Welcome to Ostagar!
You travel south as a group through the Hinterlands to the ruins of Ostagar, on the edge of the Korcari Wilds. To the north (right), trees begin to grow densely into woods up the hill that the ruins are built into. To your left, the cliff upon which the ruins are perched plunges to a valley, sparse of trees in the middle with the woods picking up on either side. The strongest warrior in your party (or whoever might have had previous battle experience) notes that this sparse valley would make a perfect battleground. Coming from the east, Duncan leads your group west across the wide stone bridge that spans the open valley area. If you peer over the edge (which is quite easy, as large chunks of stone are missing), you realize the fall would kill you instantly. There are a few soldiers scattered to watch the woods from the vantage point of the bridge.
Duncan: "Representing the furthest point of encroachment by the ancient Tevinter Imperium into the barbarian lands of the southeast, the fortress of Ostagar was once one of the most important defensive Imperial holdings south of the Waking Sea. Standing at the edge of the Korcari Wilds, its Tevinter garrisons watched for any signs of invasion by southern Chasind barbarians. Like most southern Imperial holdings, Ostagar was abandoned after Tevinter's collapse in Ferelden during the First Blight. No troops have been stationed in the area for centuries though most of the walls still stand, as does the Tower of Ishal, which is named after the Archon who ordered its construction."
The Tower of Ishal was constructed by the Tevinter Imperium along with the rest of the fortress of Ostagar during the height of its power as a fortification against the Chasind of the Korcari Wilds. After the First Blight the whole of Ostagar, along with the tower, was abandoned and fell into disrepair but the tower still stands strong several hundred years later. A soldier on the bridge claims the tower is dwarven-made. It is narrow and cylindrical, and at the top, you can faintly see what must be an unlit fire beacon of some sort.
Ostagar will be the staging ground for the armies of Ferelden, including some Mages from the Circle of Magi and the Ferelden sect of Grey Wardens, to battle the Fifth Blight. Before the players arrived with Duncan, the armies under King Cailan, had already defeated two waves of darkspawn. Here is where the bulk of the darkspawn pouring from the Deep Roads will be, and it is where the Wardens and the King's armies will take their stand. As you safely cross the bridge and enter the camp, Duncan tells you:
Ostagar will be the staging ground for the armies of Ferelden, including some Mages from the Circle of Magi and the Ferelden sect of Grey Wardens, to battle the Fifth Blight. Before the players arrived with Duncan, the armies under King Cailan, had already defeated two waves of darkspawn. Here is where the bulk of the darkspawn pouring from the Deep Roads will be, and it is where the Wardens and the King's armies will take their stand. As you safely cross the bridge and enter the camp, Duncan tells you:
"The Blight must be stopped here and now. If it spreads to the north, Ferelden will fall."
Duncan leads you up a set of stairs to the north side of the camp, where a group is talking at a long table. You assume they all hold positions of power in this war, but they all seem to be turned in deference towards one man in particular. This man is quite young, blonde and fair, very handsome, in gleaming gold armor decorated with the red emblem of Ferelden. As everyone turns at the approach of your group, the blonde young man turns with an elevated level of excitement and trots towards your group, arms stretched out towards Duncan in greeting.
Cailan: "Ho, there! Duncan! I was beginning to worry you'd miss all the fun!"
Duncan, bowing: "Not if I could help it, your Majesty."
Cailan: "Then I'll have the mighty Duncan at my side in battle after all. Glorious! The other Wardens told me you've found some promising recruits?" [He looks expectantly at your group]
Duncan: "Allow me to introduce you, your Majesty. [blah blah blah]"
Cailan: "Well, I'm sorry to cut this short, but I must return to my tent. Loghain waits eagerly bore me to death with his strategies."
Duncan: "Your uncle sends his greetings, and reminds you that Redcliffe forces could be here in less than a week."
Cailan: "Ha! Uncle Eamon just wants in on the glory! We've won two battles against these monsters and tomorrow
should be no different. Don't you agree, new friends?"
"You know, I'm not even sure this is a true Blight. There are plenty of darkspawn, sure, but we've had
no sight of the Archdemon. I'd hoped for a war like in the tales! The King riding with the fabled
Grey Wardens against a tainted God! But... I suppose this will have to do."
"Now, I truly must go before Loghain sends out a search party. Farewell!"
Duncan, bowing: "Not if I could help it, your Majesty."
