the
Selwyn, the local noble, whose holdings are about ten miles outer gatehouse of the town and those manning the castle’s
from the PCs campsite. Udela is adamant that they must reach battlements are all either very young or very old, and their
the shelter of the bann and raise help for the village, but Lars equipment seems of low quality. If any experienced soldiers
and Finan are in no shape to travel another three to five hours were based here, there is no sign of them now.
on foot in the dark and the mist.
If the PCs don’t offer it themselves, Rheda (or Wurt if he can Bann Selwyn
be brought out of his catatonia) asks for their help reaching
the bann. The village is the bann’s responsibility and he’ll The characters and their charges will be allowed into the
surely be able to offer a reward for a few hours’ assistance. castle for an audience with the bann as soon as they inform a
The question then becomes one of how to reach the bann guard why they are there.
quickly and safely. The mist is thickening and heading off into The hall is in the same state of semi-repair as the rest of the
the night might not be the wisest option. Udela wants to leave building. No lofty throne room, this is the office of a lowly
immediately, but as any PC who makes a successful TN 13 regional governor, dominated by a large oak table and
Perception (Empathy) test realizes, she is reacting more from furnished with functional benches and chairs. Even the bann’s
the terror of seeing her parents killed that morning than out own seat is only distinguished by his coat of arms hanging on
of any rational assessment of their chances. Persuading her the wall behind it, and rather than a tapestry or engraving, it
that the journey will be easier in the morning requires a TN 15 is his actual shield and sword serving as the decoration.
Communication (Persuasion) test, lowered to TN 9 if the PCs
have horses available to carry anyone who will still have diffi- The bann joins the PCs after enough time for them to look
culty walking. around. He is a thin man of middle years with the look of one

Buried
RewardsPasts 7
have been tensions between the villages in his territory and
About Avvar the nearby Avvar holds. Selwyn blames the Avvar for this,
claiming that the barbarians are incapable of negotiating
The customs of the Avvar clans are examined in detail
border changes in good faith and invent claims to ground
in Where Eagles Dare, the second adventure in Blood
when it suits them. If the PCs check his stories with people
In Ferelden.
in town or the refugees, a successful TN 13 Communication
Briefly, Avvar organize themselves into clans, each of (Investigation) test reveals the problems to be not entirely
which is based out of and named for a “hold,” a forti- the Avvars’ fault; Selwyn ordered a river dammed cutting
fied hillfort in which the entire clan lives. Kothag’s water from one hold, and refused the Avvar permission to
name translates as “Kothag, son of Daeorn of the clan conduct rituals on a particular ridge that he claimed was
of Sunhold.” Women use “An” instead of “Ar” and within his side of the hills. Selwyn jumps to the immediate
list their mothers’ name. Traditional Avvar marriage conclusion that the attackers of Cedd’s Fall were Avvar, and
involves ritualized kidnap of the spouse-to-be (often that any contradictory story the refugees tell is the result of
with both families’ consent) from the hold of their birth their trauma and confusion.
to that of their mate. Unlike their Alamarri cousins (the
ancestors of modern Ferelden’s population), the Avvar BANN SELWYN
never recognized the Prophet or the Maker and hold to
their traditional gods, of which the gods of the moun- Attributes (Focuses)
tains and winter and the goddess of the skies (who is Communication (Leadership) 2, Constitution 3, Cunning
also their death god) are the strongest. Most outsiders (Heraldry) 1, Dexterity (Riding) 3, Magic 0, Perception 2,
assume Avvar shamans are simple wise men and women Strength (Heavy Blades) 2, Willpower 2
who interpret omens as being the will of the gods, but
Concerned landholder and veteran of border
as a society without the Chantry the Avvar are also a skirmishes with the Avvar.
society without a Circle; most clan shamans, for all their
religious duties, are actually powerful mages.
A Commission
Avvar have the same relationship to birds of prey that
Alamarri have to wolves; where the warriors of Ferelden
use dogs as companions and shock troops, the Avvar As part of his certainty, though, Selwyn is quick to act. While
train falcons and eagles as scouts. In addition, each hold the refugees are welcome in the castle town and will be cared
has a “hold-beast,” an animal they believe is tied to the for, he wants to hire the PCs to head up to the village and
prosperity of the hold. The Avvar leave gifts of food track the attackers back to their origin, then determine the
for their hold-beasts but not enough so that the beast numbers and strength of the enemy before dealing with them
won’t hunt or scavenge. Hold-beasts are not pets; they themselves or returning back to him to report if the odds are
are treated as honored kin to the Avvar and allowed to overwhelming. In the meantime, Selwyn will dispatch riders
act as they will. The Avvar believe if their hold-beast is to Redcliffe to the south and Highever to the north, pleading
happy and healthy, the hold will be blessed with good for troops to help repel the incursion. He is confident that one
luck fortune. If the hold-beast sickens or dies, this is seen of the arls will respond, most likely both.
as a dire omen. The PCs are welcome to resupply from the castle armory,
and receive a badge noting them to be on the bann’s busi-
ness in case rangers or sheriffs stop them up in the hills. The
who doesn’t get enough sleep. He is, however, appreciative of payment he offers is roughly the average reward the PCs
what they have done. in the campaign are accustomed to receiving for modestly
dangerous work, though he will increase it by up t0 an addi-
“Thank the Maker for you all. If you hadn’t been on the tional twenty-five percent without haggling if the PCs press—
Highway when these poor people crossed it, we might not he wants to get things moving and resolved quickly.
have heard about Cedd’s Fall before it was too late. You’ll be
paid for today, I promise, but the news… The news means I
have need of your services.”
Appropriate Response

The problem is that the garrison of Castle Selwyn is sorely If the PCs have not already learned that the attacks were
below strength, run by a militia of volunteers, retired and by darkspawn, then on their way to resupply (or simply to
nearly retired warriors, and those youths who could be eat) they witness Rheda angrily confront the bann, pointing
persuaded to hold a pike in exchange for a few dozen out that she knows Avvar and she knows what attacked her
coppers. Any troops of quality were reassigned to Highever and her husband. PCs with a military background might
in the summer to guard against the threat of piracy from the realize with a TN 9 Cunning (Military Lore) test that the
Free Marches. Selwyn sorely protested at the time, fearing an forces necessary to repel a border raid of Avvar (no matter
incursion from the Avvar, but was overruled by his superiors. how bloody) are nowhere near enough to repel a large force
of genlocks; if the bann undersells the peril to his superiors,
BANN SELWYN the arls’ response will be insufficient. On the other hand, as a
successful TN 13 Perception (Empathy) test reveals, he fears
Selwyn spent his early career as a landless knight fighting the crying “darkspawn” and being proven wrong, losing him
Avvar further south, and since his promotion to bann there what little authority and respect he has.

8 Buried Pasts
Rewards
Respect My Authority Not the First Time in the Mountains
Selwyn is only a bann, and by this stage in their careers PCs If the players have played Where Eagles Dare with one
may have made a name for themselves as famous adven- or more of the same PCs that are being played in Buried
turers. Selwyn is more likely to take the word of a noted slayer Pasts, then they have a much easier time in these encoun-
of darkspawn that the attackers were genlocks than that of an ters. Giving their names makes Kothag frown in half-
unknown Freeholder, and vastly more likely to believe a Grey remembrance, and dropping the name of Redhold makes
Warden. The GM should take the PCs’ fame in handling such him realize where he’s heard of them. They are famous
matters into account if the heroes try to persuade him he is among the clans for defeating the siege of Redhold in that
being clouded by prejudice. He will immediately bow to the earlier adventure, and he will not have to be persuaded
authority of a Grey Warden on the matter, though he’ll note to escort them to his father, instead suggesting it himself.
that, as he has no troops for them to draft, the fundamental Even if you haven’t run that specific adventure, the
plan must remain the same. PCs could have similar exploits in their past careers. If
they have a history of helping the Avvar out, especially
SCENE 3 against darkspawn, now is the time to mention it.

Scenes of Destruction
tion (Tracking) test with a Success Threshold of 15, with
EXPLORATION ENCOUNTER each roll representing an hours’ work. The genlocks came
over the pasture side of the hill, passing Rheda and Lars’
The PCs investigate the ruined village for what it can
farm on the outskirts of the village (Finan rescued his
tell them about the attackers, and find tracks leading
employers, taking them to the treeline) before hitting the
into Avvar territory.
main part of the village. Livestock, hounds, and villagers
Two days later, you reach Cedd’s Fall, after a long but were chased down and hacked apart by axes, the bodies left
uneventful journey through the peaceful forested foothills. If where they fell. There is no sign that the darkspawn took
there weren’t still a flock of carrion birds over the village, you anything, and aside from a few barely perceptible stains
could be forgiven for thinking no attack had taken place. (noticed with a successful TN 17 Perception (Tracking) test)
Until you arrive and see the devastation. where someone fought back to the point of spilling tainted
Houses and fields burned. Bodies lying half-scavenged in blood, the genlocks do not appear to have taken any losses.
the street, the rags indicating they were dressed for sleeping They charged off the way they came, moving at speed to the
when death came to Cedd’s Fall. Herding-hounds lie dead southwest.
where they attempted to protect their masters. The footprints
of crude boots are stamped all over the dirt of the village The Trail
square.
Where do you begin?
Once the PCs have the trail, it is not hard to follow. The
genlocks made no attempt to cover their tracks to or from
The Village Cedd’s Fall; only the bleak, scrubby landscape of open hill-
sides impedes tracking, and once the trail reaches the north
Cedd’s Fall is a three-street village nestled into a slight side of the next slope and enters a forest again the spongier
cleft on a hillside, a bubbling, tumbling stream providing ground surface offers a wide, well-defined trail of dark-
water and driving the village mill at the center point. The spawn boot prints.
hill to one side of the village is forested in pine, while the
exposed southern and western sides of the village look out The Plunge Pool and the Ravine
over the bleak hills rising and forming the Frostbacks in the
distance. The freeholders who lived here were goat-and-
At the forested base of a hill four miles farther on, water
swine-herders, as the vegetation was unsuitable for cattle,
running down a sharp ravine breaks into a waterfall before
and beyond a few carefully-irrigated fields of grain and the
forming a plunge pool. Here, next to the water with ample
vegetable gardens beside every dwelling it would be diffi-
shade from the sun provided by the 30-foot cliffs and the
cult to grow crops this high up. The large goat herds would
dense trees, the genlocks appear to have rested. Pieces of
graze on the open hillside while the village pigs would
broken equipment, refuse and the carcasses of animals litter
forage in the woods.
the ground, and the bark of the trees is oozing an unhealthy-
PCs with looting on their mind face a lot of work for little looking dark sap where the taint began to take hold.
gain; the village was not rich, and the houses and corpses
A successful TN 13 Perception (Tracking) test reveals
will offer up only a few silver at best. The richest pickings
displaced stones and signs that the darkspawn climbed up
can be had at Wurt and Udena’s house if they can identify it
the cliff and then followed the ravine; following them will
from what those refugees said; almost half a gold in silver and
require an advanced TN 10 Strength (Climbing) test with a
copper coins is stashed in a bag beneath Udena’s bed.
Success Threshold of 10 to climb up the side of the waterfall.
Piecing together what happened and retracing the route the PCs that make a successful TN 11 Perception (Seeing) test
genlocks took in and out takes an advanced TN 13 Percep- note that the next hill to the West has a cluster of small rect-

Buried
RewardsPasts 9
KOTHAG AR DAEORN O SUNHOLD Suddenly, there is the crack of a twig underfoot, and the sound
Abilities (Focuses) of a startled bird taking flight. Fur-clad figures move themselves
into your line of sight, bows strung and ready to use but—care-
2 Communication (Animal Training)
fully—not yet notched. The leader, a tall, dark-haired human
3 Constitution (Stamina) wearing leather and fur armor heavily decorated with strings of
1 Cunning (Herb Lore) talons and teeth as kill-trophies, regards you balefully.
“You trespass on our clan’s land, and you are armed. Who
4 Dexterity (Bows, Light Blades)
are you and what business do you have with us?”
–1 Magic
3 Perception (Tracking, Seeing) The speaking Avvar warrior is Kothag Ar Daeorn O Sunhold,
the middle son of the local clan chieftain and a famed hunter
2 Strength (Might)
among his people. Kothag has come down to the border with
2 Willpower Ferelden to search for the origin of the darkspawn that just
the day before attacked Sunhold, the hillfort-home of the
Speed Health Defense Armor Rating
clan further up in the hills. He and his scouts had located the
14 67 14 3 genlocks’ resting place before spotting the PCs.
Weapon Attack Roll Damage Kothag is in no mood to suffer interlopers after having lost two
cousins to the attack, but his scouts are very carefully keeping
Longbow +6 1d6+6
their weapons held out, ready, but not attacking, which Avvar-
Short Sword +6 1d6+4 conversant PCs or those who succeed at a TN 14 Cunning
Thrown Knife +6 1d6+2 (Cultural Lore) test will realize is the clans’ equivalent of a
flag of truce. That the village on the Ferelden side has also been
Dagger +6 1d6+3
attacked comes as no surprise to him. It makes sense that if
Special Qualities the hold barely beat the darkspawn off then the soft lowland
villagers would have been slaughtered. If the PCs express that
Favored Stunts: Pierce Armor (1 SP), Rapid Reload, and
they are also here to fight darkspawn, he can be persuaded to
Seize the Initiative (2 SP).
escort them back up to the hold with a successful TN 10 Commu-
Class Powers (Rogue 5): Backstab, Rogue’s Armor, Stunt nication (Persuasion) test. If the PCs try to force their way past
Bonus, and Bluff. his men, however, he will warn them once and then—if they
Talents: Archery Style (Novice) and Scouting (Journeyman). continue to attempt to strongarm him—he’ll order an attack.
Weapon Groups: Bows, Brawling, Light Blades, and Staves. He will accept surrenders and allow any retreat, however any
subsequent attempts to persuade him to bring them up into
Equipment: Kill-token-strung leather armor, fur cloak,
Avvar lands will then be at TN 18.
longbow, quiver of arrows, concealed throwing knives,
shortsword, and belt-sheathed dagger.
Kothag’s Retinue
Grim Avvar hunter.
Kothag is accompanied by his scouts, Gwion Ar Faern O
angular platforms on stilts built in a spiral pattern on a bluff. Sunhold, Hadrim Ar Ghoan O Sunhold, Idra An Moire O
PCs with an origin that comes into contact with the Avvar Sunhold, and Talys Ar Faern O Sunhold. Idra is a woman;
or who succeed on a TN 17 Cunning (Cultural Lore) test Gwion, Hadrim, and Talys are men.
recognize them as “air burial” platforms; the Avvar leave the
corpses of their dead out to be eaten by carrion birds, and by Use the Avvar Hunter statistics on page 273 of the Dragon Age
placing the platforms in specific sites the Avvar clan respon- RPG Core Rulebook for the members of Kothag’s band.
sible is staking a claim to that land by leaving their ancestors
SCENE 5
there. The PCs are now in Avvar territory.
Whether the PCs head toward the platforms or follow the
darkspawn trail up the ravine, they are now being watched The Broken Hold
by an Avvar scouting party hidden ahead of their route, who
show themselves before the PCs reach another destination. ROLEPLAYING ENCOUNTER

The PCs arrive at Sunhold in the aftermath of a dark-


SCENE 4
spawn attack and are faced with the hostility of a
wounded people toward outsiders.
Frayed Tempers After a few hours’ more journey, first up the loose stones
ROLEPLAYING / COMBAT ENCOUNTER of the ravine and then along the banks of the stream before
crossing to the next hill, the Avvar hillfort of Sunhold comes
The PCs are challenged by an Avvar scouting party; into view. A rough oval surrounded by a high stone wall, you
trying to find the darkspawn themselves after their can make out the roofs of the higher buildings.
hold has been attacked, the Avvar are in no mood for And you can see the damage.
outsider interference.

