happen anytime
A. Bloody Plains: The party is ambushed by a group of darkspawn who have laid traps around the area. Note for the players that the darkspawn do not advance towards you; they hold their position. The area (at the DM'S choosing) is scattered with 6 flimsy leghold traps that take a Passive Perception of 10 to notice or a Strength/Survival of 12 to break. Roll initiative.
Genlocks x2: AC 10 (Natural Armor), HP (15), Speed 20ft
Genlocks x2: AC 10 (Natural Armor), HP (15), Speed 20ft
- Str 11 (+0), Dex 11 (+0), Con 12 (+1), Int 5 (-3), Wis 8 (-1), Cha 3 (-4)
- Immune to Poison, Darkvision 60ft, Passive Perception 9
- Multiattack- one bite and one claw attack
- Bite: +2 to hit, reach 5ft, Hit Die 1d6 piercing damage
- Longbow: 1d6, range 25ft
- Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 9 (-1), Wis 11 (+0), Cha 11 (+0)
- Immune to Poison, Resistant to Magic, Darkvision 120 ft, Passive Perception 10
- Devil's Sight: Magical darkness doesn't impede darkvision
- Magic Resistance: Adv on save throws against spells/magical effects
- Steadfast: Can't be frightened while it can see an allied creature w/in 30ft
- Multiattack: one claw attack and one glaive attack
- Claws: +2 to hit, reach 5ft, Hit Die 2d4 slashing damage
- Glaive: +5 to hit, reach 10 ft, Hit Die 1d10 +3 slashing damage
- Firebolt-- Range 60ft. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
B. The Crater: While travelling, you encounter a massive crater by the side of the highway. Peering into the crater is an older couple named Jon and Marta. The following conversation is going on.
Jon: "How did a child survive that? The crater is still smoking."
Marta: "It's a boy--five fingers, five toes, that's all that matters to me. The Maker has answered our prayers!"
Jon: "Let's go home, Marta, and raise the tyke as our own."
And so, Jon and Marta take the wee babe and leave down the road. If the Wadens choose to examine the pile of ore and take a piece, they will net the group Meteor Metal Ore (Mikhael Dryden and Wade are able to forge one Starfang longsword from this material).
Jon: "How did a child survive that? The crater is still smoking."
Marta: "It's a boy--five fingers, five toes, that's all that matters to me. The Maker has answered our prayers!"
Jon: "Let's go home, Marta, and raise the tyke as our own."
And so, Jon and Marta take the wee babe and leave down the road. If the Wadens choose to examine the pile of ore and take a piece, they will net the group Meteor Metal Ore (Mikhael Dryden and Wade are able to forge one Starfang longsword from this material).
C. Dark Forest: At any point between the Brecilian Forest and Denerim, the group walks right into a dark part of the forest. Infesting this area is a hoard of spiders. There are a large number of cocoons in corse-shape scattered throughout the area (one or two per spider). As soon as they get within sight of any spider, they must roll initiative. At any point, the group can flee the field. If the group does not flee via a path, they take a difficult terrain penalty and move at half speed.
Loot gained from cocoon corpses include a total of 61 silver, a lesser health poultice, a dagger, an Orlesian mask, and a lute.
Loot gained from cocoon corpses include a total of 61 silver, a lesser health poultice, a dagger, an Orlesian mask, and a lute.
Spider (x3): AC 13 (natural), HP 2d12 + 5, Speed 30ft, Climb 30ft
Giant Spider (x2): AC 14 (natural), HP 4D10 + 5, Speed 30ft, Climb 30ft
Queen Spider: AC 14 (natural), HP 5D10 + 5, Speed 30ft, Climb 30ft
- Str 13 (+1), Dex 15 (+2), Con 12 (+1), Int 6 (-2), Wis 8 (-1), Cha 6 (-2)
- Stealth +4, Darkvision up to 60ft, Passive Perception 10
- Spider Climb: The spider can climb difficult surfaces, including upside down, without making a check.
- Web Walker: The spider ignores movement restrictions caused by webbing.