Cailan: "Then I'll have the mighty Duncan at my side in battle after all. Glorious! The other Wardens told me you've found some promising recruits?" [He looks expectantly at your group]
Duncan: "Allow me to introduce you, your Majesty. [blah blah blah]"
Cailan: "Well, I'm sorry to cut this short, but I must return to my tent. Loghain waits eagerly bore me to death with his strategies."
Duncan: "Your uncle sends his greetings, and reminds you that Redcliffe forces could be here in less than a week."
Cailan: "Ha! Uncle Eamon just wants in on the glory! We've won two battles against these monsters and tomorrow
should be no different. Don't you agree, new friends?"
"You know, I'm not even sure this is a true Blight. There are plenty of darkspawn, sure, but we've had
no sight of the Archdemon. I'd hoped for a war like in the tales! The King riding with the fabled
Grey Wardens against a tainted God! But... I suppose this will have to do."
"Now, I truly must go before Loghain sends out a search party. Farewell!"
The King gives the group a nod and makes his way south through the camp towards the tents.
Dialogue from Duncan:
Dialogue from Duncan:
On the King's convo: "What the King says is true, they have won several battles here. Despite the victories so far,
the darkspawn horde grows larger with each passing day. By now, they look to outnumber us. I know there is an
Archdemon behind this. But I cannot ask the King to act solely on my feeling. He does in fact think highly of the
Grey Wardens, sure, but not enough to wait for Warden reinforcements from Orlais. Not to mention that his
father-in-law would have a fit if he were to do so. No, King Cailan believes our legend alone makes him invisible.
Our Warden numbers in Ferelden are too few. We must to what we can and look to Teyrn Loghain to make up the difference."
On the Joining: "Well, lets not waste anymore time. We should proceed with the Joining before the end of the day."
"Every recruit must go through a secret ritual we call the Joining in order to become a true Grey Warden.
The ritual is brief, but it requires some preparation."
"The Joining is dangerous. I cannot speak more of it. Until the ritual is complete, you must trust that what is done is necessary."
Moving on: "Well, feel free to explore the camp as you wish. All I ask is that you do not leave it for the time being. Meet me at the Warden's campfire on the far west side of camp when you are ready to proceed with the Joining."
the darkspawn horde grows larger with each passing day. By now, they look to outnumber us. I know there is an
Archdemon behind this. But I cannot ask the King to act solely on my feeling. He does in fact think highly of the
Grey Wardens, sure, but not enough to wait for Warden reinforcements from Orlais. Not to mention that his
father-in-law would have a fit if he were to do so. No, King Cailan believes our legend alone makes him invisible.
Our Warden numbers in Ferelden are too few. We must to what we can and look to Teyrn Loghain to make up the difference."
On the Joining: "Well, lets not waste anymore time. We should proceed with the Joining before the end of the day."
"Every recruit must go through a secret ritual we call the Joining in order to become a true Grey Warden.
The ritual is brief, but it requires some preparation."
"The Joining is dangerous. I cannot speak more of it. Until the ritual is complete, you must trust that what is done is necessary."
Moving on: "Well, feel free to explore the camp as you wish. All I ask is that you do not leave it for the time being. Meet me at the Warden's campfire on the far west side of camp when you are ready to proceed with the Joining."
At this point, the players have full range to explore the camp. Defer to the map, but the following are in linear order based on layout of camp.
MEETING ALISTAIR
B
THE MAGES TENTS
Mages are meditating in the middle of the circle of tents, their bodies glowing white with smoke-like wisps floating around them. Templars stand guard around them. When you approach(A Templar sees you eyeing the mages), a Templar says:
MEETING ALISTAIR
B
THE MAGES TENTS
Mages are meditating in the middle of the circle of tents, their bodies glowing white with smoke-like wisps floating around them. Templars stand guard around them. When you approach(A Templar sees you eyeing the mages), a Templar says:
"The mages must not be interrupted. Their spirits are the Fade."
"The Fade is the realm of dreams and the land of the dead. Or so the mages tell me."
"Regardless, they are not to be disturbed. Not even by Grey Wardens."
"The Fade is the realm of dreams and the land of the dead. Or so the mages tell me."
"Regardless, they are not to be disturbed. Not even by Grey Wardens."
Just around the tent corner from the templars is an older woman. Her arms are crossed as she watches a chantry sister praying over soldiers, but she seems at peace. Her aged face is kind, and her white hair is pinned back tightly out of her face.
Wynne: "Greetings. You must be the newest Warden recruits. Young Alistair has been buzzing about you all day. Duncan is not a man easily impressed, so you should all be proud. Allow me to introduce myself. I am Wynne, one of the mages summoned by the King."