10 Buried Pasts
Rewards
The outer wall of Sunhold has been breached in three places,
two of them severe, and the smoke drifting across the hill-
side to the PCs from the hold has an unpleasant, greasy taste,
as though of burning fat. Avvar clanspeople are already at
work filling in the gaps in the wall with timber, while off
to one side out of the hold proper there is a ragged heap of
corpses.
If Kothag is escorting the PCs, he points to the corpse-pile
and simply says “darkspawn.” If he is well-disposed toward
them, through their fame or a particularly good Dragon Die
on the test to persuade him to take them this far, he notes
what some of the buildings in the hold are—their shrine,
the falconry, his father’s house—and cautions them to keep
their weapons visible while he makes the necessary intro-
ductions.
If the PCs fought Kothag and killed him, the reception here
will be initially as untrusting as he was. Should the Avvar
discover what happened to their scouts, they will attack. The
hold contains just over eighty Avvar of fighting age led by
shamans and high-level warriors. A PC group can bypass the
hold entirely and pick up the darkspawn trail again with a
combination of a successful TN 19 Dexterity (Stealth) test
to slip past the hold and a TN 15 Cunning (Navigation) test
to guess where the darkspawn trail will go next to meet back
up with it.
Assuming Kothag is escorting them, the PCs are taken under
guard into the hold. Inside, it’s a shambles. Some buildings
have been burned, and the Avvar are clearing the streets of
rubble. Some kind of religious ceremony is taking place near
the shrine, as the bodies of the Avvar dead are prepared for
air burial by the shamans. The PCs are carefully steered away
from the ceremony, Kothag explaining that some things are
not for outsiders’ eyes.
Everyone is staring at them. The tension is palpable. The Avvar
defenses held, but only just, and they lost enough warriors that THANE DAEORN AR ANORN O SUNHOLD
they’re uncertain of victory a second time. The pride of the
hold has been wounded, and it is ready to lash out. Attributes (Focuses)
When they meet with Thane Daeorn, he is surveying the Communication (Leadership) 3, Constitution 3 (Stamina),
breached wall section with the hold’s chief shaman, an elderly Cunning (Military Lore) 3, Dexterity (Bows) 2, Magic 0,
woman named Morrai. Perception 3 (Empathy), Strength (Axes) 3, Willpower 2

As the PCs approach, Morrai stops talking. She is clearly Canny Avvar clan-leader and strategist.
concerned about something, but the thane is focused on the
newcomers. He welcomes them, noting that he’s already sent MORRAI
word to several allied holds asking for warriors.
Attributes (Focuses)
“Are you the sole lowlander response, then, or a vanguard?” Communication 1 (Animal Handling), Constitution 1,
Cunning (Herb Lore, Poison Lore, Healing) 4, Dexterity
(Crafting) 2, Magic 3 (Primal, Spirit), Perception 2,
Military Matters Strength 0, Willpower 3 (Self-Discipline)
Avvar shaman and omen-mistress.
If asked about the reinforcements he has sent for, Daeorn
grows calculating and careful in his speech, promising that
the land will be pacified and the darkspawn, whichever rock against such incursions. Daeorn is only too happy to assist
they crawled from under, will be sent running back for the him in this matter.
shadows. A successful TN 11 Perception (Empathy) or TN 9 Suggesting that Selwyn’s troops will do the job just as well
Cunning (Military Lore) test reveals he intends to not just does not make the thane happy. He points out that the dark-
pacify the Avvar side of the border. Asking him outright spawn could return at any day and that the Avvar troops have
results in a smile and a cheerful admission that it seems, at considerably less distance to travel to get here. A successful
present, that the genlocks came from the Ferelden side of TN 15 Perception (Empathy) or TN 11 Cunning (Military
the border and that Bann Selwyn is incapable of protecting Lore) test will reveal that he has no wish to engage in a battle

Buried
RewardsPasts 11
with trained lowland knights and men at arms. Daeorn is This leaves the thane with a problem. The darkspawn will
willing to push this tragedy for an advantage and his honor recover their numbers and come back—it’s what darkspawn
demands the Avvar take revenge for the attack, but he has do—but the lair is in Ferelden and Selwyn’s troops will start
grown used to the status quo, especially as it is one that leaves a fight if he crosses to secure it. However, he must be seen to
him the military power in the area. be doing something.
He proposes that as the PCs are here to deal with the threat
The Darkspawn and it is in their territory, Kothag will go with them to the
opening and remain outside while they go down to find out
If the PCs ask about the darkspawn, the thane and his shaman what is causing the darkspawn to attack and put a stop it.
move the meeting to the pile of enemy corpses so that the They have until the Avvar forces arrive to do so, at which
PCs can examine them themselves. Most are genlocks and point he’ll cross the border.
hurlocks, with larger alphas of each species that can be noticed If they sided with Daeorn or kept out of the discussion
in the heap by a successful TN 11 Perception (Searching) of those possibly tainted, the thane can be persuaded to
test, with a handful of heavily-armored hurlocks scattered offer help or increase the size of the scouting party with a
among them. The wall breaches were the work of hurlocks successful TN 17 Communication (Persuasion) test; the TN
wielding great hammers in two cases, but the breach Daeorn is so high because he really does need all his forces at the
was surveying was caused by an ogre, a giant warrior-beast hold if the PCs fail. If he’s still friendly to the PCs and the
the size of three men. conversation has gone well so far, the most he will be able to
There are no genlock or hurlock emissaries, and none were do is put another scout in Kothag’s place and send Korthag
seen during the battle. A Grey Warden PC will know what down into the cave with the PCs in order to increase their
that means but if no Wardens are present the shaman can numbers.
supply the answer: “No mages among them means they are Locking up the possibly-tainted Avvar will mean that Daeorn
not under the command of greater forces. This is not a Blight; has no troops to spare and the PCs will be on their own. Killing
this is something else.” them means that Daeorn is open about ordering Kothag to
give up on them at the first sign of darkspawn.
Tainted Blood Negotiations concluded, the PCs and Korthag make their way
back to Ferelden, in search of the darkspawn pit.
Asking about the casualties Sunhold took leads to the thane
initially becoming evasive; a successful TN 13 Perception SCENE 6
(Empathy) test shows this as trying to make his forces seem
more fearsome to the potential invaders the PCs represent.
They lost a lot of warriors, though, enough for revenge to be
The Wounded Stone
called for by honor. If the thane is not seen to be doing some- EXPLORATION / COMBAT ENCOUNTER
thing, he will lose a great deal of respect from his people.
The subject of casualties raised, Morrai brings up the matter The PCs track the darkspawn back to their source; an
of the walking wounded, those warriors who took injuries opening in the ground exposing the Deep Roads to the
but were not killed. The thane waves it off as a good story for surface.
those men and women to tell, but Morrai is concerned that
Even higher in the hills, with the forest long since left behind,
some of the warriors (seven in total) have become infected by
you find it. A great pit mars the Eastern slope of a valley,
the blood of the enemy. It is possible that they may survive,
sheltered from sight by larger hills to either side. A pile of
but it is equally possible that they become ghouls if the taint
displaced stone, soil, and rubble lies in a cleft lower down the
takes root in their minds.
slope, but the pit is too deep for a mere landslide to be respon-
Morrai wants the infected put under constant guard at least, sible as if something forced the ground out of place, opening
and given a quick death at the first sign of corruption. The the bare rock up. As you approach, you can hear the guttural
thane, though, is adamant that he needs every warrior he can voices of darkspawn from inside.
get. Intervening on either side requires a successful advanced
TN 15 Communication (Persuasion) test with a Success There are signs of the darkspawn everywhere—discarded
Threshold of 8, but has consequences. Daeorn clearly isn’t refuse, tracks, and broken weapons. No plants are growing in
happy at the PCs telling him what to do in his own hold if the bare soil of the pit, as the taint has withered them. .
they side with Morrai.
The cave itself is narrow and dark, barely visible behind a
large boulder. It is also guarded by two genlocks and one
Negotiations hurlock standing next to the entrance, one looking out across
the landscape toward Lake Calenhad, squinting into the
At the end of the audience, a scout arrives to speak to the sunlight, and the other two grunting, cackling, and cuffing
thane. The darkspawn that survived their attack on Sunhold at one another.
retreated and tracking them has revealed the location of the Darkspawn are poor sentries, and it is possible that the PCs
nest. The genlocks descended into a great pit two miles over get the drop on them; the encounter should begin with an
the Ferelden side of the border, and vanished into a cave opposed test for surprise, with the genlocks making a Percep-
entrance. tion (Sight) test vs. the PCs’ Dexterity (Stealth). Failure

12 Buried Pasts
Rewards
indicates that the genlocks haven’t noticed the intruders, and not desire to become diplomats and envoys to the tribes, of
will miss the first round of combat. course, but this could lead to interesting future adventures
where an influential Fereldan noble or other luminary desires
Statistics for genlocks and hurlocks can be found on pages 284
their assistance and is determined to have it.
and 285 of the Dragon Age RPG Core Rulebook.
The same goes for Bann Selwyn. He needs the PCs’ assistance
Darkspawn Sentries and so he’s willing to put up with some attitude or mild disre-
spect from the heroes, but he won’t forget it if they behave
badly around him and his people. The reverse is also true.
Once the darkspawn are dealt with, the site is easier to examine Heroes who acquit themselves well with the bann and are
(make the surprise tests again for every test the players make able to help resolve the dangers present in this adventure
without removing the sentries, giving a cumulative +2 bonus could gain a future ally or patron.
each time). A TN 13 Perception (Tracking) test confirms that
this is the entry and exit point of the genlocks into the hills, PART 2
both where they came from before attacking Cedd’s Fall and
where they fled back to after their rampage was halted by
the Avvar. A successful TN 13 Cunning (Natural Lore) test
notes that it is unlikely the pit opened through natural forces.
Under the
A successful TN 15 Cunning (Engineering) test reveals the
heap of earth down-slope would indicate something pushed
Stone Sky
out of the ground but it is also conceivable that the pile is the
remains of something excavating its way in and discarding Descending into the Deep Roads, the PCs meet the dwarves
the spoil. of Chanra Thaig and learn the full scale of the darkspawn
threat while deciding what to do about it.
If the Avvar are posting a guard on the entrance, they take up
position and advise the PCs to get going. There are four major dwarven NPCs who the PCs will interact
with the most, and several named minor NPCs.
The Waiting Game
Major NPCs
So what happens if the PCs don’t go inside and instead camp
out on the hill? These four characters are the ringleaders of the expedition.
After a few hours, Gotra’s patrol reaches the surface. (The They were the instigators of the entire plan and the NPCs the
PCs would otherwise meet them in Part 2, Scene 1.) They PCs will interact with the most over the course of the adven-
don’t come out (not wanting to lose their still-tenuous ture.
connections to the Stone), but PCs keeping watch may spot
them with a TN 13 Perception (Seeing) test. If the dwarves CHANRA
can see signs of battle, they call out in case there are friendly
Chanra should have been a noble. That singular injustice has
forces within earshot. If that doesn’t draw the PCs in but
driven her throughout her long life. Victims of Orzammar
they continue to stick around, the darkspawn will eventually
politics, Chanra’s grandparents were exiled from the city to
overrun the dwarven positions below ground and attack the
the surface world, taking her infant mother with them. Chan-
surface again. Skip to Part 6, Scene 2, which describes The
ra’s earliest memories are of her aged grandmother bitterly
Battle of the Rift.
recounting her sorry tale. The grandfather did not last long
away from the Stone, adding to her woes. Chanra’s mother
Resolution and was taught how to read and write Dwarvish early, and the
family’s known dislike for most surface dwarves (who to
Troubleshooting Grandam were not like them—they, after all, were innocent)
led to employment with humans who dealt with the surface
The PCS have many opportunities during this part of the caste and wanted to be able to read their partners’ script.
adventure to make allies or enemies among the Avvar based Once her Grandmother and shortly after Mother died, Chan-
on how they conduct themselves. The Avvar will likely admire ra’s sole influence was her more practical father, an ex-Mining
the PCs’ ability as capable fighters no matter what they do, Caste member who lost the Stone when he was forced up to
but how they interact socially with the tribespeople could the surface by an accident.
influence future adventures. Any feuds, personal animosity, Now approaching old age herself, Chanra has spent her adult
romantic opportunities, and other situations between PCs life as an advocate for her people, turning from her mother’s
and important Avvar that develop will likely be placed aside trade to fostering agreements with the human crafters who
temporarily due to the dangers the darkspawn present to deal with the surface caste. She retains a sense of her own
everyone, but they won’t go away entirely. superiority as a noble, though, and this leads her to act the
This adventure also provides some keen insights into Avvar matriarch. The combination of her knowledge, intellect, enti-
culture and customs. If the PCs absorb this knowledge, they tlement, and the story from her father of ways in and out of
could find it is not only useful when dealing with the Avvar the Deep Roads other than Orzammar led, along with her
in this adventure, but it also might make them valuable emis- husband’s daredevil nature and love of exploration, to the
saries when dealing with Avvar in the future. The PCs might plan underway in Buried Pasts.