- Bite: +4 to hit, reach 5ft; hit 2d4+4 piercing damage. The target must make a DC 11 Constitution saving throw, taking an additional 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
- Strike: +5 to hit, reach 5ft; hit 1d10 + 2 piercing damage
Giant Spider (x2): AC 14 (natural), HP 4D10 + 5, Speed 30ft, Climb 30ft
- Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 2 (-4), Wis 11 (+0), Cha 4 (-3)
- Stealth +6, Darkvision up to 60ft, Passive Perception 10
- Spider Climb: The spider can climb difficult surfaces, including upside, without making a check.
- Web Walker: The spider ignores movement restrictions caused by webbing.
- Bite: +4 to hit, reach 5ft; hit 2d4+4 piercing damage. The target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
- Web: +5 to hit, range 30-60ft; on a hit, the target is restrained by webbing. As an action, the target can make a DC 12 Str check to break out. The web can also be attacked and destroyed (AC 10, HP 5, vulnerable to fire; must roll Dex to not hit friend).
- Strike: +5 to hit, reach 5ft; hit 1d10 + 2 piercing damage, target must make a DC11 Con save or take 2d8 poison damage on a failed save (half as much on a save)
Queen Spider: AC 14 (natural), HP 5D10 + 5, Speed 30ft, Climb 30ft
- Str 16 (+3), Dex 18 (+3), Con 12 (+1), Int 6 (-2), Wis 10 (+0), Cha 8 (-3)
- Stealth +7, Darkvision up to 60ft, Passive Perception 10
- Spider Climb: The spider can climb difficult surfaces, including upside, without making a check.
- Web Walker: The spider ignores movement restrictions caused by webbing.
- Bite: +4 to hit, reach 5ft; hit 1d10 + 2; target must make a DC14 Con save or take 4d8 poison damage on a failed save (half as much on a save)
- Web: +5 to hit, range 30-60ft; on a hit, the target is restrained by webbing. As an action, the target can make a DC 12 Str check to break out. The web can also be attacked and destroyed (AC 10, HP 5, vulnerable to fire).
- Teleport: The Queen possesses the ability teleport, appearing out of nowhere and quickly disappearing to somewhere else within the field.
D. Desolate Highway: While walking down the highway, the Wardens are assaulted by a group of eight wolves that dart at the group from the plains onto the road. A Con/Survival/Perception of 8 or more will note that they appear to be starving. Darkspawn have tainted and killed their hunting grounds. Roll initiative.
Wolf (x8): AC 13 (Natural), HP 2d8+8, Speed 40ft, 50 EXP
Wolf (x8): AC 13 (Natural), HP 2d8+8, Speed 40ft, 50 EXP
- Str 12 (+1), Dex 15 (+2), Con 12 (+1), Int 3 (-4), Wis 12 (+1), Cha 6 (-2)
- Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
- Loot: wolf pelt
- Multiattack: one bite and one claw
- Bite: +4 to hit, reach 5ft; Hit Die 2d4+2 piercing damage
- Claw: +4 to hit, reach 5ft; Hit Die 2d6+2 slashing damage
E. Gentle Path: As the group wanders down the path, they come across a male dwarf sitting on a stump near his ox-hitched cart. He's smoking a pipe and appears to be having a temporary break. A passive perception of 10+ will note that his cart is full of boxes and sacks that appear to be wares and goods. When approached, he will introduce himself as Old Tegrin, a surface dwarf travelling merchant. He's on his way to Honnleath. He's friendly, but he doesn't have much to say.
Quotes
Merchandise:
Quotes
Merchandise:
- Tome of Skill and Sundry ..... 12 gold
- Waraxe ..... 8 silver
- Dagger ..... 9 silver
- Longsword ..... 24 silver
- Crossbow ..... 15 silver
- bolts (x20) ..... 38 silver
- Dwarven Helmet ..... 35 silver
- Heavy Dwarven Helmet ..... 38 silver
- Dwarven Armored Gloves ..... 14 silver
- Dwarven Armored Boots ..... 20 silver
- Dwarven Heavy Armor ..... 85 silver
- Ornate Leather Belt ..... 12 silver
- Blue Satin Shoes ..... 9 silver
F. River Crossing: Walking down the Highway alongside a river, the path becomes thickened with trees as the river comes nearer to the path on the left. An arrow shoots out of the trees from across the river, barely missing [X]'s head. A group of 3 bandits (one elf and two humans) will ambush the Wardens. A trio of archers, they rain arrows from the hill. The earthen path does continue on straight, but a narrow log bridge leads left across the narrow river to the bandits. Roll initiative. Once they step off the bridge, it takes the Wardens into difficult terrain, and speed is halved.