"Well met, and good luck to you on the battlefield. To us all, in fact."
"The King must always seem confident. His behavior affects troop morale. He does seem to find his enthusiasm easily, though. He reminds me of a puppy, and I say that with both respect and affection. He is a fine man."
"To defeat the darkspawn, we will all have to work together. It's not an idea everyone seems to grasp."
"I have fought against stragglers, yes- not the vast horde the scouts speak of. I wonder.. how much do you know of the connection between darkspawn and the fade?"
"Anytime your spirit leaves your earthly body, whether it is to dream or to die, it travels to the realm we call the Fade. The Fade is home to many spirits, some benevolent, others far less so. At the heart of the Fade lies the Black City. Some say the Black City was once the seat of the Maker. But when mages from Tevinter found a way into the City, it was tainted with their sin. That taint transformed those men, turning them into twisted reflections of their own hearts. And the Maker cast them back to the earth, where they became the first darkspawn."
"At least, that's what the Chant of Light says. It may be allegory, meant to teach us that our own evils cause human suffering. Or, it may be true."
"Darkspawn are kin to neither the gentle Fade spirits or the malevolent demons. Shamefully, darkspawn were once the souls of men."
"I'm certain Duncan has more for you to do than talk to me."
"Well met, and good luck to you on the battlefield. To us all, in fact."
"The King must always seem confident. His behavior affects troop morale. He does seem to find his enthusiasm easily, though. He reminds me of a puppy, and I say that with both respect and affection. He is a fine man."
"To defeat the darkspawn, we will all have to work together. It's not an idea everyone seems to grasp."
"I have fought against stragglers, yes- not the vast horde the scouts speak of. I wonder.. how much do you know of the connection between darkspawn and the fade?"
"Anytime your spirit leaves your earthly body, whether it is to dream or to die, it travels to the realm we call the Fade. The Fade is home to many spirits, some benevolent, others far less so. At the heart of the Fade lies the Black City. Some say the Black City was once the seat of the Maker. But when mages from Tevinter found a way into the City, it was tainted with their sin. That taint transformed those men, turning them into twisted reflections of their own hearts. And the Maker cast them back to the earth, where they became the first darkspawn."
"At least, that's what the Chant of Light says. It may be allegory, meant to teach us that our own evils cause human suffering. Or, it may be true."
"Darkspawn are kin to neither the gentle Fade spirits or the malevolent demons. Shamefully, darkspawn were once the souls of men."
"I'm certain Duncan has more for you to do than talk to me."
[Anyone in the group that chooses to roll Perception or Arcana here will note the Tranquil on the outside of the circle. Otherwise, he must be noticed when the group walks to the other side.]
On the other side of the Mage's tent circle stands a lone mage standing by a chest. If anyone in the group chooses to acknowledge the chest or sneak to it, the mage sees you and says, "That course of action is inadvisable." You note how bland and monotone his speech and expression are. Players must succeed a DC 8 Wis/Int to realize something is wrong with him and a DC 16 to realize he is a Tranquil. Circle Mages do not need to roll and will automatically recognize him, Hardy, from the Circle. Greeting him, he says:
"Welcome. I am one of the Tranquil, my friend. I'm of the Circle of Magi, but instead of casting spells and reading tomes, I now spend my time enchanting and cleaning the halls. I realize it is an honor to have been brought along with Mages to the battlefield, and I shall offer them my assistance in anyway they deem necessary."
"Allow me to put it this way. Do you know why those with magical talent are feared?"
"The Chantry may say it's sinful, but not full of sin in and of itself. They claim it leads to sin. And there is a basis for that argument. Those with magical talent attract demons and spirits. We can be possessed easily and thus become horrors known as abominations. Even those with minor talents attract hungry spirits. Anyone with the power may learn blood magic from these demons. Hence we are considered dangerous. This is our curse as mages. Thus, I was made Tranquil. Stripped of emotions and talent, I am no longer dangerous. This process is irreversible, as far as I am aware."
"It might seem such to you, but I feel no horror. I am content to serve in my role."
"Allow me to put it this way. Do you know why those with magical talent are feared?"
"The Chantry may say it's sinful, but not full of sin in and of itself. They claim it leads to sin. And there is a basis for that argument. Those with magical talent attract demons and spirits. We can be possessed easily and thus become horrors known as abominations. Even those with minor talents attract hungry spirits. Anyone with the power may learn blood magic from these demons. Hence we are considered dangerous. This is our curse as mages. Thus, I was made Tranquil. Stripped of emotions and talent, I am no longer dangerous. This process is irreversible, as far as I am aware."