Buried
RewardsPasts 13
BORRUN the head of the Guard sub-caste of warriors, Gotra manages
the defenses of the dwarven hideout, patrolling the tunnels
Younger than his wife by nearly fifteen years, Borrun is hand- on the outskirts of the thaig. He is aware that everyone looks
some, charismatic, and powerful. His beard neatly cut and to him for signs of how the siege is going, and based on his
his yellow-brown hair worn braided like a Proving Ground experiences on the surface tries his hardest to appear calm,
champion, he seemed from childhood to be a throwback cheerful, and talkative. If Gotra can spare the time to find
to the days when the dwarven empire believed it could out about the lower castes’ lives and have a joke with his
accomplish anything. Most of the dwarves taking part in the men and women, the theory goes, then things can’t be as
deception have been helped by Borrun in their pasts. With dark as they seem.
him leading them, the thought of camping out secretly in
the hills and excavating their way back into their homeland VORTAK
was not so daunting. They look upon him as a hero—all
their hopes personified. Even trapped by darkspawn and the If Chanra should have been a noble, Gotra a respected house
original goal of living in the thaig replaced by evacuating to guardsman, and Borrun a champion of the Proving Ground,
Orzammar and risking detection, as long as Borrun lives they then Vortak represents the greatest loss to Orzammar due to
feel as though they can accomplish it. the prohibition against the surface: Vortak should be a Paragon.
The son of an Artisan Caste mason who was tempted to
GOTRA Orlais with the promise of working for the royal family,
The great-grandson of a Warrior Caste dwarf who refused
to abandon his charge despite that dwarf venturing above
ground, Gotra has spent his life living up to his ancestor as BORRUN
a caravan guard, bodyguard, and volunteer in town mili- Abilities (Focuses)
tias. As such, he is one of the few members of the thaig who
3 Communication (Leadership, Deception)
fought darkspawn in his surface life and was recruited by
Chanra and Borrun on the strength of that experience. As 3 Constitution (Stamina)
3 Cunning (Engineering, Cartography,
Military Lore)
CHANRA
2 Dexterity (Brawling)
Abilities (Focuses)
–2 Magic
4 Communication (Deception, Etiquette, Persuasion)
2 Perception (Hearing)
3 Constitution (Stamina)
4 Strength (Axes, Bludgeons)
3 Cunning (Crafting, Cultural Lore, Healing,
Historical Lore, Research) 3 Willpower (Courage, Morale)

2 Dexterity (Lock Picking) Speed Health Defense Armor Rating


–2 Magic 11 80 15 (13 w/o shield) 8
3 Perception (Searching)
Weapon Attack Roll Damage
2 Strength
Crossbow +3 2d6+3
3 Willpower (Faith)
Red-Steel Mace* +6 2d6+5
Speed Health Defense Armor Rating * Also grants the Single Weapon Style (Journeyman) Talent
and Weapon Focus (Bludgeons) to users.
10 70 12 5
Special Qualities
Weapon Attack Roll Damage
Dagger +2 1d6+3 Favored Stunts: Defensive Stance (1 SP), Knock Prone,
Dual Strike (3 SP), and Seize the Initiative.
Crossbow +2 2d6+4
Class Powers (Warrior 6): Stunt Bonus and Champion
Special Qualities Specialization.
Favored Stunts: Skirmish, Rapid Reload and Pierce Armor. Talents: Archery Style (Novice), Armor Training (Novice),
Champion (Novice), and Weapon and Shield Style (Jour-
Class Powers (Rogue 6): Backstab, Rogue’s Armor, Stunt
neyman).
Bonus and Bluff
Weapon Groups: Bludgeons, Brawling, Bows, and Heavy
Talents: Archery Style (Novice), Chirurgy (Journeyman),
Blades.
Lore (Journeyman) and Thievery (Novice).
Equipment: Personalized veridium heavy chainmail with a
Weapon Groups: Bows, Brawling, Light Blades and Staves.
house crest that has been removed and replaced by Chan-
Equipment: Drakeskin heavy leather armor, dagger, ra’s, red-steel mace, mining equipment, lantern, backpack
crossbow, healer’s kit, red steel chain of office, backpack with supplies, and bedroll.
with supplies, and bedroll.
Chanra’s husband and co-conspirator,
Dwarven noble-in-exile, leader, and politician. cave explorer, daredevil, and warrior.

14 Buried Pasts
Rewards
Vortak learned his father’s talent for religious art and married Vortak’s fame is another clue—if a rather obscure one—to
it to a savant-like understanding of architecture. Vortak was the dwarves’ nature. An especially devoted member of the
the last master builder of the great chantry in Val Foret—the Chantry, or a hero who hails from Orlais, may have heard of
newest chantry in the known world, and an architectural him with a successful TN 19 Cunning (Religious Lore) test.
marvel. Rather than take up the commission offered to him in For characters from Val Foret itself, the TN is lowered to 13.
Val Royeaux, crafting upgrades to the Seat of the Maker itself,
though, the genius dwarf vanished. That was five years ago.
Vortak was undergoing a crisis of faith, sparked by the comple-
Minor NPCs
tion ceremony of his masterpiece. He wanted to believe in
the Maker, but simply didn’t. He traveled to Orzammar but DWARVEN WARRIORS
failed to gain admittance, and took up with a group of surface
dwarves that still venerated the Stone. That led him to Chanra. The named combat-capable dwarves in the adventure are
In person, the Master of Val Foret is thin, gangly, and Hadd and Jona who accompany Gotra in Part 2, and Morna,
awkward-looking, being nearly four inches taller than most Asha, Lonas, and Jakin, who make up Borrun’s team in Part
dwarves, with skin pockmarked from a childhood disease. 3. Any who survive will be present in Parts 5, 6, and 7. As
He fidgets constantly when not working, fingers twitching surface dwarves, they are technically not Warrior Caste, they
unless holding a chisel and hammer. Chanra’s plan was an are still trained and disciplined fighters conducting themselves
acceptable compromise to Vortak, who was persuaded into according to the tales and stories of the Warriors of Orzammar.
it by Borrun’s sheer self-belief. Vortak wanted to go to some- A successful TN 14 Cunning (Cultural Lore) test will tell the
where the Deep Roads did not exist and build a new thaig all PCs that something is odd about the makeup of the warrior
their own rather than reinhabit one lost to time. Depending on squads they see during the adventure. Their gear is func-
how Buried Pasts goes and if he survives, he may be forced tional, but lacks the artistry and attention to long- term care
down that route after all. common in dwarven communities. They are also use rations
and other equipment more haphazardly than many Warrior
GOTRA Caste dwarves cut off from their supplies and reinforcement

Abilities (Focuses)
2 Communication (Leadership) VORTAK
2 Constitution (Stamina) Abilities (Focuses)
1 Cunning (Engineering, Military Lore) 3 Communication (Leadership, Investigation)
3 Dexterity (Brawling) 2 Constitution (Stamina)
–2 Magic 5 Cunning (Engineering, Cartography, Cultural
Lore, Religious Lore, Natural Lore)
2 Perception (Hearing)
3 Dexterity (Crafting, Brawling)
3 Strength (Might, Bludgeons)
–1 Magic
3 Willpower (Morale)
3 Perception (Seeing)
Speed Health Defense Armor Rating
3 Strength (Might, Axes)
11 67 15 (13 w/o shield) 5
2 Willpower (Courage)
Weapon Attack Roll Damage
Speed Health Defense Armor Rating
Crossbow +3 2d6+3
11 70 15 4
Viridium mace* +6 2d6+5
* Also grants Single Weapon Style (novice) talent to user.
Weapon Attack Roll Damage
Pickaxe +5 2d6+5
Special Qualities
Special Qualities
Favored Stunts: Defensive Stance (1 SP), Knock Prone,
Dual Strike (3 SP), and Seize the Initiative. Favored Stunts: Defensive Stance (1 SP), Disarm, Pierce
Class Powers (Warrior 5): Stunt Bonus. Armor, Dual Strike (3 SP), and Lightning Attack.
Talents: Archery Style (Novice), Armor Training (Novice), Class Powers (Warrior 5): Stunt Bonus.
and Weapon and Shield Style (Journeyman). Talents: Archery Style (Novice), Armor Training (Novice),
Weapon Groups: Bludgeons, Brawling, Bows, and Heavy and Single Weapon Style (Journeyman).
Blades. Weapon Groups: Bludgeons, Brawling, Bows, and Heavy
Equipment: Chainmail armor self-modified with captain’s Blades.
markings, veridium mace, medium shield, and a back- Equipment: Heavy leather armor with metal helmet,
slung crossbow. pickaxe, mining equipment, surveying tools, and lantern.

Captain of the thaig guard, Chief Artisan of the thaig, stonemason,


talkative raiser of spirits. and co-conspirator.

Buried
RewardsPasts 15
Dwarven Magic Resistance
None of the dwarf NPCs in Buried Pasts possess the Magic Resistance talent, which is a major clue to any mages among
the PCs that they are actually dealing with surface dwarves. The dwarven resistance to magic is the result of prolonged
low-level exposure to lyrium in the Deep Roads and is also the reason Orzammar dwarves can handle lyrium in relative
safety in amounts that would drive a human mad.

would. This implies the dwarves are thinking of short-term Lonas and Jakin are male. Jakin is red-haired, the others
survival, not long-term. yellow. None of the squad are married, except to the idea of
following Borrun’s example of heroism.
Hadd and her sister Jona have been associates of Gotra’s for
years (Gotra was once engaged to marry the girls’ aunt) and
have followed him to the thaig where they go on patrol and
DWARVEN MINERS
help defend the nascent thaig. Hadd is married to a Smith The named dwarven miners and artisans in the adventure
Caste dwarf in the thaig named Woldun, while Jona is unmar- are Hengist, Wistan, Rhin, Jass, Alfwin, Arcus, and Ysall,
ried but carries a torch for Vortak the Artisan. The sisters are a hand-picked group of volunteers who perform the vital
dark-haired. Hadd is taller and older, while Jona is slimmer roles of halting the darkspawn advance by demolishing
(for a dwarf) and younger. tunnels in Part 4 and, in most endings, Part 6. A dwarven
Borrun’s hand-picked squad of warriors regard themselves
as the elite forces of the thaig. They are the personal troops
of the thaig’s champion, after all, and attempt a more disci- DWARVEN MINERS
plined drill than others. The two men and two women imitate Abilities (Focuses)
Borrun’s hairstyle and bear his crest on their armor. Others
2 Communication
whisper that the four were picked by Borrun because they
fawned over him the most. Morna and Asha are female, 2 Constitution (Stamina)
2 Cunning (Engineering, Natural Lore)
3 Dexterity (Crafting, Brawling)
DWARVEN WARRIORS
–2 Magic
Abilities (Focuses)
2 Perception (Hearing)
2 Communication (Leadership)
3 Strength (Might, Axes)
2 Constitution (Stamina)
2 Willpower (Faith)
1 Cunning (Engineering, Military Lore)
Speed Health Defense Armor Rating
3 Dexterity (Brawling)
–2 Magic 11 60 15 4

2 Perception (Hearing) Weapon Attack Roll Damage


3 Strength (Might, Bludgeons) Pickaxe +5 2d6+5
3 Willpower (Morale) Special Qualities
Speed Health Defense Armor Rating Favored Stunts: Defensive Stance (1 SP), Disarm, Pierce
11 67 15 (13 w/o shield) 5 Armor, Dual Strike (3 SP), and Lightning Attack.
Class Powers (Warrior 4): Stunt Bonus.
Weapon Attack Roll Damage
Talents: Archery Style (Novice), Armor Training (Novice),
Crossbow +3 2d6+3 and Single Weapon Style (Journeyman).
Mace +5 2d6+5 Weapon Groups: Bludgeons, Brawling, Bows, and Heavy
Blades.
Special Qualities
Equipment: Heavy leather armor with metal helmet,
Favored Stunts: Defensive Stance (1 SP), Knock Prone, pickaxe, mining equipment, and lantern.
Dual Strike (3 SP), and Seize the Initiative.
Class Powers (Warrior 5): Stunt Bonus. Mining and Artisan Caste dwarves
found throughout Buried Pasts.
Talents: Archery Style (Novice), Armor Training (Novice),
and Weapon and Shield Style (Journeyman). DWARVEN SERVANTS
Weapon Groups: Bludgeons, Brawling, Bows, and Heavy
Blades. Attributes (Focuses)
Equipment: Plain chainmail armor, mace, medium shield, Communication (Negotiation) 2, Constitution 1 (Stamina),
and a back-slung crossbow. Cunning (Evaluation, Healing) 3, Dexterity 2, Magic –2,
Perception 2 (Hearing), Strength 1, Willpower 2
Warrior Caste dwarves found
throughout Buried Pasts. Servant Caste noncombatant dwarves.

16 Buried Pasts
Rewards
pickaxe can be deadly when applied at full strength to flesh,
but these are not trained soldiers—their drill is lacking, and
in a fight they concentrate on defending themselves until
they can return to their assigned tasks.

DWARVEN SERVANTS
As the number of warriors and miners runs low, the dwarves
are forced to be flexible in their use of castes to fill roles,
leading to some Servant Caste dwarves turning up where
they might not be expected. Many of the servants have
become quite adept at first aid since the siege began, and
there are dozens with the Chirurgy talent at Journeyman or
Novice level.
The named Servant Caste dwarves in the adventure are
Boun and his sister Ferla. Ferla spends her days cooking at
the fires built in the heart of the dwarven refuge, handing
out nug and spider meat to the refugees, while Boun was
selected to be an equipment-carrier, medic (he possesses the
Chirurgy (Novice) talent), and lantern-bearer for Gotra’s
patrol. Boun regards this as a great honor despite his
nervousness at going into battle. The pair are barely out of
adolescence and followed Chanra into the plan despite their
parentage making them servants. As Ferla defiantly puts it,
without the plan she wouldn’t even be a cook within her
own culture.

SCENE 1

A Call for Aid


ROLEPLAYING ENCOUNTER

The PCs meet the last scouting party of Chanra thaig,


and the dwarves ask for their assistance.
Both of their maces are dripping with genlock blood, which
You make your way into the dark, and quickly realize that they are being careful to not get on themselves. Jona has no
this is no cave; it’s a passageway. Bare rock gives way to helmet, having lost it to an earlier fight. As such, she’s slung
ancient flagstones beneath your feet and the walls become her shield over her back and is using her crossbow to cover
smooth and straight. The tunnel bores deep into the hill, the passageway.
turning left and right gently, and the sounds of the outside The fourth dwarf is a barely adult male named Boun, armed
world slowly fade. only with a short sword and dressed in chainmail slightly too
Then you hear it, up ahead—the distinct sound of battle. big for him. He’s laden down with a backpack of supplies—
Metal striking metal. The screamed roars of darkspawn and spare bolts for the warriors’ bows, bedrolls, and fuel, and he
the bass shouts of something else. holds the dwarves’ oil lamp on the end of a pole.
As the PCs approach, the dwarves break formation and relax
The sounds end suddenly with a gurgled scream from a their guard. Boun moves forward to clean the tainted blood
genlock, echoing down the tunnel. The sound was that of off the warriors’ weapons with a cloth he carefully folds and
three genlocks meeting a group of dwarves. Sent out after the puts away in an oiled pouch.
majority of genlocks retreated back to their nest following the
Avvar repelling them, the dwarves have been trying to find The dwarves are very pleased to see the PCs. Their enthu-
out where the darkspawn were going for the last week. siasm is sobered once they learn of Cedd’s Fall and Sunhold,
but they see the arrival of the surface dwellers as an oppor-
Any initial confrontation caused by the shock of running into tunity that cannot be missed. The darkspawn have relin-
non-genlocks will vanish as soon as the dwarves realize the quished their hold over the passageways if only tempo-
PCs aren’t darkspawn or ghouls. They introduce themselves rarily, and that means the dwarves have a chance. Having
and offer to swap stories. accomplished their mission, the dwarves say that they are
The dwarven group is made up of Gotra, leading two now returning to the thaig, and ask the PCs if they will come
warriors named Hadd and Jona accompanied by Boun along; the Avvar may just have bought the dwarves enough
carrying their gear. Gotra and Hadd are in the lead, with time to save both themselves and the surface villages, but
their crossbows slung over their backs so that they can use they won’t be able to do it alone. Besides, the nobles will
their shields to link together and block the passageway. want to meet the surfacers.