Bandits x3: AC 13, HP (20), Speed 30ft
Bandits x3: AC 13, HP (20), Speed 30ft
- Str 14 (+2), Dex 10 (+0), Con 10 (+0), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)
- Loot: Iron Chest Plate, Antivan Longbow (x2), Dagger, and 4 gold
- Antivan Longbow: range 30ft; hit 1d6. Each bandit has a quiver of 20 arrows.
G. Strange Wood: Wandering down the Imperial Highway, the Wardens hear voices coming from the woods to the right. Int/Con of 14 or higher will note that the voices don't sound angry or scary. In fact, you can hear the voices of women and children coming from the strange wood. If the Wardens decide to wander into the clearing to the right off the path, they will see a group of awestruck villagers standing around a tree stump with a logger's axe embedded in it. They claim that whoever pulls it from the stump will become ruler of all Thedas! None of the villagers has anything to steal. Whichever Warden attempts to pull the axe from the log must succeed on a DC Str or Con of 20+. They will receive the Axameter, and all the villagers will stare in shocked awe as they fall to their knees before their ruler.
Axameter: Originally found in the tight grip of a skeleton caught in a giant spider's web, this axe is rumored to bring the bearer a great deal of luck... well, except for the original bearer, apparently. Made of Silverite.
Axameter: Originally found in the tight grip of a skeleton caught in a giant spider's web, this axe is rumored to bring the bearer a great deal of luck... well, except for the original bearer, apparently. Made of Silverite.
- Range 10ft, Hit Die 4d6; Heavy, Two Handed
- The following spell-like functions of the axe can each be used once per day.
- Hold person upon touch, if the wielder so commands (Con DC 14 negates). The wielder must choose to use this power and then succeed on a melee touch attack to activate the power. If the attack fails, the effect is lost.
- Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, Con DC 16 negates). Invoking this power is a standard action.
- Healing, deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 halves) and cure the wielder of a like amount of damage. The wielder must choose to use this power before attacking.
H. The Low Road: The Wardens are beset by three blight wolves and a drake leaping into the path. A massive fallen tree lays among the path. Roll initiative.
Drake: AC 13, HP 2d10+35, Speed 40ft (flying 20ft)
Blight Wolf (x3): AC 12, HP 6d8+12, Speed 40ft
Drake: AC 13, HP 2d10+35, Speed 40ft (flying 20ft)
- Str 17 (+4), Dex 18 (+5), Con 11 (+0), Int 15 (+2), Wis 16 (+3), Cha 9 (-1)
- Saving Throws- Int +5, Cha +2; Skills- Arcana +5, Intimidation +2, Perception +8
- Damage Vulnerabilities: water
- Damage Immunities: fire
- Condition Immunities: charmed, frightened, paralyzed, stunned
- Darkvision 60 ft., Passive Perception 20
- Multiattack: The drake makes two attacks: one with its bite and one with its claws.
- Bite: +6 to hit, range 5ft; Hit: 2d4 + 3 piercing damage.
- Claws: +6 to hit, range 5ft; Hit: 2d6 + 3 slashing damage.
- Fire Breath: The drake exhales a 20-foot long line of fire that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much damage on a successful one.
Blight Wolf (x3): AC 12, HP 6d8+12, Speed 40ft
- Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 3 (-4), Wis 13 (+1), Cha 6 (-2)
- Darkvision 120ft, Passive Perception 15, Perception +5, Stealth +4
- Blight Wolves have advantage on Wis (Perception) checks and save throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
- Multiattack: Blight wolf can make two bite attacks
- Bite: +4 to hit, range 5ft; Hit 1d6+2 piercing damage. Target must make a DC 12 Con save throw against disease or take 1d10 poison damage.