"It might seem such to you, but I feel no horror. I am content to serve in my role."
In the middle of camp, a Chantry sister is praying over kneeling soldiers and a couple Templars:
"We who betrayed your prophet Andraste now beg your forgiveness. Do not abandon us in our darkest hour. Watch over the valiant King Cailan, and guide him as he faces this terrible evil. Watch over Teyrn Loghain, and give him the wisdom to bring us victory against the scourge of shadow. Watch over Ferelden, the homeland of holy Andraste. Keep her people safe from the darkspawn. Let us bow our heads and offer prayers to the Maker that He might find us worthy. Death is no failure my friends. Should it find you, take comfort that you shall be given life eternal to stand at the side of the Maker. And if you go to stand beside the Maker, go with our blessing. For you shall not be forgotten. My friends, let us bow our heads and remember those who have fallen and those who have yet to fall." |
Generic things for soldiers to say:
"Maker watch over you." "You must be the recruits Duncan brought!" "This place hasn't seen such bustle in centuries, I'll wager." "Good luck to you, then." |
The Quartermaster is in a nook across from the Mages' tents. He has his wares on display, but he is sitting on a locked wooden chest. Asking about the locked chest will unlock the other goods to purchase.
THE QUARTERMASTER: "I am the quartermaster. Did you come for supplies? Arms and armor for the King's men, but you Grey Wardens can buy what you need for a modest price."
|
"I also have some... goods on the side I can provide. Strictly off the record, of course. To keep up morale, you understand."
|
SICK MABARI
Across from where the Chantry sister is praying to the group, you'll note a fenced in kennel area tucked in against the stone wall of the upper level. Most of the mabari look to be in robust health, but a couple are clearly ill. The kennel master looks on anxiously.
Kennel Master: "Excuse me. I must get the hounds ready for battle. Half the mabari are sick from darkspawn blood- just terrible."
"There is a flower- called the Wilds Flower- it's white and pink, and it grows out in the Korcari Wilds. If you bring one back to me, I can make an antidote for the sick mabari. I can compensate you for your time."
"There is a flower- called the Wilds Flower- it's white and pink, and it grows out in the Korcari Wilds. If you bring one back to me, I can make an antidote for the sick mabari. I can compensate you for your time."
THE ROYAL TENTS
On the southern edge of camp are the tents for soldiers, with two larger yellow tents. You assume that these are the tents of King Cailan and this "Loghain" you've heard about. Both tents are guarded by a single guard each. The tent on the left is purple and gold; it is King Cailan's tent.
On the southern edge of camp are the tents for soldiers, with two larger yellow tents. You assume that these are the tents of King Cailan and this "Loghain" you've heard about. Both tents are guarded by a single guard each. The tent on the left is purple and gold; it is King Cailan's tent.
King Cailan's tent guard: "Greetings. King Cailan is not in his tent right now."
"I suppose I do, though he's spending most of his time with the Grey Wardens. He rides with them wherever they go, in fact. Teyrn Loghain sees the king whenever he can and argues with him over coming battles, but the king just waves him off. The King wants to end the Blight with a single huge battle the bards will sing of for centuries. Do you think that's possible?"
"[That's how the Teyrn feels."] The Teyrn will do what the king wants in the end, though. The king thought it was funny the teyrn called him reckless. And they fought about the queen."
"She's Teyrn Loghain's daughter. He wasn't happy about something she did or the king did... I'm not sure. I probably shouldn't discuss it."
"I suppose I do, though he's spending most of his time with the Grey Wardens. He rides with them wherever they go, in fact. Teyrn Loghain sees the king whenever he can and argues with him over coming battles, but the king just waves him off. The King wants to end the Blight with a single huge battle the bards will sing of for centuries. Do you think that's possible?"
"[That's how the Teyrn feels."] The Teyrn will do what the king wants in the end, though. The king thought it was funny the teyrn called him reckless. And they fought about the queen."
"She's Teyrn Loghain's daughter. He wasn't happy about something she did or the king did... I'm not sure. I probably shouldn't discuss it."
The guard flaps you away, slightly uncomfortable that he has gossiped so much.
The tent to the right is green and gold, also with a single guard out front. You can hear at least two voices coming from inside. One sounds like King Cailan, and the other slightly deeper voice you assume belongs to Loghain. You cannot make out what they are saying, but they do not sound happy.