Buried
RewardsPasts 17
Questions and Answers passageway. The walls are now too far apart to touch with
outstretched arms, and the ceiling has become lofty. The
Gotra does most of the talking (a successful TN 11 Perception echoes of your footsteps grow louder, but at least the smoke
(Empathy) test indicates that the other dwarves are used to from the oil lamp has somewhere else to go.
this—he’s just naturally chatty), doing his best to keep every- “Galleries,” whispers Jona. “Be careful on the stairs.”
one’s spirits up and explaining the situation belowground to
the PCs. When the PCs reach the stairs themselves, they can immedi-
ately see the reason for her warning. Built for dwarves, the
“How many of you are there?”
steps are too wide and shallow to be entirely comfortable
You see here one-fifth the remaining warriors of the thaig, for human use. They stretch down for more than forty yards
and I wish I were joking. Less than two score warriors to before ending in another gallery, which wraps around itself in
protect just under a hundred commoners and nobles. We’ve a crescent (or like a giant landing in a human house) before
had to draft some servants like the lad here to help out. beginning the next descent. Each gallery is punctuated by
“What are these tunnels?” tunnel mouths, leading off into distant mineworkings.

Mineworks, most likely, too close to the surface so the On the seventh gallery, the carved stonework of the wall is
darkspawn could burrow out. Maybe a concealed entrance corroded, crumbled, and pock-marked with holes of dark
from before our war with the darkspawn that wasn’t blocked shadow like wormholes in an apple. The stairs are cracked
as well as it should have been. No one’s properly explored and broken in places, and the PCs must take extra care.
them in years. There is a hiss like a snake, the sound of something wet whip-
“How do we get to the thaig?” ping through the air, and a cry of pain and alarm from Boun.
The young dwarf falls, rolling down the stair. His pack splits
This tunnel leads to a series of galleries. Think of them in an explosion of sound as equipment clatters down around
as interconnecting wide flights of stairs linked together and him. But more importantly, there is the sound of breaking
occasionally switching direction. We head down these for a glass as the lamp goes out.
few hours and we’ll be on the outskirts of the thaig.
The PCs and their allies are being ambushed by deepstalkers,
“How did the darkspawn have you pinned down?” the lamprey-mouthed, bipedal, venom-spitting creatures that
Those things have taken the thaig proper—the cavern that infest sections of the Deep Roads like these.
you might recognize as a town—and spread out throughout
the outskirts, pushing us back into one of the old commerce A Dozen Deepstalkers
chambers. We’ve been besieged in a warehouse while they cut
us off from any tunnel that led away from the thaig, but now
Statistics for deepstalkers can be found on page 309 of the
that the outskirts are clear we can move around again. Find
Dragon Age RPG Core Rulebook. These deepstalkers have an
out how they got in, where they’ve been going, like up to the
additional special quality, Lurk.
surface, and try to scout a route away from this damned place.
“Where would you go?” Lurk: In a region riddled with their burrows, with a
special Skirmish stunt for 2 SP, a deepstalker can dart
Orzammar. Kingdom of our kind. Somewhere south of the
into the small cavities to escape combat, making its way
thaig there’s a stretch of the Deep Roads built by our people
around to reemerge from an unexpected direction. The
before our war with the darkspawn, linking the thaig to all the
creature leaves combat and as long as it stays away for at
other dwarf settlements in Thedas. If our scouts can find it, and
least two rounds can return, making a new surprise test
ancestors willing we have enough time before the darkspawn
upon returning, at a –2 penalty if the target saw it vanish
return, we can evacuate.
into the hole.
“Not to the surface?”
There are 12 of these creatures attacking. Two of them are biting
We’re not meant to live away from the Stone. Don’t worry;
at Boun on the next gallery down (Boun was paralyzed by
I’m sure we can get you out. And do a better job of blocking
the initial spray), while the others divide themselves equally
the way to the surface while we’re at it. Vortak will know.
against the dwarves and PCs.
He’s our expert.
The terrain, the dark, and the sound all conspire to impede
SCENE 2 the fight; for human or larger characters on the stairs, stunts
requiring movement are impossible and each round of combat
requires a successful TN 10 Dexterity (Acrobatics) test to
The Perilous Stair stay stable and still fight. Failure to pass the test makes move-
ment a major action in the combat turn for that character. The
COMBAT ENCOUNTER dwarves and deepstalkers are not impeded by the stairs, but
On their way to the still-occupied part of the thaig, the the echoes and darkness put the dwarves and PCs at a –3
PCs descend through ancient galleries now inhabited penalty to their attack rolls until more light can be found.
by deepstalkers. Once the deepstalkers are defeated, and a fresh lamp put on
(if the PCs don’t have one, rags wound around the pole from
Walking for what seems an eternity, led by the bobbing Boun’s broken one dipped in the oil-fuel and lit will serve) the
of Boun’s lamp, you eventually reach a widening of the journey can continue.

18 Buried Pasts
Rewards
chambers for food. The warehouse complex is only reach-
SCENE 3
able by the main portal, which as the PCs have seen is heavily
guarded by the remaining warriors.
At Chanra Thaig
The Dwarves
ROLEPLAYING ENCOUNTER

The PCs reach the inhabited section of the thaig and, The dwarves are clearly surprised to see the PCs—whispers
meeting the dwarves, have several opportunities to are echoing around the main chamber—but Chanra herself
help their hosts. gives the warriors who escorted the PCs in a chance to
explain their presence before starting in on questioning the
Finally reaching the bottom of the stairs, your allies grow surface dwellers herself. The bloody reason that the dwarves
tense. The march through the tunnels becomes faster and have had an unexpected respite from their long siege appears
quieter, moving with speed through areas until recently held to age her ten years when she is told, and she expresses her
by the darkspawn. sorrow that her people’s fortune was unknowingly paid for
You have stopped descending, bar any gentle inclines you by the villagers’ pain.
haven’t noticed, and the network of passageways is becoming
increasingly complex. On occasion, the dwarves have to “But there is opportunity here. We finally have the ability to
stop in order to remember the correct route, or to divert you do something about our foes.”
around areas slick with the black oil-like dirt darkspawn seem She introduces you to a tall, gangling, beardless male
to create by their extended presence. dwarf whose constantly moving fingers are turning a small
At long last, you approach a heavy metal door built into nugget of iron over and over with nervous energy. “This is
an impressive stone archway. One of the dwarven warriors Vortak, our best artisan and stoneworker. If anyone can seal
bangs on the door in a code, and there is the sound of a barri- the creatures into their pit, it’s him. For now, please, rest.
cade being pulled away before the door scrapes open. You must be tired after the journey.”

The PCs have arrived at Chanra Thaig’s outer defenses.


Through the door is a wide tunnel marked with several barri-
cades and defensive positions constructed out of rubble and
supply crates, occupied by dwarven warriors sitting with
their weapons in hand, ready for an attack at any second.
Once past the line, the PCs emerge onto the main floor of a large
chamber, rectangular and three-leveled, with heavy columns
supporting the high ceiling and two balconies—one over the
other—running around the entire circumference. The ground
floor has what appear to be animal pens at the rear. Equipment
for lifting very heavy objects—great hooked chains running
through pulleys built into the ceiling, with vast stone counter-
weights embedded in the floor—completes the impression that
this was once a warehouse of some kind. Now it is a shantytown.
Dozens of dwarves sit, walk, and lie around makeshift
accommodations built from scrap materials. Bonfires built
inside steel drums provide warmth and heat for the dwarves
huddled around them, cooking deepstalkers, what looks
like the legs of giant spiders, and small rodent-like animals
on spits. By the animal pens, a trough of water must still be
connected to a fresh water supply, judging by the line waiting
patiently with receptacles.
A dwarven matriarch approaches the PCs. She is gray-haired
but unbowed, wearing a simple, much-repaired dress with
a red steel shoulder chain as the only sign of her authority.
She introduces herself as “Chanra,” and welcomes them to
her house.

The Thaig
The still-inhabited region of Chanra Thaig is, as the dwarves
confirm to a PC that asks, indeed a former warehouse, built
to unload cargo from the great beasts of burden the dwarves
call brontos after their journeys from other thaigs. They have
fuel, water, and domesticated spiders and nugs in deeper

Buried
RewardsPasts 19
The PCs now have the opportunity to look around the thaig.
If Boun survived the inward journey, he introduces them to “Our priority must be to seal the darkspawn away. Now,
his sister Ferla at the cooking fires and gets them some food. I can lead a team of miners and artisans to find a point we can
cause a cave-in they won’t be able to dig through, but we’ll
The Missions need protection; someone to escort us into the heart of the
thaig until we can find a suitable spot.”

Once everyone is introduced, and the PCs have had a chance Chanra reveals that her husband Borrun is the leader of
to rest, Chanra, Vortak, and Gotra approach the PCs while the missing scouting party, and asks how certain Vortak is
any other dwarves they were talking to take the hint and of sealing the darkspawn away. The answer is not very—it
quietly back away. Chanra wants their input into their discus- could be impossible, in fact, or only delay them a short while,
sion, and their aid in accomplishing a series of tasks. but he won’t know without doing it. Gotra would rather find
an escape route before putting the delaying tactic into place,
After you have had chance to rest, Chanra, Vortak, and Gotra and notes that Borrun is in danger now. Chanra, though, is
approach. All other nearby thaig dwellers quietly find some- trying her best to stay objective. Borrun is highly skilled, and
where else to be. Chanra addresses you: she believes that he will return. If Vortak’s mission must take
“We can’t survive here forever. That much is certain, but priority, then so be it.
the Avvar may have bought us enough time to see this job
If the PCs raise the idea of closing the entrance to the surface
done. We need to accomplish three things: The darkspawn
instead, Chanra shakes her head. It would only be possible
must be sealed into their nest, the entrance to the surface
to do that after first carrying out Vortak’s plan, because the
must be closed and we… We dwarves must make the journey
dwarves would otherwise be building a wall while on the
to Orzammar.”
same side of it as their enemies and without an escape route
Gotra lays it out for you, drawing a diagram of the thaig
on that side they’d be entombing themselves between two
and its surroundings in the dust.
cave-ins. She promises that if the route to Orzammar is found
“When the siege first lifted, our best scouts set off south
and the darkspawn have been shut away even if only tempo-
through the outskirts, hoping to find an open route to the
rarily, the thaig will close the way to the hills before leaving
Deep Roads that we can use to evacuate. We haven’t heard
for the city. The notion of the dwarves going above ground is
from them since. We need someone to go after them, to help
flatly rejected by all three NPCs. A successful TN 13 Percep-
them if they still live, and finish the job if they don’t, then
tion (Empathy) test reveals that the rejection is born of some-
return at all speed.”
thing other than the dwarven prohibition against leaving the
Vortak disagrees.
Stone.

20 Buried Pasts
Rewards
What the PCs ultimately choose to do once both initial
Chanra says, “We don’t have enough warriors to accomplish missions are complete is the subject of Part 6: Closing the
these tasks and still defend our civilians. Borrun and his team Stable Door.
are the last of our trained scouts. We know you did not come
here to save dwarves, but will you help us? We have some
wealth left in gold and red steel—no use to us here, or on the
Resolution and
march. It’s yours.” Troubleshooting
If the PCs refuse, then they are free to leave the way they
came, unescorted. After an advanced TN 15 Perception How the PCs resolve and approach the challenges in this part
(Tracking) test with a success threshold of 25, with each of the adventure will have a major effect on how things resolve
failed roll triggering an encounter with genlocks or deep- in Part 3. Also, if the dwarves’ secret has been revealed by
stalkers, they make it out—but with the dwarves killed by keen deduction and roleplaying, the PCs will need to address
the resurgent darkspawn behind them, the peace of fresh how they feel about being deceived by a bunch of surface
air is short lived. Skip ahead to the Part 6, Scene 2, “Battle dwarves. They might not care, or be sympathetic to their
Against the Darkspawn.” allies, but this also could be the beginning of a rift that causes
the Player Characters to seek to unload the dwarves and
If they agree to help, the dwarf leaders leave it up to the party their problems at the earliest opportunity. This still requires
which mission they will do first: Go in search of Borrun, or try them to resolve the current problems and get out of the Deep
to block the darkspawn in? If the PCs ask for compensation, Roads, but it will set a very different tone for the end of the
the dwarves can provide a few mastercrafted weapons that adventure and further adventures than aiding the dwarves
they found in the thaig—two viridium daggers, a viridium more enthusiastically.
mace, and a red steel longsword—along with 9 gold in ancient
dwarven coins. PART 3

Revelation
Finding a
At this point there haven’t been too many clues for PCs that
the dwarves are casteless surfacers who have only been there Way Through
for a few months. There was the inconclusive evidence of
the discarded earth at the opening, but anything else would Having chosen to chase Borrun, the PCs are equipped with
require a deep knowledge of dwarven society to pick up. A lanterns and informed of the trail markings the scout intended
TN 13 Cunning (Cultural Lore) test, if successful, reveals to use, then put onto the right path by Gotra. They will locate
that the dwarves don’t normally live together and cross caste the scouts, but whether Borrun is still alive depends on if this
roles as much as these have been, but that might be down to section is being done before or after Part 4; if they delayed,
their isolated society. An exceptional result on this roll makes then Chanra’s husband has paid the price for the dwarves’
clear that they have no Shapers. If confronted, Chanra says dream of life underground.
that they all died in the initial assault, which is an opportu-
nity for an opposed Perception (Empathy) test vs. her Commu- As they ready their gear, and the barricades are lifted,
nication (Deception), as this is a rare case of her having to Gotra explains the route Borrun intended to take. The main
make a bald-faced lie to the PCs. Deep Roads, he says, are like surface highways, leading
in as straight a manner as possible between major cities
More unusual is the complete lack of the elderly and children. beneath the earth. Linking them to individual thaigs are
Everyone present is in the full throes of adulthood. Elderly smaller spur roads connecting to the thaig outskirts. During
dwarves are rarer than might be supposed thanks to the the war, most roads were sealed off by collapsing junction
endless war, but if the thaig had survived for this long they points, but the roads themselves are still open and navi-
would have had pregnancies. gable if a way around the blockages can be found. That is
After one or both of the missions, however, the PCs may what Borrun and his team were trying to do.
grow suspicious and demand the truth. When faced by a The route south from the thaig to the main road was blocked
direct confrontation in this manner, Chanra confesses and off, but Borrun thought he could get to it by going through
takes all the guilt of the plot onto herself. If there are still a set of caves further around the outskirts, which Gotra can
tasks to be done, she points out that any justice will have lead the PCs to. Once they make it to the spur, they should
to wait; the PCs may judge her if they see fit, but doing follow it south for several miles to the junction with the main
so prematurely will doom everyone. For more details see road.
Confession in Part 6.