I. Treacherous Path: The Warden and their party stumble upon a camp with two dead refugees and a mysterious note clenched in the fist of one of the refugees. This is a blood-stained note. The only words that are legible read "Why, oh why, didn't we just take the flying eagles?" As soon as the note is read, a passive perception of 12 or higher will hear shuffling coming towards you from behind. Through the trees come 3 shades and a greater shade. Roll initiative.
Shade (x3): AC 12, HP (22), Speed 30ft
Greater Shade: AC 14, HP (42), Speed 40ft
Shade (x3): AC 12, HP (22), Speed 30ft
- Str 13 (+1), Dex 15 (+2), Con 10, (+0), Int 7 (-2), Wis 0 (+0), Cha 6 (-2)
- Immune to Poison, Darkvision 60ft, Passive Perception 10
- Bite: +2 to hit, reach 5ft, Hit 2d6+2 piercing damage
- Claws: +4 to hit, reach 5ft, Hit Die 2d4+2 slashing damage
- Firebolt-- Range 60ft. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Greater Shade: AC 14, HP (42), Speed 40ft
- Str 15 (+2), Dex 16 (+3), Con 12, (+1), Int 9 (-1), Wis 12 (+2), Cha 8 (-1)
- Immune to Poison, Darkvision 60ft, Passive Perception 10
- Loot: Diamond
- Bite: +2 to hit, reach 5ft, Hit 2d6+2 piercing damage
- Claws: +4 to hit, reach 5ft, Hit Die 2d4+2 slashing damage
- Fireball-- Range: 60ft. A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration of 10 minutes. Any creature that ends its turn within 5 feet of the sphere must make a Dex saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
after saving Arl Eamon
J. Roadside Field: Upon arriving at the Roadside Field off the Imperial Highway, the Wardens see a battle between Redcliffe Soldiers and darkspawn. The soldiers appear to be losing badly and are outnumbered. The wardens can choose to aid the soldiers. This event triggers after completing the Arl of Redcliffe quest line. After the fight, if any soldiers are still alive, they will tell you that they are from Arl Eamon's service, and they are travelling to Denerim to join in the fight against the Blight. They leave you in good regards, saying solemnly that they will be seeing you soon on the battlefield and to travel safe.
Ally Soldiers (x4): AC 18 (Plate Armor), HP 52, Speed 30ft
Ogre: AC 14 (Hide Armor), HP (72), Speed 40ft
Ally Soldiers (x4): AC 18 (Plate Armor), HP 52, Speed 30ft
- Str 16 (+3), Dex 11 (+0), Con 14 (+2), Int 11 (+0), Wis 11 (+0), Cha 15 (+2)
- Save Throws Con+4/Wis+2, Passive Perception 10
- Brave: The soldiers have advantage on save throws against being frightened.
- Multiattack: The soldier makes two melee attacks
- Greatsword: +5 to hit, range 5ft; Hit 2d6+3 slashing damage
- Heavy Crossbow: +2 to hit, range 100ft; Hit 1d10 piercing damage
- Leadership: For 2 rounds, the soldier can utter special commands whenever an ally it can see within 30ft makes an attack or saving throw. The ally can add a d4 to its roll provided it can hear and understand the soldier.