The tent to the right is green and gold, also with a single guard out front. You can hear at least two voices coming from inside. One sounds like King Cailan, and the other slightly deeper voice you assume belongs to Loghain. You cannot make out what they are saying, but they do not sound happy.
Loghain's tent guard: "You approach the tent of Teyrn Loghain. State your business."
"How can you not know of Loghain? He helped free Ferelden. He was the brains behind the late King Maric's armies and drove out those damned Orlesians. King Maric rewarded him by making him a teyrn. Can you imagine? A commoner became a high nobleman just like that. Without Loghain, you can bet the current king wouldn't be winning against the darkspawn. Though from the sound of the conversation they're having now, it doesn't seem that either of them are winning."
"He's inside, but... I don't think it's my place to discuss his activities."
"I suppose...as long as we talk quietly. He and the king have been arguing for days. The teyrn's known the king since he was swaddled, so they don't stand on ceremony. The teyrn seeks his mind, and the king yells right back. Personally, I think the king should do what the Teyrn tells him. Without the teyrn, we wouldn't be doing as well here as we are."
"Hmm.. I suppose you have a message for him. Hold on, then..."
"How can you not know of Loghain? He helped free Ferelden. He was the brains behind the late King Maric's armies and drove out those damned Orlesians. King Maric rewarded him by making him a teyrn. Can you imagine? A commoner became a high nobleman just like that. Without Loghain, you can bet the current king wouldn't be winning against the darkspawn. Though from the sound of the conversation they're having now, it doesn't seem that either of them are winning."
"He's inside, but... I don't think it's my place to discuss his activities."
"I suppose...as long as we talk quietly. He and the king have been arguing for days. The teyrn's known the king since he was swaddled, so they don't stand on ceremony. The teyrn seeks his mind, and the king yells right back. Personally, I think the king should do what the Teyrn tells him. Without the teyrn, we wouldn't be doing as well here as we are."
"Hmm.. I suppose you have a message for him. Hold on, then..."
The guard steps into the tent for just a second before returning with an older man. Greasy, long black hair is pushed back from a harsh and wrinkled face. His armor is dented, dull and scratched, but is clearly excellent craftsmanship. Nothing fancy to look at, but it has clearly protected its wearer from arrows, blades, and battleaxes for decades. He scowls down at you from a crooked nose.
Loghain: "Yes? What is it? Ah, you are Duncan's new Grey Wardens, I assume. You impressed his Majesty, nonetheless. He could not contain his excitement over your meeting. Cailan's fascination with the Wardens goes beyond the ordinary. Are you aware his father brought your order back to Ferelden?"
"The Wardens are impressive, but not as relevant as Cailan thinks."
"I don't suppose you'll be riding into the thick of battle with the rest of your fellows, will you?"
"Here for the glory, hmm? Fair enough. Now, I must return to my task. Pray that our king proves amenable to wisdom, if you're the praying sort. He is Maric's son and the leader of my beloved Ferelden. And a very young man. I try to keep that in mind, as should you."
"The Wardens are impressive, but not as relevant as Cailan thinks."
"I don't suppose you'll be riding into the thick of battle with the rest of your fellows, will you?"
"Here for the glory, hmm? Fair enough. Now, I must return to my task. Pray that our king proves amenable to wisdom, if you're the praying sort. He is Maric's son and the leader of my beloved Ferelden. And a very young man. I try to keep that in mind, as should you."
And with that, he turns on his heel and stomped back into the tent, flinging back the heavy curtains of the tent. The arguing voices start right back up.
INFIRMARY
To the left at the top of the stairs here are about ten infirmary cots, over half with wounded soldiers. Overseeing them are an old wisewoman and a young chantry sister. The wisewoman is trying to calm down a frantic soldier, and the chantry sister is praying with two of the wounded.
The sister sees you, and gives your group a friendly smile.
To the left at the top of the stairs here are about ten infirmary cots, over half with wounded soldiers. Overseeing them are an old wisewoman and a young chantry sister. The wisewoman is trying to calm down a frantic soldier, and the chantry sister is praying with two of the wounded.
The sister sees you, and gives your group a friendly smile.
Sister: "Ah! I suspect you are some of the Grey Wardens. Will you accept the Maker's blessing?"
"Then I bless you, Grey Wardens, in the name of Andraste and the Maker above. May the Chant of Light carry your name to the ears of our Lord."
"Then I bless you, Grey Wardens, in the name of Andraste and the Maker above. May the Chant of Light carry your name to the ears of our Lord."