Paths
Parts 3 and 4 can be undertaken in either order, depending on which mission the PCs choose to give priority to. Whichever
mission comes second will be more difficult and, ultimately, the choice will affect which outcomes are possible for the
adventure in Part 5, but other than the arguments laid forth by the dwarf NPCs the players have no way of knowing what
the consequences might be. All will become clear to them as they progress through the adventure.

Buried
RewardsPasts 21
able heights or widths, and the PCs will frequently find them-
SCENE 1
selves having to squeeze sideways or crawl through gaps.
In places, there are signs of wildlife; as the PCs enter one
The Lost Roads chamber there is a skittering noise as a clutch of large (dog-
sized) spiders retreat from the PCs’ light.
EXPLORATION ENCOUNTER Following the trail marks through the cave system is an
The PCs set off through the twisting passages and advanced TN 10 Perception (Searching) test with a Success
collapsed areas of the road, following the trail marks Threshold of 20. Failing a roll indicates the PCs have gone
of the lost dwarven scouts. wrong temporarily; if the Dragon Die is a 4, 5 or 6 on the
failed roll, the PCs have put themselves in danger of a rockfall
Gotra looks around at you all, and hands one of you a piece of by moving into an unstable area; this is a hazard doing 3d6
leather with a rune burned into it. damage to everyone present that leaves the victims prone.
“This is a dwarven trail marking. Borrun should have The damage is halved with a successful TN 15 Dexterity
marked the directions he took with it. There ought to be a (Acrobatics) test.
supply station halfway down the spur road, too, that you can Once the success threshold is reached, the PCs emerge from a
use as an indicator of how far you’ve gone. We don’t know if crack in the wall of the Deep Roads. The caved-in area is just
the spur’s been blocked at the far end, either. Follow Borrun’s to their right, while the road stretches into echoing darkness
signs, and Stone willing, you’ll find him.” to their left.

Finding their way into the passageway heading out of the


thaig is a three-stage process. First, the PCs and Gotra must
The Deep Roads
make their way quickly and quietly to the cave entrance,
Until now, you have been in the old outer regions of the thaig
then the PCs must work their way through looking out for
and long-forgotten mines. Now, entering the Deep Roads,
trail signs and avoiding a cave-in before finally reaching the
you are struck by the grandeur of the dwarven empire. Fully
particular stretch of Deep Roads and picking up the pace.
thirty feet wide and almost as high, vaulted ceiling supported
by pillars marked with the images of long-dead Paragons, the
The Outskirts Deep Roads stretch as far as you can see.

If Part 3 is being attempted before Part 4, then the majority of The going is much easier now the PCs are on a proper trans-
darkspawn have not yet been sealed away and the dwarves port route—the wide, even paving of the Deep Roads is much
aren’t certain that the way through the outskirts is clear. Gotra easier to jog along than a cramped access tunnel. Every so
warns the PCs to move quickly and quietly under dimmed often there is a crack or an opening to a cave system, but the
light to avoid giving their presence away, then sets off through PCs aren’t here to explore. The GM should emphasize how
the outer tunnels and service passageways of the thaig. This well the Deep Roads carry sound, though, and require TN 15
encounter isn’t meant to be a fight, but you may want to call Dexterity (Stealth) tests of anyone trying to move quietly.
for Dexterity (Stealth) tests anyway to heighten tension. If
this is the second mission the PCs are undertaking, then the SCENE 2
journey is quicker and surer, and no rolls are necessary.
These parts of the thaig were used for storage and industry and Way Station
are colder and less artistic than the living spaces would be. In
some cases they were access tunnels built and used before the COMBAT ENCOUNTER
thaig’s excavation was complete. What decorations exist are
utilitarian: dwarven text carved into pillars to give directions. The PCs approach an ancient waystation and risk being
ambushed by the darkspawn using it as a nest.
Suspicious characters might notice with a TN 17 Perception
(Empathy) test that although Gotra knows exactly where he’s After a few hours of travel you appear to be approaching some-
going, that knowledge seems to be theoretical. He’s certain thing. The Deep Roads’ walls recede and the ceiling goes up,
of his directions, but he’s glancing around like someone opening into a larger chamber before contracting down again
witnessing an area for the first time, not someone used to an as the path continues. The widened area was clearly once used
area. for pulling wagons up out of the way of passersby, and there
are the remains of one there; the bones of the bronto that drew
The Caves it, and any cargo it might have carried, are long since gone.
Dwarven symbols are cut into the lintels above three sets
of doors, while a long, wide window without glass looks out
Once they reach the cave entrance (Gotra points out the trail onto the road from the next level up.
rune Borrun marked it with, to make doubly sure the PCs
know what they’re looking for), Gotra bids them good luck As a PC that reads dwarven script can tell, the three symbols
and returns to the thaig while they carry on. denote the levels of caste, from right to left lower, upper and
The caves appear to have been worn into the rock by slow noble. The upper and noble class areas are on the ground
water erosion, and are slippery with moisture in places. As floor, while the lower caste door leads straight to a stairwell
natural spaces, the passages have not been worked into pass- up to their area which takes up the entire upper floor; the

22 Buried Pasts
Rewards
majority of travelers would have been of the merchant caste and casks of oil. Finding any equipment that is still useable
when the waystation was built. requires a TN 13 Perception (Searching) test.
As the PCs approach the waystation, though, the GM should If the PCs are attempting this part of the adventure before
make TN 13 Perception (Seeing) tests on their behalf. Success Sealing Evil (Part 4), then the darkspawn ambush forces
means the PC sees the darkspawn hiding in the “window” consist of six genlocks and a genlock alpha. If this part of the
and watching them. adventure is being played second, then the ambush is made
up of four genlocks and three genlock alphas.
If the PCs get within ten feet of the waystation or spot the
darkspawn, the darkspawn spring their ambush. If they Statistics for genlocks and genlock alphas can be found on
avoid the station entirely, the darkspawn instead set up a page 284 of the Dragon Age RPG Core Rulebook. In addition to
roadblock of furniture from the waystation across the Deep the normal weapons listed for them, both the normal genlocks
Road ready for when the PCs come back, effectively adding a and the alpha are armed with crossbows.
new encounter after the next one.
Weapon Attack Roll Damage
Lower Caste Area Crossbow 0 (2d6+3)/2 *
* Untrained, so damage is halved.
Built for the servants, merchants and miners, this area of the
The genlocks have heard the PCs approach along the Deep
waystation would have seen the most use. Accessed by stairs
Roads and set up a hurried ambush, using the crossbows
leading down to the Deep Roads, a large common room
they discovered in the waystation’s weapons store. They wait
stretches the length of the waystation marked with low tables
until the PCs reach close range of their vantage point in the
and benches, while hatchways in the rear wall lead to a kitchen
window, then fire their crossbows before dropping out of the
and a series of storerooms. A back stairway from the kitchen
window into melee.
allowed the waystation’s staff to serve any upper caste guests.
The far wall of the common room from the stair is marked with
a map of the Deep Roads in the vicinity, looking like an abstract Upper Caste Area
collection of lines and runes marking thaigs. A PC that can
read dwarven script and succeed at a TN 13 Cunning (Cartog- Built for the warriors, smiths, and artisans, this area is a
raphy) test can identify Chanra Thaig. The difficulty lies in that smaller version of the common room above, with individual
the thaig is marked on the map as “Haran Thaig” and the test chairs instead of benches and more detailed decorations
determines that the PC is sure that they haven’t made a mistake. carved into the stone. The storerooms behind the area consist
The storerooms behind the common room contain centu- of sleeping quarters for the waystation staff and an emer-
ries-old rations (long since turned to dust) and spare lamps gency weapons store, which the darkspawn have broken into

Buried
RewardsPasts 23
and taken all the crossbows and bolts. Ten maces, ten hand The leader, a stern-looking dwarf of advancing middle age
axes and five small shields are all that’s left. with blond hair and a neatly shaved beard, calls for the
surfacers to explain their presence. This is Borrun, Warrior
Noble Area Caste dwarven champion and scout. See Part 2 for his history
and statistics.

The smallest chamber of the waystation is decorated with Borrun’s Warriors are Morna, Asha, Lonas and Jakin. Use the
elaborate carvings, long-since peeled flakes indicating that statistics for dwarven warriors given in Part 2 for all four.
the walls were even painted. There are only six chairs around Morna and Asha are female, Lonas and Jakin are male. Jakin
a low table, and a chain that connects to a bell in the lower is red-haired, the others yellow, and all wear their hair in
caste area above. There are no stores behind the room, only an imitation of Borrun’s hairstyle and bear his crest on their
the stairs up to the kitchen. armor.

If this part of the adventure is being undertaken second, Upon learning why they’re there, Borrun grows excited. The
following Part 4, then the Noble area is also occupied by two wall at the rear of the cave, he believes, is that of an old side
shrieks. These darkspawn are lying in wait to rush out at chamber left behind after the road’s construction. If they can
anyone the genlocks above shoot at. break through it, then they’ll be able to open a service hatch
and climb out onto the main road to Orzammar. Hence the
Statistics for shrieks can be found on page 288 of the Dragon pick-axes.
Age RPG Core Rulebook.
He refuses to leave until his mission is accomplished, pointing
SCENE 3 out that until they know for a fact that escape this way is
possible, his wife and all the people counting on her will not
be able to evacuate the thaig. Persuading him otherwise is an
Borrun’s Wall opposed Communication (Persuasion) test vs. his Willpower
(Self-Discipline).
EXPLORATION / ROLEPLAYING ENCOUNTER

The PCs find Borrun and the dwarven scouts. The If this is the
dwarves have found a possible way through to the second mission the PCs attempt
road to Orzammar, but at a high cost. The PCs must
persuade them to return to the thaig. As you move through the caves, you hear a strange chanting
sound, low and murmured as though not intended for anyone’s
After a few more miles, the road up ahead is blocked by rubble ears. Following the echoes through the last few passageways, you
from a cave-in. Fortunately, Borrun has left you another trail overhear snatches of conversation in dwarven. At long last, you
sign. It seems the scout headed west through a cave opening emerge into a cave which is not a cave. The back wall and part
marring the side of the road, looking for a way past the blockage. of the floor are of dwarven design—this must once have been
part of a structure before the cave-in closed the road. The bodies
Like the ones the PCs went through at the other end of the of genlocks have been pushed to one side, but the floor is still
road, these are not proper dwarven passageways, but natural slick with the mix of their blood and that of the dwarves. Three
caves. Navigating is easy; the trailmarkings are relatively dwarves, splashed with blood, heft their weapons before they
fresh, and finding the way through is a simple TN 11 Percep- realize that you are not darkspawn. Two more dwarves, skin
tion (Searching) test. Failure indicates that the PCs have gray from loss of blood, lie dead propped against the side wall.
gone off-course and suffer a single 2d6 damage hazard from
wandering into a pocket of noxious fumes emanating from The PCs are too late. Borrun has been killed by a darkspawn
a crack in the ground before finding their way back onto the attack, and Jakin died trying to defend him. Morna, Asha, and
track. Lonas were debating what to do when the PCs arrived. Morna
Test resolved, the PCs find Borrun’s scouting party. What insists that they continue with the mission, Lonas wants to
state they’re in depends on if this mission is performed before just check what’s behind this one wall and then give up and
or after Part 4: Sealing Evil. return to the thaig, and Asha wants to bury their comrades.
Once the PCs are up to speed with what’s happened, the
argument resumes with Morna telling Asha that their friends
If this is the are at least now with the Stone, and that she should try to take
first mission the PCs attempt comfort from that.
A PC succeeding on a TN 15 Cunning (Culture Lore) test (11
As you move through the caves, you hear a sound, like metal
if an Orzammar dwarf is making the attempt) will pick up
striking stone over and over again. Following the echoes
on the edge in that statement that Borrun was declared to be
through the last few passageways, you overhear snatches of
“with the Stone” even absent the proper rituals. This is a hint
conversation in dwarven, and your spirits lift. At long last,
that these dwarves aren’t what they seem, as few dwarves
you emerge into a cave which is not a cave. The back wall and
who were raised underground would make such an error. If
part of the floor are of dwarven design—this must once have
questioned, Morna will apologize and cite stress and fatigue
been part of a structure before the cave-in closed the road. Five
as the reason for her mistake—she will then cover by saying
dwarves drop their pick axes with a clatter and reach for their
she meant their friends can be given the proper rituals and
weapons before they realize that you are not darkspawn.
burial later.

24 Buried Pasts
Rewards
The Road to Orzammar You are making good progress on the return journey to the
thaig, the spirits of the dwarves buoyed by the success of the
mission, despite the losses they have suffered. Asha in partic-
Breaking through the wall takes an advanced TN 20 Strength
ular seems to have had a weight lifted from her shoulders, as
(Axes) test with a success threshold of 10, and every character
though hope now exists.
taking part adds their success Dragon Die to the threshold.
You’re now two-thirds of the way back to the caves leading
The dwarves have enough pick-axes for everyone, having
to the thaig, when you hear something up ahead; the grunts
brought spare.
and growls of darkspawn, engaged in some kind of argument.
When the wall is breached it collapses, revealing the much The darkspawn do not appear to have realized you’re here yet,
larger, smoother slabs of finished construction a few yards but are heading this way.
further back. A TN 11 Cunning (Engineering) test helps a
character realize that these slabs are the side wall of a Deep The PCs and their allies have the chance to set up an ambush
Road. They’re inside a wall cavity created when the road was for the darkspawn patrol now heading toward them. The
being constructed. The water drainage for the road is acces- patrol consists of five genlocks led by two genlock alphas (use
sible as a depression in the floor that becomes a crawlspace the statistics from Scene 2 except that the darkspawn have no
just big enough for a human on hands and knees as it passes crossbows).
under the road. A TN 15 Strength (Might) test allows a char-
There are several pillars behind which characters can hide.
acter to lift a drain grate from below, and one by one the char-
Every loud action the heroes take in preparing an ambush
acters can climb up into the Deep Roads.
(setting traps, stowing their gear safely, hiding injured group
The road stretches in both directions, the cave-in only members) allows one of the genlocks to make a Percep-
covering the third way to the thaig. The dwarves have their tion (Hearing) test opposed by the character’s Dexterity
route to Orzammar, and the PCs and their allies can return to (Stealth). If successful, the darkspawn realize that someone
the thaig. If Borrun and Jakin died, they are buried in cairns is present and surprise is lost.
made from the rubble of Borrun’s Wall.