Ogre: AC 14 (Hide Armor), HP (72), Speed 40ft
- Str 18 (+4), Dex 8 (-1), Con 15 (+3), Int 5 (-3), Wis 7 (-2), Cha 7 (-2)
- Darkvision 60 ft, Passive Perception 8
- Greatclub: +6 to hit, reach 5ft, Hit Die 2d8+4 bludgeoning damage
- Str 11 (+0), Dex 11 (+0), Con 12 (+1), Int 5 (-3), Wis 8 (-1), Cha 3 (-4)
- Immune to Poison, Darkvision 60ft, Passive Perception 9
- Multiattack- one bite and one claw attack
- Bite: +2 to hit, reach 5ft, Hit Die 1d6 piercing damage
- Claws: +2 to hit, reach 5ft, Hit Die 2d4 slashing damage
- Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 9 (-1), Wis 11 (+0), Cha 11 (+0)
- Immune to Poison, Resistant to Magic, Darkvision 120 ft, Passive Perception 10
- Devil's Sight: Magical darkness doesn't impede darkvision
- Magic Resistance: Adv on save throws against spells/magical effects
- Steadfast: Can't be frightened while it can see an allied creature w/in 30ft
- Multiattack: one claw attack and one glaive attack
- Claws: +2 to hit, reach 5ft, Hit Die 2d4 slashing damage
- Glaive: +5 to hit, reach 10 ft, Hit Die 1d10 +3 slashing damage
after brecilian
K. Forest Clearing: At any point after meeting with the Dalish elves, and regardless of the outcome, the Wardens are ambushed by a group of four Werewolves. They are snarling, and if they are able to speak common, they do not appear to want to. Any check will lead to the conclusion that they are planning to attack you as non-werewolves regardless with increasing degrees of certainty. There's a corpse near the old remains of a campfire; clearly killed by the werewolves. From the corpse can be looted a book, The Chant of Light Unabridged.
Werewolves (x4): AC 14 (Natural), HP 40, Speed 40ft
Werewolves (x4): AC 14 (Natural), HP 40, Speed 40ft
- Str 15 (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
- Advantage against all physical attacks from nonmagic weapons that aren't silver
- Loot: werewolf pelt
- Multiattack: one bite and one claw
- Bite: +4 to hit, reach 5ft, Hit Die 1d8+2 piercing damage; must make a DC 8-12 Con save or be cursed with lycanthropy
- Claw: +4 to hit, reach 5ft, Hit Die 2d4+2 slashing damage
L. Wooded Highway: This encounter will only occur after Nature of the Beast and only if the Warden sided with the werewolves. They happen upon several of their werewolf allies battling darkspawn; they are outnumbered and appear to require your assistance immediately.
Werewolves (x4): AC 14 (Natural), HP 40, Speed 40ft
Hurlocks (x3): AC 12 (Natural), HP (50), Speed 30ft
Werewolves (x4): AC 14 (Natural), HP 40, Speed 40ft
- Str 15 (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
- Advantage against all physical attacks from nonmagic weapons that aren't silver
- Loot: werewolf pelt
- Multiattack: one bite and one claw
- Bite: +4 to hit, reach 5ft, Hit Die 1d8+2 piercing damage; must make a DC 8-12 Con save or be cursed with lycanthropy
- Claw: +4 to hit, reach 5ft, Hit Die 2d4+2 slashing damage
Hurlocks (x3): AC 12 (Natural), HP (50), Speed 30ft
- Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 9 (-1), Wis 11 (+0), Cha 11 (+0)
- Immune to Poison, Resistant to Magic, Darkvision 120 ft, Passive Perception 10
- Devil's Sight: Magical darkness doesn't impede darkvision
- Magic Resistance: Adv on save throws against spells/magical effects
- Steadfast: Can't be frightened while it can see an allied creature w/in 30ft
- Multiattack: one claw attack and one glaive attack
- Claws: +2 to hit, reach 5ft, Hit Die 2d4 slashing damage
- Glaive: +5 to hit, reach 10 ft, Hit Die 1d10 +3 slashing damage
- Str 18 (+4), Dex 8 (-1), Con 15 (+3), Int 5 (-3), Wis 7 (-2), Cha 7 (-2)
- Darkvision 60 ft, Passive Perception 8
- Greatclub: +6 to hit, reach 5ft, Hit Die 2d8+4 bludgeoning damage
M. Rocky Road: This encounter occurs when travelling after completion of Nature of the Beast if the Warden sided with the elves. Upon arrival over a rocky part of the highway, the Wardens witness a darkspawn assault against an elven scout group.
Dalish Scouts (x4): AC 13 (Hide Armor), HP (45), Speed 30ft
Genlock (x1): AC 10 (Natural Armor), HP (15), Speed 20ft
Dalish Scouts (x4): AC 13 (Hide Armor), HP (45), Speed 30ft
- Str 10 (+0), Dex 15 (+2), Con 10 (+0), Int 12 (+1), Wis 14 (+2), Cha 16 (+3)
- Passive Perception 16, Stealth +4, Perception +6, Insight +4, Persuasion +5
- Sneak Attack: The scout deals an extra 2d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5ft of an ally of the spy.