The wisewoman is trying to calm and quiet one soldier that is thrashing around on the bed. With a Survival or Perception roll, you can see that he doesn't have any severe wounds, but he's pale and clearly panicking. The wisewoman sees you walking close and says calmly:
Woman: "You may not want to remain here long, Wardens. Most of these men have been tainted by the darkspawn blood." "Calm down. You're safe now! Remember that!"
Soldier: "You..you need to convince them! We've got to run! The darkspawn are coming! I saw them! We're gonna die!"
Woman: "I apologize, Wardens. He's been like this ever since they found him in the Wilds. Aside from his wounds, we're not sure what's wrong with him. His blood is untainted. He's just...terrified."
Soldier: "You..you can feel it, can't you? They taint the land, turn it black and sick. You can feel it inside! They'll come out of that forest and spread! Like caterpillars covering a tree, they'll swallow us whole!"
Woman: "That's quite enough out of you! You need to calm yourself, my good man."
Solder: "They were everywhere! I saw them!"
Soldier: "You..you need to convince them! We've got to run! The darkspawn are coming! I saw them! We're gonna die!"
Woman: "I apologize, Wardens. He's been like this ever since they found him in the Wilds. Aside from his wounds, we're not sure what's wrong with him. His blood is untainted. He's just...terrified."
Soldier: "You..you can feel it, can't you? They taint the land, turn it black and sick. You can feel it inside! They'll come out of that forest and spread! Like caterpillars covering a tree, they'll swallow us whole!"
Woman: "That's quite enough out of you! You need to calm yourself, my good man."
Solder: "They were everywhere! I saw them!"
PRISON
Across from the infirmary of Ostagar, there is a set of four suspended cages. Inside one of them is a prisoner, and he is guarded by a single guard. The prisoner is in only his small clothes, looks rather thin, and you can hear him begging his guard for food and water. The guard was likely ignoring him on purpose at one point, but you can tell he's tuned out the prisoner hours ago and it staring off in space with a grumpy frown on his face.
Prisoner: "Heh... someone finally comes to talk to the lone prisoner? I don't suppose you've come to sentence me?"
"No, they put me in this cage until someone important has time to decide what to do with me. I don't suppose you have a bit of kindness in you? All I want is food and water. They haven't fed me since I was locked up, and I'm starving. I expect everyone forgot what with all the battles and such."
"Because, you might want something I don't need. Them Circle wizards got a chest they keep things in, magical things, and I stole the key. That's why I'm here. I got one of them drunk, took his key, and tried to sneak to the chest. The guard on duty assumed I was deserting and had me locked up. I can't use the key anymore, but I'd trade you for that guard's food and water. He's the one that dragged me in here, and he's been taunting me every since."
"I swallowed it. But it's...uh..come back into my possession since then, so to speak."
"Yeah, well, do you want the key or not?"
"I'll only give you the key if you get food from the guard. Put him in his place. He's been taunting me with his food that he didn't eat."
"No, they put me in this cage until someone important has time to decide what to do with me. I don't suppose you have a bit of kindness in you? All I want is food and water. They haven't fed me since I was locked up, and I'm starving. I expect everyone forgot what with all the battles and such."
"Because, you might want something I don't need. Them Circle wizards got a chest they keep things in, magical things, and I stole the key. That's why I'm here. I got one of them drunk, took his key, and tried to sneak to the chest. The guard on duty assumed I was deserting and had me locked up. I can't use the key anymore, but I'd trade you for that guard's food and water. He's the one that dragged me in here, and he's been taunting me every since."
"I swallowed it. But it's...uh..come back into my possession since then, so to speak."
"Yeah, well, do you want the key or not?"
"I'll only give you the key if you get food from the guard. Put him in his place. He's been taunting me with his food that he didn't eat."
Guard: "Lucky dogs. You Grey Wardens get to ride off with the King, while I'm left with the drudgery of guarding this deserter. They shoulda just hanged him. Put his head on a pike as an example. He was recruited in Denerim. Probably figured he's never have to fight if he served the King, right? Bloody coward. Probably been listening to hogwash about how the darkspawn will drag you off and eat you."
"I can't just let him go, can I? The army will figure out what to do with him. Hang him, I expect, and I can do something else."
"I don't expect you had an enlightening conversation."
"Did he, now? Since nobody sends me nothing to feed him, the only way he'll get that is if I give him mine."