SCENE 4 Resolution and


Troubleshooting
Turning the Tables
At the end of this part of adventure the PCs should have a
COMBAT ENCOUNTER fairly decent handle on the current threat the darkspawn
present. They also should know what must be done to seal off
On their way back to Chanra Thaig, the PCs and their
infested areas of the Deep Roads, protecting both the dwarves
allies hear a group of darkspawn approaching and have
and those on the surface from darkspawn incursions. As
the chance to set an ambush of their own.

Buried
RewardsPasts 25
mentioned in Part 3, the order of the missions and how they
“Listen, ser. These dwarves are volunteers, because we’re
performed in this part of the adventure have major repercus-
all in desperate straits and working to do something is better
sions for how things progress later on. Some of the dwarves
than waiting for die. The Stone made us to work it, after all.
the PCs have come to know and have strong positive or nega-
They’re brave, but they’re not soldiers, understand? We’ll try
tive feelings about may be dead. Also, the PCs may have more
our best in a fight, but if you can keep the darkspawn off my
clues the dwarves aren’t all that they seem.
crew while they work, we’ll all be safer.”
There’s not a lot of time to tarry during this part of the adven-
ture, but the PCs may start to develop personal relationships Vortak indicates the way to the thaig gatehouse to whichever
with various dwarves at this point. This may lead to them character is taking the lead, and expresses his belief that the
eventually learning the dwarves’ secret. darkspawn will have posted guards. Anyone splitting off to
scout for genlock patrols must make a TN 11 Cunning (Navi-
PART 4 gation) test to correctly recall the route, but for now the
outskirts are still quiet.

Sealing Evil SCENE 2

Having chosen to enter the main part of the thaig, the PCs
must lead a team of dwarven miners through the outskirts
The Broken Door
of Chanra thaig searching for the entrance the darkspawn COMBAT ENCOUNTER
use, then follow it until those miners believe they can safely
collapse the system and defend them while they do so. The PCs and their allies reach the original entrance to
Assuming they can defend the miners, the cave-in can be the thaig and must defeat the genlocks on guard to gain
caused, but if they delayed handling this in favor of finding entrance, but the way is blocked—the darkspawn must
Borrun and his scouts, the darkspawn have already made be using another way in.
progress on digging alternative routes; the cave-in will not
hold them for very long, and escape to the surface may not be You are traveling down a thin service tunnel in single file,
possible after all. approaching an intersection, when Vortak signals a halt.
“This next tunnel is the main route in, a short stretch of
SCENE 1 Deep Roads and then the courtyard in front of the main doors
to the thaig. There will be guards.”

Toward the Nest The courtyard is a wide chamber, large enough for several
dozen people, and the far wall is heavily decorated in statues
ROLEPLAYING / EXPLORATION ENCOUNTER of ancestors and dwarven iconography. A huge pair of metal
doors would complete the imposing entranceway to the thaig
The PCs and their allies attempt to find a way into the
itself, but one of the doors has fallen off the hinges and rests at
darkspawn nest.
an angle. There are no visible windows or viewing slits on the
As Gotra sees to the barricades, Vortak addresses you. “We wall, but the doorway is guarded by six genlocks. Statistics
still don’t know exactly how the darkspawn get into and out for genlocks can be found on page 284 of the Dragon Age RPG
of the central thaig. The main entranceway is blocked up Core Rulebook.
past the gatehouse ever since we dropped the roof in when A character can sneak forward to get a good look at the enemy
we escaped back here to the refuge, but they still come from with a successful opposed Dexterity (Stealth) test vs. the
somewhere in that direction—I suspect they’ve got another genlocks’ Perception (Hearing). Roll only once for all the
way into the gatehouse that bypasses the main tunnel. We genlocks, either they hear and sound an alert or they are all
need to head East through the outskirts to the main door unaware.
and fight our way into the gatehouse, then search for their
route.” SCENE 3

Vortak marshals the Mining and Artisan Caste dwarves who


have volunteered to go with the PCs. With pride, the artisan The Artisan’s Well
introduces Hengist, Wistan, Rhin, Jass, Alfwin, Arcus, and
Ysall. Their faces peer up at the heroes from under their EXPLORATION / COMBAT ENCOUNTER
over-large helmets. Ysall is the sole woman and both she and
Discovering that the darkspawn have been using the
Alfwin are artisans. The rest are miners. After the characters
old water supply for the thaig as a route in and out, the
have a chance to get to know their charges and issue any
PCs and their allies must climb down the public well
orders about what to do in a fight, the barricades are lifted
and make their way through the flooded water chan-
and they can set off.
nels, searching for a place they can seal the tunnel.
Vortak will approach whichever PC he believes to be the
combat leader and ask for a quiet word. Glancing back The dwarves following behind, you slip past the thick metal
to make sure his people can’t hear him, he outlines his doors and into the gatehouse. After a short passageway, the
concern. tunnel opens up into another cavern-like courtyard with sub-

26 Buried Pasts
Rewards
buildings excavated into the walls. The floor is slick with dark-
spawn slime, and the faint echoes of their guttural speech drift
all around you.

The Gatehouse
The route straight ahead is blocked—a vast expanse of gray
stone has slid from the ceiling to cover any mirror to the doors
the PCs passed. An elaborate well marks the center of the
left-hand side of the courtyard, while the right-hand side is
marked by a statue of the thaig’s founding Paragon.
A successful TN 9 Cunning (Engineering) test will prompt a
character to realize that the landslide blocking the way deeper
into the thaig is centuries old at least—it would be impossible
for Vortak to have done it.
The characters have about ten minutes or one very loud noise
before their presence is noticed and they are attacked by ten
genlocks and a genlock alpha, emerging from the open door-
ways around the courtyard. Fortunately, the genlocks take a
while to react. Three arrive at first, then four two full turns
later and the last three and the alpha three full turns after that.
Realizing the route the genlocks have been taking takes a TN
11 Perception (Seeing) test or a TN 13 Perception (Smelling)
test. The filth darkspawn create by their presence is especially
slick and putrid around the well, as though the floor has repeat-
edly been wet recently. Further investigation reveals that the
darkspawn have replaced the well bucket with several chains
as a makeshift ladder. Vortak thinks for a few seconds and then
nods, saying that the thaig’s water supply must run all the way
to the central cavern. The good news is that the cistern should
be easy to collapse if they find a weak point inside. The bad
news is that they’re going to have to swim.
Climbing down without making a noise to alert the genlocks
requires a successful TN 15 Dexterity (Stealth) test for every
character climbing down the chains. Failure indicates that the
character slips and falls into the waist-deep water and silt. If
this happens, the genlocks attack if they make a successful
TN 11 Perception (Hearing) test.

The Murk
This is not a sewer, contrary to what the characters smell.
The water pipe they stand in was intended to carry drinking
water channeled from an underground river into the thaig,
which only after use was allowed to enter the sewer system
and carry back to the river.
The pipe is fifteen feet in radius, the floor as curved as the ceiling
and walls, and the bottom five feet are filled with a mixture of
silt, darkspawn slime, and freezing cold water. Dwarves must
walk as close to the edge as possible to keep their heads above
water, while taller characters have a slightly more comfortable
time of it except in the dead center of the pipe.
If the genlocks in the courtyard were alerted but the characters
managed to get everyone into the pipe regardless, then soon
after the PCs get in the genlocks begin sliding down the chains
and splashing into the water. All non-movement actions in the
water are at a –4 penalty, and movement actions are limited to
three feet of wading unless a character gives up and swims,

Buried
RewardsPasts 27
making a TN 13 Constitution (Swimming) test to move up to The Lay of the Land
their Constitution times ten in feet as a major action.
If this part of the adventure is taking place after Part 3, then If PCs venture to the edge of the pool, they see they are in
along with the possible genlock attack from the rear, a group what looks like a crescent-shaped trough of water feeding
of four genlock alphas comes swimming along the pipe from low-cut channels in the floor, half-encircling a great pillar of
ahead of the group after the characters have waded or swum stone stretching hundreds of feet up to the cavern ceiling. The
a hundred yards. pool and support pillars seem well concealed by the artistry
As the PCs approach the end of the tunnel, they become of the dwarves that built it. The waterfall can be seen running
aware that they are moving against a current, and then hear down a spiral channel carved into the stone pillar.
a waterfall up ahead. The pipe ends in a rushing curtain of The thaig, after everything the PCs have been through, looks
water, flowing in a waterfall from somewhere above the like a human village writ short, with houses, municipal build-
thaig. Pushing through the freezing water, they find the ings, and even a town square. It is eerily dark and cold, though,
footing mercifully solid as they enter a wide brick pool, the and the sound of darkspawn can be heard echoing all around.
water only a foot and a half deep, with an uncomfortably
If this part of the adventure is being played after Part 3, then
low ceiling of rough, unworked stone supported by five thick
the PCs also see something worrying. The darkspawn have
pillars.
constructed scaffolding leading to a giant carved dwarven
face, high up on the cavern wall, and even as they watch a
SCENE 4
group of genlocks crawl into the mouth and vanish. If they
pass a TN 13 Cunning (Engineering) test or ask Vortak what it
The Roots of the Thaig is, they realize that it’s the air supply for the thaig. Depending
on how well the darkspawn have already explored it could
COMBAT ENCOUNTER take mere days or even hours to get past any blockage the
group put in place now.
Deep below the thaig, at the edge of the water system,
the PCs must defend their allies long enough for them to
destroy key support pillars and seal the darkspawn in.
Complication
At the edge of the pool, you can see light—the mass of rock Just as the dwarves are preparing to begin work, everyone
above you ends before the pool does—and steps indicate the hears screams from up in the thaig. Dwarven voices, some
way into the thaig. Vortak points at the pillars, then at the begging for mercy, others angrily denouncing the darkspawn
rock above your heads. and threatening to go down fighting. If anyone is on watch,
“One of the support spires of the thaig. Natural from the they see a group of genlock alphas and hurlocks have pinned
cavern it’s built in. We hack through these, and a castle’s worth down and are surrounding a group of fifteen dwarves down
of stone lands right where we’re standing seconds later.” one of the thaig’s streets.

28 Buried Pasts
Rewards
The miners recognize the dwarves as warriors and servants characters were successfully stealthy on entry, there are still
who were presumed killed in the outskirts two weeks ago. If darkspawn out in the gatehouse who may hear the group’s
the PCs look like they’re about to try a rescue, Vortak tearfully escape.
and angrily reminds them that they’re supposed to be guarding
the miners, and that they need to cause the collapse now.
Anyone attempting the rescue faces rough odds. Guarding
Resolution and
the prisoners are five genlocks, two hurlocks, and worst of all Troubleshooting
an ogre is nearby at the entrance to what used to be the Noble
Caste building at the far end of the thaig. If the PCs save the dwarves, they are great heroes who have
Statistics for genlocks, hurlocks and ogres can be found on earned the respect and loyalty of the whole group by doing
pages 284, 285 and 287 of the Dragon Age RPG Core Rulebook, something no one thought possible. If they don’t, they are
respectively still seen as great allies—none blame them for failing to free
prisoners in the face of overwhelming odds. Unless they have
Unless executing with alarming stealth and speed, any rescue
treated the dwarves exceptionally poorly, they have gained
effort also tips off the entire thaig of darkspawn that the group
is present, and begins the battle prematurely. friends with their actions.
Unless the PCs simply don’t care or have already figured it
Bringing the House Down out, the GM should take time during this part of the adven-
ture to give additional clues that the dwarves are hiding
something. Prisoners might say they wished they’d stayed
If the PCs leave the cornered dwarves to their fate, then their on the surface or a dwarf might express some obvious igno-
companions can begin work on breaking through the pillars. rance at the way dwarf culture works. These clues, and
Treat each as a “creature” with no defense and 150 Health. perhaps some appropriate Cunning (Cultural Lore) tests,
Each turn after the first the dwarves work risks alerting the will reveal the deception and reinforce the fact that the
darkspawn, but the dying screams of the trapped dwarves dwarves really do need the PCs’ help to survive the Deep
being butchered and fighting to their last makes this unlikely. Roads.
To reflect this, make a TN 15 Perception (Hearing) test for a
genlock alpha during each turn of demolition. On a success, PART 5
the genlock alpha sounds the alarm.
Once the alarm has been sounded, the darkspawn begin
attacking the miners’ position in several waves. Roll 1d6+4
each time a wave arrives. The result is the number of turns in
The Debate
which the next wave will arrive. If this part of the adventure With the outcome of both missions known, the PCs and their
is being played after Part 3, roll 1d6+2 for each wave instead. allies must decide what to do next.
• Wave 1: Five genlocks
Weary from your endeavors, you make it back at last to the
• Wave 2: Three hurlocks, and two hurlocks. warehouse refuge of the dwarves. You arrive to find the place
• Wave 3: One hurlocks, three genlocks and a genlock alphas a hive of activity, in stark contrast to the quiet resignation of
the people you first encountered. The dwarves are packing up
• Wave 4: Two hurlocks, two genlocks, and a genlock alpha.
to leave.
• Subsequent Waves: All subsequent waves are composed Gotra approaches, concerned.
the same as Wave 4. “How did it go?”
If the characters manage to rescue the pinned-down dwarves
With all the surviving dwarves assembled together with
and run back to the battle, assume that there are five combat-
the PCs, this encounter allows the characters to react to the
capable dwarves among the prisoners. Use the stats for a
outcome of the missions, take stock of their remaining options
dwarven warrior, but arm them with weapons taken from
fallen darkspawn. The other ten are noncombatants and die and then decide on what to do. It also makes the perfect place
if attacked. for a PC who has realized what the dwarves did to make any
private or public accusations.
The doors leading to the Noble Caste chambers are guarded
by the ogre and are barred from the other side. If questioned If the players took on Part 3 before Part 4 then the way to
later, the prisoners believe that whatever fell being creates Orzammar is open and the dwarves have their hero back
darkspawn was somewhere inside, but they never saw any to lead them to it, but the darkspawn could be on their way
sign of it in the open thaig. any minute and speed is of the essence. Borrun is of the
opinion that the thaig needs to evacuate along the Deep
Once the final pillar has been broken, the rock spire makes Roads as soon as possible. Chanra notes that she promised
a terrible cracking noise. Five turns later, it collapses and they would save the surface villages by sealing the entrance,
instantly kills anything still standing in the pool. Anyone still but Vortak is concerned about time. With so many mine
in the thaig is lost, trapped with an army of darkspawn if they passages, he believes the best way to seal off the surface exit
escaped being crushed by falling rock. is by completely undermining the hill, setting fire to support
Victory won, perhaps at great cost, the characters can make beams on several levels beneath it. That can be done, but not
the return journey to Chanra Thaig. Remember that if the under pressure of combat, so the majority will have to stay