- Multiattack: The scout makes two melee attacks
- Shortsword: +4 to hit, range 5ft; Hit 1d6+2 piercing damage
- Crossbow: +4 to hit, range 35ft; Hit 1d10+2 piercing damage
Genlock (x1): AC 10 (Natural Armor), HP (15), Speed 20ft
- Str 11 (+0), Dex 11 (+0), Con 12 (+1), Int 5 (-3), Wis 8 (-1), Cha 3 (-4)
- Immune to Poison, Darkvision 60ft, Passive Perception 9
- Loot: elven sword
- Multiattack- one bite and one claw attack
- Bite: +2 to hit, reach 5ft, Hit Die 1d6 piercing damage
- Claws: +2 to hit, reach 5ft, Hit Die 2d4 slashing damage
- Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 9 (-1), Wis 11 (+0), Cha 11 (+0)
- Immune to Poison, Resistant to Magic, Darkvision 120 ft, Passive Perception 10
- Devil's Sight: Magical darkness doesn't impede darkvision
- Magic Resistance: Adv on save throws against spells/magical effects
- Steadfast: Can't be frightened while it can see an allied creature w/in 30ft
- Loot: quarts and sapphire
- Multiattack: one claw attack and one glaive attack
- Claws: +2 to hit, reach 5ft, Hit Die 2d4 slashing damage
- Glaive: +5 to hit, reach 10 ft, Hit Die 1d10 +3 slashing damage
- Str 20 (+5), Dex 12 (+1), Con 16 (+3), Int 6 (-2), Wis 6 (-2), Cha 7 (-2)
- Advantage on Save Throws against spells/magical effects
- Multiattack: 3 attacks, one bite and two claws
- Bite: +6 to hit, reach 5 ft, Hit Die 2d4+2
- Claw: +6 to hit, reach 5ft, Hit Die 1d8+3
N. Twisted Forest: The Twisted Forest encounter can trigger when travelling across the world map to the Brecilian Outskirts or the Brecilian Ruins. A dark, twisted forest inhabited by several wild sylvans.
4x Wild sylvans
4x Wild sylvans
after circle
8. Lakeside Road: The Warden's must have sided with the templars during Broken Circle for this to trigger. A trio of templars will be locked in a battle with a fleeing Abomination and the pack of undead it commands.
Templars (x3)
Abomination (x1)
Shambling Corpses (x13)
Templars (x3)
Abomination (x1)
Shambling Corpses (x13)
12. Roadside: Upon arriving at the Roadside, The Warden sees a battle between mages and darkspawn: a mage with 2 apprentices is standing atop a little hill, preparing to defend against a wave of darkspawn. Luckily for them, the Warden assists in the fight. This encounter only occurs if the Warden sided with the mages in the Broken Circle quest. Mage - He is taking the apprentices to Redcliffe. First Enchanter Irving told him that the Warden needs every able-bodied mage for the war.
Allies: two normal mages and a Ltn level mage
Hurlock (x2)
Genlock (x3)
Allies: two normal mages and a Ltn level mage
Hurlock (x2)
Genlock (x3)
14. Roadside Stop: The Roadside Stop encounter occurs after accepting the quest Unintended Consequences. The Warden must have completed the Second Sequence during the Summoning Sciences quest at the Circle Tower before the quest is available. A cart is stopped in the middle of the road, surrounded by a group of what appears to be bandits. There are six commoner corpes to loot.
Trickster Whim (Humanoid, Boss)
Trickster Whim clones (Humanoid, Normal) x4 (2 mages, 2 rogues)
Trickster Whim (Humanoid, Boss)
Trickster Whim clones (Humanoid, Normal) x4 (2 mages, 2 rogues)
16. Steep Path: The party encounters a rage demon with some fiery servants. This encounter only occurs after siding with templars during Broken Circle. A Greater rage demon is at a statue of an Old God praying and giving an offering to it. The Warden arrives and the rage demon along with its servants attack. After defeating the enemies there is a chest with the offering in it. The chest usually contains a random sum of money, depending on when you do the Broken Circle quest the monetary value will rise, i.e. if you do it first the money will be less than if you do it last.