The guard will accept 10 silver ("Mmm 10 silver? Well..feed him if you want to.") or require a DC 8 Intimidation or Persuasion to give up his food ("All right, all right. I guess the poor fella could stand to have one last meal before he hangs. Don't know why you care." "I had nothing to do with it, though. If anyone asks why he's burpin', I'm gonna say it was you, just so you know."
"I can't just let him go, can I? The army will figure out what to do with him. Hang him, I expect, and I can do something else."
"I don't expect you had an enlightening conversation."
"Did he, now? Since nobody sends me nothing to feed him, the only way he'll get that is if I give him mine."
The guard will accept 10 silver ("Mmm 10 silver? Well..feed him if you want to.") or require a DC 8 Intimidation or Persuasion to give up his food ("All right, all right. I guess the poor fella could stand to have one last meal before he hangs. Don't know why you care." "I had nothing to do with it, though. If anyone asks why he's burpin', I'm gonna say it was you, just so you know."
Prisoner: "So? Brought me some food, have you? I'm so hungry, I could faint dead away."
"Much obliged. You're a kind soul, you are! May Andraste rain blessings upon you!"
"Don't waste your time trying to sneak to the chest now. Wait until nightfall- the Tranquil they've got guarding their chest likes to go to bed early."
"Much obliged. You're a kind soul, you are! May Andraste rain blessings upon you!"
"Don't waste your time trying to sneak to the chest now. Wait until nightfall- the Tranquil they've got guarding their chest likes to go to bed early."
And he slips the key subtly through the bars.
When you're ready to continue, meet Duncan at the large bonfire near the Warden's tents close to the far west gate. Standing with Duncan are two men. One is in his late 30s, dark greasy hair and cold grey eyes, face sharp but attractive. Even though he's with the Wardens, he still seems shady. The other man is startlingly handsome, with honey blonde hair with warm honey brown eyes. He appears to be about 20 years old. A joking smile graces his face as he talks with Duncan. At your approach, Duncan turns to you.
Duncan: "Ah, there you are. Finished around camp? Then, I'll assume you're ready to begin preparations. Allow me first to introduce you to our final recruit. He'll be joining you. This here is Daveth, a ... fellow from Denerim.
And this is Alistair, a Grey Warden."
"Now then, since you are all here, we can begin. You # will be heading into the Korcari Wilds to perform two tasks. The first is to obtain vials of darkspawn blood,
one for each recruit. Each recruit's vial must come from a different darkspawn."
"The blood is used for the Joining itself. I'll explain more once you've returned."
"You weren't recruited out of charity. All of you are skilled and resourceful. And Alistair, as a junior Warden, will accompany you as is tradition. Do not worry, I doubt you will need to go far into the Wilds to find what you seek."
"The second task is different. There was once a Grey Warden archive in the Wilds, abandoned long ago when we could no longer afford to maintain such
a remote outpost. It has recently come to our attention that some scrolls have been left behind, magically sealed to protect them.
Alistair, I want you to retrieve these scrolls if you can."
"They are old treaties, if you're curious. Promises of support made to the Wardens long ago. They were once considered only formalities. But with so
many having forgotten their commitments to us, I suspect it may be a good idea to have something to remind them with."
"It's possible the scrolls may have been destroyed or even stolen, though the seal's magic should have protected them. Only a Grey Warden can break
such a seal. It was assumed we would one day return for them. A great many things were assumed that were not held true."
"The effort for them must at least be made. I have every confidence you are up to the task. They will be hidden in an overgrown ruin by now, but the
sealed chest should remain intact. Alistair will guide you to the area. Watch over your charges, Alistair. Return quickly and safely.
May the Maker watch over your path. I will see you when you return."
And this is Alistair, a Grey Warden."
"Now then, since you are all here, we can begin. You # will be heading into the Korcari Wilds to perform two tasks. The first is to obtain vials of darkspawn blood,
one for each recruit. Each recruit's vial must come from a different darkspawn."
"The blood is used for the Joining itself. I'll explain more once you've returned."
"You weren't recruited out of charity. All of you are skilled and resourceful. And Alistair, as a junior Warden, will accompany you as is tradition. Do not worry, I doubt you will need to go far into the Wilds to find what you seek."
"The second task is different. There was once a Grey Warden archive in the Wilds, abandoned long ago when we could no longer afford to maintain such
a remote outpost. It has recently come to our attention that some scrolls have been left behind, magically sealed to protect them.
Alistair, I want you to retrieve these scrolls if you can."
"They are old treaties, if you're curious. Promises of support made to the Wardens long ago. They were once considered only formalities. But with so
many having forgotten their commitments to us, I suspect it may be a good idea to have something to remind them with."