Buried
RewardsPasts 29
on the thaig level at the base of the stairs and hold off the and fighting darkspawn, as closing the mines properly can
darkspawn until the job is complete. He doesn’t know how only be done from the inside. If that plan has already been
long the PCs would have to get out, but he’s adamant that the given up on the dwarves don’t want to head up anyway.
dwarves would have to stay; otherwise the darkspawn will They resist, up to using violence against the PCs if necessary,
break out onto the surface. unless the PCs can persuade them that making the trip to
Orzammar would be impossible. Of the ringleaders, some
If the players handled Part 4 before Part 3 then the darkspawn
may be dead already, but if it means that the surfacers will
are locked up, perhaps for weeks or even months, except any
let Gotra and maybe Vortak lead the exodus to Orzammar, a
that were already in the outskirts when the column collapsed.
grieving Chanra will allow herself to be taken to the surface
Unfortunately, Borrun is dead, and Chanra has not handled
as a scapegoat. If Borrun lives, however, the threat that the
her husband’s death well, so the dwarves are indecisive
dwarves might not be able to hold off the darkspawn long
about the best course of action. Vortak believes he can cause
enough to close the route to the hills is very real, and the
the exit to implode as in the alternate scenario, but without
champion lays it out flat. They can decide what to do when
the pressure of the darkspawn, he’s confident that it can be
everyone is marching to Orzammar, or the PCs can leave for
done allowing everyone who wants to leave for the surface
the surface and the dwarves won’t waste any time trying to
out safely.
shut the door behind them; the PCs and Avvar can deal with
There are three likely complications: the darkspawn.
• First, Borrun may have died on the return journey in
Part 3 even if that mission was undertaken first. In this A Job Half Done
case, Chanra is too distracted to think properly and
Gotra has had to take the lead. He implores the PCs
If the characters figure out the dwarves’ plot, or at least gather
to stay and help make certain the surface is sealed off,
enough evidence that something is wrong and confront the
promising on his blood to see them safely to the surface
dwarves about it after only one mission, they might decide to
at Orzammar.
leave for the surface with only one of Parts 3 or 4 completed.
• Second, Vortak may have died, so the dwarves don’t see This will likely lead to the darkspawn breaking free and
a way to collapse the surface exit. It’s simply impossible heading for the surface. They will overrun the dwarves if the
to do in a way which the darkspawn won’t burrow past heroes left them underground. If the characters didn’t leave
in a week or so. If Borrun is still alive, he recommends for their own concerns immediately, they may be caught up in
that the dwarves flee to Orzammar while the PCs try the resulting battle; see Part 6, Scene 2 for ideas.
to get the Avvar and Ferelden forces to work together
aboveground. Decision Time
• Third, The PCs may have realized that the dwarves
broke through from the surface and opened the thaig. In the end, there are several possible sequences of scenes to
make up the conclusion of the adventure, depending on the
The Confession choices the characters have made and how this scene played
out.
When directly accused, the dwarves (either Chanra or Gotra There are four key factors to look at. Are the PCs going to stay
if she is grieving) openly admit it. Their initial hope was to below ground or head to the surface? Are the dwarves staying
find a thaig to live in for at least a generation before heading below ground or heading to the surface? Will an attempt be
to Orzammar, but going to the city now will have to do. The made to close the surface entrance? And, are the darkspawn
spokesperson deeply regrets the loss of human life, but the sealed temporarily or on their way to the surface?
darkspawn killed those people, not the dwarves, and they
have lost just as many people fighting them. If the PCs haven’t AN IMMINENT THREAT
figured everything out, then a distraught dwarf may bemoan
the folly of their deception and plan, but avoid this option if The selfish option on the part of both the PCs and the
possible—it’s better if the PCs figure things out on their own dwarves is to cut their losses and run, either for the surface or
with the clues provided. for Orzammar, abandoning the surface villages to their fate.
The dwarves can only be convinced to go to the surface on a
The dwarves admit they are breaking Orzammar’s laws, but successful opposed Communication (Persuasion) test vs. the
do surface dweller PCs care about that? The dwarves offer Willpower (Courage) of all living ringleaders. If the surface is
testimonials of their lives, decry the unjust prohibition against chosen, then use Part 6, Scene 1 to show the PCs arriving back
surfacers, and attempt to play on the PCs’ sense of equality. above ground. If they then try to rally the Avvar to fight the
Of course the Avvar cry for blood, but blood has been spilled. darkspawn that are following close behind, use Part 6, Scene
The bann who hired the PCs wants the situation resolved, but 2 for the battle. Running for Orzammar is handled by Part
sealing the entrance will surely resolve it. Ultimately, there 7, though the PCs may hear of genlocks taking over the hill
is no higher authority that demands one action or the other. region of the entrance once they finally reach the surface.
Instead it is up the PCs to decide how to handle the dwarves’
situation. Sealing the entrance will require buying some time for the
miners, but the PCs need to decide if they themselves will head
The question is what to do about all this, and there are no to the surface or stay to back the dwarves up in the battle. Part
easy answers. Forcing the entire dwarf community back 6, Scene 3 handles the below-ground battle against the dark-
up to the surface is incompatible with closing the entrance

30 Buried Pasts
Rewards
spawn if they elect to stay, and as they are then trapped in the
Deep Roads, the PCs have no choice but to head to Orzammar After the long journey back up the stairs and through the
with the dwarves in Part 7. Leaving for the surface when the mines, you emerge into the fresh air of the hillside. It’s night-
darkspawn are already advancing leads to Part 6, Scene 1, but time, just before dawn, and the sky is turning red in the East.
the hill fails to collapse as the dwarves are overrun without
the PCs’ assistance. It then falls to the PCs and Avvar to finish The group are immediately hailed by an Avvar who has been
the job above ground in Part 6, Scene 2. waiting for them; if Kothag was left on guard, it will be him,
but if not Daeorn will have sent another of his warriors in the
A DELAYED THREAT meantime.
The Avvar have been busy while the characters have been
Are the darkspawn sealed away, albeit temporarily? Well,
below ground; reinforcements from Treehold and Bearhold
then without the immediate threat of battle, it is possible to
have arrived, and Daeorn wants the PCs back at Sunhold to
have everyone reach the surface and still collapse the mines
tell their story as soon as possible.
behind them, leading to Part 6, Scene 1. It’s likely that the
PCs won’t be able to persuade the dwarves against heading to If the PCs avoided Sunhold entirely on the way in, then the
Orzammar, in which case they can head to the surface them- warrior is one of a group of seven Avvar hunters (see Dragon
selves using Part 6, Scene 1 (this time the hill collapses). Alter- Age RPG Core Rulebook, p. 273). Let them tell the characters
natively, they could stay with the dwarves through their long that three clans of warriors are mustering two miles away at
march through the Deep Roads into part 7. the hold, ready to attack the darkspawn if they come.
At this point, if the hill is going to collapse thanks to the
Resolution and surface being sealed, it does so now. Note that if the dark-
spawn were not sealed away successfully and the PCs left
Troubleshooting the dwarves below ground to do the sealing in the face of an
imminent attack, the hill does not collapse as the dwarves were
overrun by the darkspawn and slaughtered in the absence of
This part of the adventure is all about decisions and role-
the characters’ aid. If it does so, however, the ground shakes
playing. How the PCs react and what they decide are key, and
as the shape of the land deforms, the hill losing several dozen
their actions both determine how the adventure will end and
yards in height as layer after layer of internal passages are
have long-term effects later. If they help the dwarves reach
squashed flat. Anyone standing is knocked flat, and anyone
Orzammar they may find they have allies there in the future.
still inside the tunnels is killed instantly. Avvar shout prayers
Or if the dwarves’ deception is revealed to the dwarven
to the mountain for mercy, and the shaking finally stops just
kingdom, the PCs may find themselves hated and despised
as the sun rises above the horizon. The sound of the collapse
there even if they don’t stay there for any period of time
can be heard for miles.
themselves. Pushing the dwarves back to the surface feels like
giving up to some, but it will also save the remaining survi-
vors at the risk of increasing tensions with the Avvar who Sunhold
may blame them for stirring up the darkspawn.
Returning to Sunhold, the characters will note the signs of
PART 6 a military build-up. The area outside the walls is now filled
with tents, carefully separated into two groups as Daeorn and

Closing the his fellow thanes keep their warriors apart for the time being.
Daeorn meets them inside the hold, on the steps to his house
toward the rear of the fortifications.
Stable Door
“We have a custom here in the hills. The repayment of loss.
In this part, the galleries of mines the heroes entered the Deep Tell me, lowlander. Have our losses been avenged?”
Roads through are addressed. If the PCs leave for the surface,
this marks the end of the adventure. Allow the PCs to tell as much of their story as they wish;
the thane may make Communication (Investigation) tests
Closing the surface entrance involves setting fire to support opposed by their Communication (Deception) if they tell
beams on several levels beneath the entrance itself, allowing deliberate falsehoods or leave out significant facts such as the
the hill to collapse in on itself in a spectacular display. dwarves’ true origin if the PCs know it.

SCENE 1 If the dwarves are all still below ground and the hill is sealed,
then Daeorn considers for a while and declares the matter
closed as the dwarves have given their lives, from his point
Amends of view, to repay their debt whether they knew it or not. The
group is free to leave, with his thanks and reward, although he
ROLEPLAY ENCOUNTER asks them to give Bann Selwyn a message of peace from him
rather than have politics bring the region to such a brink again.
The PCs reach the surface and encounter the newly-
readied Avvar. The hillfolk are demanding to know If the PCs brought some or all of the dwarves with them and
who is responsible for the death of their kinsmen. the hill has been sealed, then Daeorn demands they make
reparations for the loss of his warriors (and, when he’s in

Buried
RewardsPasts 31
full flow of speech, for the loss of the lowlander villagers). Bann Selwyn could provide won’t make it in time and all
A period of enforced servitude, working to rebuild what other help is too far away. The PCs will need to make do with
they caused to be destroyed, appeals to the thane’s sense of the Avvar, a handful of dwarves, and their own abilities.
justice. The characters may try to intervene for or against the
dwarves, but (especially if Borrun has been killed) Chanra in
particular accepts her fate as being fair. Avvar Forces
If the hill was not sealed, however, then the darkspawn are
on their way. Daeorn addressed the crowd, and informs them The Avvar are not culturally inclined toward mass units,
that there will be a battle. prizing the small skirmisher unit and individual hero, and the
three allied holds have assembled their troops accordingly. A
group of mighty clan champions, shield bearers, and battle
“We will drive the creatures back again, and make certain of
capable shamans has banded together to form a core central
the job this time”
unit of 30 lightly armored but highly skilled infantry with
mages to support them. The remaining skirmishers are split
If the dwarves left with the characters and the hill is not
into two loosely-organized units of a hundred Avvar each.
sealed, then Daeorn informs them that there is no time to sit
Daeorn commands one skirmisher unit, and Kothag the other,
in judgment over them. The dwarves will be expected to help
and command of the central unit is given to whichever PC or
fight, and to seal the passages under supervision once the
NPC is chosen as commander.
darkspawn have been killed.
The Avvar have other tricks up their sleeve. The hillfolk are
If there is to be a battle, move on to Part 6, Scene 2. If not,
excellent archers, and have assembled fifty longbow-armed
then the PCs may return to Bann Selwyn with news of their
men and women ready to rain down arrows on the enemy.
adventures. For them, Buried Pasts is complete.
There are ample spots in the nearby hills to place these troops,
though their ultimate use is up to the commander.
SCENE 2
In addition to these troops the falconers, equivalent to the
kennel-masters of Ferelden, are ready to assist should anyone
The Battle of the Rift think of a use for their hawks, but are wary of unhooding
their charges for fear the birds will ingest darkspawn blood
COMBAT ENCOUNTER and become poisoned. Still, PCs might think to use them as
messengers or scouts. However, they don’t count as a unit
The darkspawn are coming up from their lair. The PCs
in this battle; they are mentioned as a potential asset to help
and any remaining allies must surround the opening
enable PC creativity and increase ease of communication.
and fight them in the open air.
Lastly, if the dwarves came to the surface in numbers, the
The afternoon sun has chased away the mist, but at this alti- remaining twenty dwarven warriors (including all the named
tude the air is still bitterly cold. The massed forces of your dwarf warriors who survive) form a shield wall next to the
allies stand ready, talking among themselves in low tones as Avvar champions, protecting the archers.
they wait for the inevitable.
The PCs are free to choose their own deployment. They might
After what seems an age, a single genlock emerges from
decide to stand with an NPC they wish to protect, join the
the cave, squinting into the sunshine. It collapses, gurgling,
Avvar champions and dwarves in the front line, or split up
as an arrow lodges in its throat.
and join whichever unit fits their individual skills.
The cry goes up, weapons are hefted.
There are more where it came from.

The Battle of the Rift pitches the PCs, 280 Avvar, and up to 20
The Darkspawn
dwarves against 360 darkspawn; far too large an encounter
to handle using the normal Dragon Age RPG combat rules. The genlock that was shot was one of several scouts sent
Instead, conduct this battle using the mass battle rules present ahead of the main force now marching up through the mines.
in the Dragon Age Core Rulebook. One of the PCs or an impor- Its death was witnessed by other genlocks which have now
tant NPC should serve as a commander for this battle and reported back, and the darkspawn are aware that a consid-
other PCs should have ample opportunity for heroism during erable force is waiting for them. Were it a straight fight, the
this fight. darkspawn would win through sheer numbers, but the fact
that they are forced to introduce their forces in single file
As the PCs have experience with the darkspawn and have through the cave entrance means the Avvar will never actu-
obviously acquitted themselves well enough to survive the ally have to fight all of them at once. The darkspawn strategy
Deep Roads, the Avvar are more than willing to make one of is fittingly brutal and simple. If the defensive line is right
them commander for this battle. They will do this even if the next to the cave entrance, then their forces will be effectively
PCs’ relationship with the Avvar is largely negative as an act queuing up to fight the same humans over and over again,
of expediency, but in that case they will tersely inform the PCs with the occasional darkspawn slipping past to then engage
this does little to change other grudges or animosity—though the greater human army and be killed. If, however, they can
ample heroism in the battle to come may change these atti- push the defenders back down the hill away from the cave
tudes. then they can get genlocks out faster. The larger the beach-
The PCs likely would appreciate more forces than they have, head they control, the more pressure they can put on the
but there simply isn’t time to assemble them. What few men Avvar surrounding them until their superior numbers tip the

32 Buried Pasts
Rewards
The Battle ofthe Rift
The following forces are set to clash in the Battle of the
Rift.
battle in their favor. How they plan to break the Avvar lines
and accomplish this feat is the subject of the first of two crisis
AVVAR FORCES
points during the battle. Commander: PC or chosen NPCs, use the Communica-
tion (Leadership) and Cunning (Military Lore) of the

Stage 1: Opening Moves) commander for this battle.