Greater Rage Demon
Shambling Corpses (x3)
Greater Rage Demon
Shambling Corpses (x3)
after orzammar
6. Forest Incline: This occurs after A Paragon of Her Kind is completed. The party is ambushed by rebel dwarves, loyal to the dead candidate for the throne (either Harrowmont or Aeducan), who want to take revenge on the Wardens.
[Quotes by dwarves]
Dwarf (x6): AC 16 (Scale), HP 4d8+8, Speed 25ft, 200 EXP
[Quotes by dwarves]
Dwarf (x6): AC 16 (Scale), HP 4d8+8, Speed 25ft, 200 EXP
- Str 14 (+2), Dex 11 (+0), Con 14 (+2), Int 11 (+0), Wis 10 (+0), Cha 9 (+1)
- Dwarven Resilience: The dwarf has resistance against being charmed or paralyzed
- Stone-Born: While in sunlight, the dwarf has disadvantage on attack rolls, as well as on Wis (Perception) checks that rely on sight.
- Loot: their armor and weapons lol, plus a total amongst all 6 of 31 gold
- Battleaxe: +5 to hit, reach 5ft; hit 2d6 slashing
23. Winding Road: Upon arriving, the Warden witnesses a battle between Orzammar's forces and darkspawn. This event triggers after completing A Paragon of Her Kind.
4 x Dwarven Soldier (Dwarf, Normal)
Enemies Edit
2 x Ogre (Darkspawn, Elite)
6 x Genlock (Darkspawn, Normal)
3 x Hurlock (Darkspawn, Normal) (loot 3 rubies)
4 x Dwarven Soldier (Dwarf, Normal)
Enemies Edit
2 x Ogre (Darkspawn, Elite)
6 x Genlock (Darkspawn, Normal)
3 x Hurlock (Darkspawn, Normal) (loot 3 rubies)
quest specific
9. Narrow Road: If the Wardens choose to sell Lyrium illegally between [? dwarf dood] and [closet mage], they may be caught and potentially be attacked by a group of Templars while traveling on the Imperial Highway. Lie to them or be attacked blah blah. The party will be attacked by a band of templars and a templar commander as well as a pair of mages who have been "conscripted" to assist in bringing you to justice.
Templars (x2)
Templar Commander
Mages (x2)
Templars (x2)
Templar Commander
Mages (x2)
10. Out of the Way: This is a World map encounter that occurs while the quest Have You Seen Me? is active. Despite the quest description, you need not actually be traveling to the Brecilian Forest to trigger this encounter.
- Renold's corpse (loot for his journal to complete quest)
19. Trade Route: After a visit to the Circle Tower, the Warden can find all 5 pages in the Five Pages, Four Mages quest. If successful, the Trade Route encounter will trigger when travelling via the World map. When the Warden arrives at this place, the party will see a cart, a mage and a couple of thugs. When they approach, the 'merchant' Beyha Joam will ask if the Warden would like to purchase a tome of strange origin which according to him is the Maker's last message to the world. The Warden can have a brief dialog with him. Asking about the forged pages. All three possible responses end in combat. Loot their equipment. The Tome is Rubbish, an empty scroll.
Mage (Human, Normal) On a hill, for strategy it's good to take him out first.
Shady Thug (Human, Normal, Warrior)
Beyha Joam (Human, Lieutenant, Rogue)
Mage (Human, Normal) On a hill, for strategy it's good to take him out first.
Shady Thug (Human, Normal, Warrior)
Beyha Joam (Human, Lieutenant, Rogue)
24. Wooden Glen: The Wooded Glen encounter will only trigger after the Warden accepts the quest Careless Accusations. The Warden happens upon a fellow group of adventurers and can dissuade them from completing their mission or murder them.
Adventurer Leader, Seal of Rat Red, dropped by the leader upon his death
Adventurer Rogue
Adventurer Apostate
Adventurer Leader, Seal of Rat Red, dropped by the leader upon his death
Adventurer Rogue
Adventurer Apostate