Number of Troops: 280
Primary Troop Types: Avvar Skirmisher
CRISIS POINT: OGRE! Stage 1 Specialists: Avvar Skirmishers
Stage 2 Specialists: Avvar Champions
To break through the lines, the alphas have goaded up an ogre
Stage 3 Specialists: None
from the depths of the thaig and have whipped it into a blood
frenzy before sending it out ahead. If the PCs don’t stop the Additional Forces: In addition any surviving dwarves
ogre, it will push the Avvar back just enough to allow a mass form their own unit. The exact size of this unit depends
of genlocks to push out onto the field. on how many of are left, but it may be as many as 20. If
there are fewer than 10 dwarves remaining before this
The PCs must battle a Heroic ogre from the Dragon Age Core
battle, simply add their number to the Avvar Cham-
Rulebook. In addition to the usual effects of winning a crisis
pions unit instead—they will bolster this unit instead of
point during a battle, if the PCs lose or must retreat then the
fighting alone in such small numbers.
darkspawn gain a tactical advantage which gives them a +1 in
all future battle related tests. If the PCs kill the ogre their side
DARKSPAWN FORCES
gains that same advantage for the rest of the battle.
Commander: Half-Face. An elite hurlock alpha who
Stage 2: Main Engagement) has Communication 4 (Leadership) and Cunning 3 (no
Military Lore focus). His name comes from half his face
being burned away by some old injury.
CRISIS POINT: SAVE THE AVVAR Number of Troops: 360
Primary Troop Types: Genlocks
During the battle, Daeorn and his unit are in danger of being Stage 1 Specialists: Shrieks
overrun by a superior force of darkspawn. If the PCs can save Stage 2 Specialists: Hurlock Shock Troops
him, they can gain a serious advantage. If they fail, Daeorn Stage 3 Specialists: None
will be struck down by the enemy.

Buried
RewardsPasts 33
The PCs must battle a force of two hurlock alphas and six used as barricade material, while the combatants that aren’t
genlocks. If the battle takes more than five turns, an addi- involved with collapsing the mines are building a makeshift
tional alpha and two genlocks join the fray in an attempt to wall of stone, junk, and the remains of the barricades that
kill Daeorn and destabilize the Avvar forces. were protecting the refuge. If they survived so far, Chanra is
leading the noncombatants in their efforts and, once they’re
Resolution done, out to the caves leading to the Deep Roads south that
was successfully scouted. Vortak is leading the miners while
Gotra is right at the front of the wall construction. If Borrun
The outcome of the battle rests on how long the front-line survived he is here, preparing to face the darkspawn with
troops can hold and how effectively the PCs utilize both their the PCs.
own abilities and command the assembled forces.
The darkspawn haven’t gathered an army yet—they’re still
scouting the new ways out of the thaig as new darkspawn
Aftermath arrive in the outskirts in small groups. That may save the
heroes if they can hold off successive waves of darkspawn
Even if all goes well, the Avvar likely have taken significant long enough for the mines to be destroyed. They could then
losses. Daeorn may be dead, in which case Kothag (his elder retreat south, picking up the noncombatants and running for
brother also having died in the fighting) is quickly named the Deep Roads before the darkspawn find a way through.
thane. If the dwarves came up to the surface and Vortak The physical defenses are as important as the warriors
survives, then the Mining Caste set about collapsing the present. There are enough materials being abandoned by the
tunnels while under the watchful guard of Avvar warriors. evacuation to build a barricade across the entire tunnel, and
If the dwarves are not present or Vortak died, then the tunnel even to make it a good one given enough time.
will remain open but guarded by Avvar until Bann Selwyn’s
troops finally arrive; after that, it’s Ferelden’s problem. The forces at the junction consist of the PCs and the remaining
dwarven warriors (Borrun, Gotra, and the named five minor
The bodies of the darkspawn are dumped into the tunnels NPC warriors from earlier in the adventure, plus fifteen
and either burned or left to be destroyed when the hill more, minus any casualties that have already been taken), to
collapses. So much tainted blood has been spilt that the thane begin with. They also have four noncombatant servant caste
declares the hill anathema. Under this declaration, no Avvar members trained in treating wounds and standing by with
will set foot on it again, which gives the bann the solid border supplies to do so (treat as having the Chirurgy talent at (Jour-
he always wanted. The Avvar retreat to Sunhold to perform neyman) level).
a mass air burial of their dead. If the dwarves took part in
the battle, the thane considers their debt paid. Vortak, if he Everyone building the barricade, setting traps, or other-
survives, announces his intention to build a new settlement wise trying to make it difficult for the darkspawn to reach
in the Free Marches, far from any Deep Roads. the defenders can contribute to an advanced TN 15 Cunning
(Engineering) test, which unlike a normal advanced test has
The PCs may return to Castle Selwyn, concluding the adven- no Success Threshold. Instead, the GM should keep a running
ture. total of the dragon dice from contributors—this then becomes
the success threshold for the darkspawn’s collective advanced
SCENE 3 Strength (Might) tests to break through the barriers. Any
darkspawn may roll in their test as a major action during
Hold the Line combat, while the dwarven characters and PCs may each roll
once per half hour out of combat, representing repairing the
COMBAT ENCOUNTER defenses.
While the barricade stands, the defenders have the benefit of
The PCs have decided not to abandon their dwarven
heavy cover (–3 to darkspawn attacks) and darkspawn cannot
allies, and together they must hold off the darkspawn
use the Skirmish stunt.
advance long enough for the miners to seal them below
ground.
The Darkspawn Attack!
The darkspawn are on their way, and you have decided to make
certain they are not released onto the surface. The miners are
The waves of repair time and attackers proceeds like this:
hard at work in the mines, setting fires and preparing to bring
the hill down. Gap: 2 hours (4 repair rolls to initially make the barricade)
Where the tunnel leading to the stairs meets the outskirts Wave 1: Eight genlocks and two genlock alphas
of the thaig is a junction-way, the wide cargo-tunnel of the
Gap: ½ hour (1 repair roll)
outskirts meeting an ornate archway marking the way to
the mines. More importantly, any darkspawn coming from Wave 2: Seven hurlocks and one hurlock alpha
the direction of the gatehouse must pass this way before they Gap: ¼ hour (no roll, though the repairs are assumed to
reach the refuge and—beyond that—the road to Orzammar. continue)
You have your place to stand.
Wave 3: Twelve genlocks, four hurlocks, and three genlock
alphas
The noncombatant dwarves are taking the refuge apart,
assessing what can be carried immediately and what can be Gap: ¼ hour (1 repair roll)

34 Buried Pasts
Rewards
Reinforcements: The first two groups of dwarven miners places where barriers may or may not have held since earlier
arrive and add to the heroes’ forces: add ten more Blights. All told, the PCs are looking at an eighty-mile hike
dwarves to their side, using the statistics for Miners accompanying around a hundred dwarves in various states
rather than Warriors. of distress.
Wave 4: An ogre, ten genlocks, and a genlock alpha And once they get there, they have to decide what to tell the
Gap: ½ hour (1 repair roll) authorities about their allies.
Reinforcements: The third group of miners arrive back (add The following encounter ideas are not an exhaustive list.
another five miners to the heroes’ forces) Whole adventures can be set in the journey to Orzammar.
Wave 5: Twenty genlocks and four genlock alphas
SCENE 1
Gap: ½ hour (1 repair roll)
Wave 6: An ogre, fifteen genlocks, ten hurlocks, two genlock
alphas, and a hurlock alpha
Confession
After the last wave of darkspawn is defeated, Vortak and ROLEPLAYING / EXPLORATION ENCOUNTER
the final group of miners arrive. Vortak lights the fuses and
everyone runs south to the cave leading to the Deep Roads The dwarven column makes ready to leave for the long
where they are met by the noncombatant dwarves. The sound road to Orzammar, and must make decisions about
of the mines collapsing bellows throughout the deep, and the what to take. Chanra’s deception is revealed if it has
ground shakes violently. When it stops, the dwarves make not already been.
their way through to the Deep Roads while a rear guard of
miners damages the caves to prevent darkspawn following If the PCs still haven’t figured it out by now, it should be
them. obvious that the dwarves are not who they claimed to be. The
mood is one of determination among the convoy, but there
The PCs are now trapped underground. Move on to Part 7. isn’t any sadness about the thaig, not what would be expected
for dwarves forced to abandon their homes.
Resolution and Feeling guilty for trapping the PCs with them on false
Troubleshooting pretenses, Chanra confesses who the dwarves are and why
they came to the Deep Roads. If Borrun died, she’ll do this
after the column passes his cairn. If they already knew, then
Given the number of branching paths at this point in the she will express her renewed sorrow for dragging so many
adventure, the PCs will only experience some of the scenes people—the PCs, the Avvar, the villagers—into pain for the
and encounters in this part of the adventure. The final part of sake of her people.
the adventure may be completely avoided by many parties,
in fact. SCENE 2
The final parts of this adventure can be resolved quickly or
augmented with various random encounters and opportuni-
ties for roleplaying. The key here is for GMs to feel out their
The Long March
group. If the PCs are ready to be done with the whole affair EXPLORATION / COMBAT ENCOUNTER
then it’s best to wrap it up and move on to new adventures.
If they are greatly enjoying interacting with the dwarves, While making their way through the Deep Roads
Avvar, and other NPCs then feel free to expand this adven- towards Orzammar, the PCs and their allies face a
ture further. number of encounters with the native creatures and
natural hazards of the deep places.
PART 7
You pass the broken remains of Borrun’s Wall and, one by
one, crawl through the drain to emerge on the Deep Roads.
Exodus to The evacuees form up in a double line, carrying their few
possessions between them.
Orzammar Everyone is tired to their bones, but the consensus is to
keep moving and put at least another five miles in before
resting. Warriors must be placed along, ahead, and behind
The heroes and their dwarven allies now face a long, uncer- the column. When resting, watches will have to be taken. The
tain journey through the Deep Roads to the fabled dwarf hundred or so of you are all alone down here, and you must
kingdom of Orzammar. This part of the adventure is left take care.
deliberately vague, even sketchy, to allow the GM to expand
or contract it as they see fit. Buried Pasts is technically Allow the PCs to organize the evacuees’ marching order as they
over (and XP for the adventure should be awarded now), think best, with even seasoned dwarven warriors nodding and
but it has finished in such a way as to dictate the PCs’ next agreeing to every suggestion. A TN 9 Perception (Empathy) test
move; Orzammar is some 50 miles from Sunhold as the reveals that the dwarves are too tired to disagree in some cases
eagle flies, but the roads do not take the shortest possible but in most have honestly just decided to trust the PCs with
route, winding as the rock required and outright stopping in their lives, for doing that has got them this far.

Buried
RewardsPasts 35
Chasm SCENE 4

The column reaches a great chasm splitting the road in


two, and must work out a way to cross it without plunging
Gherlen’s Pass
hundreds of feet into darkness.
ROLEPLAYING ENCOUNTER

Spider Nest The PCs leave Orzammar via the main gate in Gherlen’s
Pass, and see the conditions of the Surface Dwarves for
themselves.
Much of the roads that once connected the dwarven empire are
now the domain of giant cave spiders that scavenge for food.
The PCs are out, back in the light of day among the surface
While passing through the rare rest stop, which may contain
caste shantytown in Gherlen’s Pass. If they want to discover
long-abandoned sleeping quarters or even the remains of a
what happened with Sunhold or Bann Selwyn, they will have
pub, the evacuees take the chance to replenish their food and
to ride around the Imperial Highway once again. This adven-
drink supplies. Those doing the searching, though, find webs
ture, though, is now over.
and giant spiders lurking in the darkness. (See Giant Spider
on p. 281 of the Dragon Age RPG Core Rulebook.)

Lyrium Aftermath
Regardless of the exact path they took, the adventure ends.
While traversing a set of wide caverns in order to make it
The PCs receive their payment from Bann Selwyn plus a
around a cave-in on the road, the dwarven miners point out
bonus if it is clear they went above and beyond the call to
silvery threads of ore running through the walls; lyrium, the
resolve things. Note that the PCs almost certainly did so in
wealth of Orzammar and a priceless substance for mages.
various ways, but they will only receive additional rewards if
Some of the artisans and miners (Vortak especially) want to
these efforts are well known or obvious. Fortunately Selwyn
take samples to show to the Orzammar dwarves, on the basis
is inclined to take the PCs at their word as long as their claims
that revealing a lyrium site might go some way to smoothing
are not too outrageous, so an additional reward in the form
their entry. Mostly, though, it’s a ploy for Vortak’s ambition.
of a fifty percent bonus to their original payment is relatively
Lyrium is very difficult to mine as it is toxic to those without
easy to secure.
resistance to magic, and as surface dwarves the evacuees
haven’t had time to build up their resistance to the effects If the PCs turned the dwarves over to the authorities in
yet. Retrieving it could poison those doing so, sending their Orzammar they receive a nice reward and a polite shove out
emotions wild until they flee the column in a fit of paranoia the door. They won’t gain any real allies from this action; the
and must be brought back. whole thing is somewhat embarrassing as the Orzammar
authorities realize they likely would have accepted the surface
SCENE 3 dwarves and their deception without the PCs’ help. This
approach gains the party some gold, but also burns nearly all
goodwill they might have with the surface dwarves. Worse, if
The Legion of the Dead word gets around they may find other surface dwarves now
behave more negatively toward them in the future. On the
ROLEPLAYING ENCOUNTER other hand, if they keep the dwarves’ secret they can count
on their support in the future. What that support is worth
The PCs and their allies arrive at the border of Orzam-
depends on how successful the dwarves are in the future, but
mar’s territory, a military outpost of the famed Legion
it could be considerable.
of the Dead. The PCs must decide whether to reveal
Chanra’s lies to the soldiers. Honorifics and other accolades are a bit trickier to easily define
for this adventure. It’s possible a PC could gain a reputation
About a mile from Orzammar, the column begin to be able for being a great slayer of darkspawn, friend to the Avvar, or
to hear the city, the sounds of thousands of dwarves echoing savior of the dwarves. You should tailor any such honorifics to
through the Deep Roads toward them, and spirits lift as match the exact deeds of a particular PC. As with all cases of
each dwarf in turn realizes that the journey is over and that reputation, what the PCs are credited with doing means more
they survived. Finally, the column is challenged by a road- than their actual actions. It’s possible they could save the day
block—almost a battlement—built blocking the Road ahead. and no one knows, or they could be seen as stalwart defenders
The roadblock is one of Orzammar’s outer defenses, staffed of humans and dwarves against the darkspawn hordes.
by the Legion of the Dead. The dwarves and PCs are now, Other rewards are possible during and after this adventure as
finally, safe. well. Dwarven artifacts or weapons found along the way are
If the PCs are going to turn the dwarves in and reveal their the most likely. These should be carefully selected by the GM.
secret to Orzammar’s rulers there are several chances to do At the very least characters should be able to acquire some
so before, with thanks but with the firm sense that they are small trinkets they might sell for some extra silver. Master-
uninvited guests, the PCs are encouraged to bid the dwarves work weapons and other more valuable treasures are harder
of “Chanra Thaig” goodbye and are then hurried through the to come by, but they make plausible and potent rewards for
city to the great gate to the surface. the PCs if desired.

36 Buried Pasts
Rewards

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