"It's possible the scrolls may have been destroyed or even stolen, though the seal's magic should have protected them. Only a Grey Warden can break
such a seal. It was assumed we would one day return for them. A great many things were assumed that were not held true."
"The effort for them must at least be made. I have every confidence you are up to the task. They will be hidden in an overgrown ruin by now, but the
sealed chest should remain intact. Alistair will guide you to the area. Watch over your charges, Alistair. Return quickly and safely.
May the Maker watch over your path. I will see you when you return."
Exit Ostagar west to get to...
The Korcari Wilds
Enter the Wilds, and the gate to Ostagar closes behind you. The Korcari Wilds are a cold southern expanse of forest and swamp, the extent of which is not truly known.
Optional convo with Datheth:
Optional convo with Datheth:
"Do you know how much time we spend waiting on Duncan to bring you lot?"
"I grew up in a village 'bout a day's trip to the east. Little blot you wouldn't even find on a map. Haven't been back in years. I struck out for the city as soon as I could outrun my pa. I'd been in Denerim for, what.. six years? Never liked it much, but there's more purses there than anywhere else."
"[I prefer pickpocket/cutpurse, thank you very much.] I was, anyhow. Who'd ever guess I'd end up a Grey Warden? Duncan didn't find me, I found him. I cut Duncan's purse while we was standing in a crowd. He grabs my wrist, but I squirm out and bolt. The old bugger can run, but the garrison caught me first. I'm a wanted man in Denerim, you see, so they were going to string me up right there. Duncan stopped them. Invoked the Right of Conscription. I gave the garrison the finger while I was walking away. Don't know why Duncan wants someone like me, but he says finesse is important, and that I'm fast with a blade. You bet your boots I am. Besides. It beats getting strung up. All right, and for an old bugger, he's faster than he looks, too."
"What, you trying to waste time? You heard the same speech I did, blood and old treaties. Off we go, into the Wilds."
"I grew up in a village 'bout a day's trip to the east. Little blot you wouldn't even find on a map. Haven't been back in years. I struck out for the city as soon as I could outrun my pa. I'd been in Denerim for, what.. six years? Never liked it much, but there's more purses there than anywhere else."
"[I prefer pickpocket/cutpurse, thank you very much.] I was, anyhow. Who'd ever guess I'd end up a Grey Warden? Duncan didn't find me, I found him. I cut Duncan's purse while we was standing in a crowd. He grabs my wrist, but I squirm out and bolt. The old bugger can run, but the garrison caught me first. I'm a wanted man in Denerim, you see, so they were going to string me up right there. Duncan stopped them. Invoked the Right of Conscription. I gave the garrison the finger while I was walking away. Don't know why Duncan wants someone like me, but he says finesse is important, and that I'm fast with a blade. You bet your boots I am. Besides. It beats getting strung up. All right, and for an old bugger, he's faster than he looks, too."
"What, you trying to waste time? You heard the same speech I did, blood and old treaties. Off we go, into the Wilds."
About 30 feet down the path, by an upturned cart, you see a soldier struggling to crawl back towards Ostagar. He's bleeding from a gash to his left leg and left side. His head is bloody too, as if he took a bash to the head.
Soldier: "Who.. is that? Grey...Wardens?"
Daveth: "Well, he's not half as dead as he looks, is he?"
Soldier: "My scouting band was attacked by darkspawn. They came out of the ground... Please, help me! I've got to... return to camp..."
Alistair or Daveth can suggest just bandaging his wounds, a healing Cantrip would also work.
Soldier: "Thank you! I-I've got to get out of here.."
Daveth [can end at any point if the group takes up the fear]: "Did you here? An entire patrol of seasoned men killed by darkspawn? Those soldiers were careful, and they were still overwhelmed. How many darkspawn can the # of us slay? A dozen? A hundred? There's an entire army in these forests."
Alistair: "Calm down. We'll be fine if we're careful. There are darkspawn about, but we're in no danger of walking into the bulk of the horde. All Grey Wardens can sense darkspawn. Whatever their cunning, I guarantee they won't take us by suprise. That's why I'm here."
Daveth: "Well, he's not half as dead as he looks, is he?"
Soldier: "My scouting band was attacked by darkspawn. They came out of the ground... Please, help me! I've got to... return to camp..."
Alistair or Daveth can suggest just bandaging his wounds, a healing Cantrip would also work.
Soldier: "Thank you! I-I've got to get out of here.."
Daveth [can end at any point if the group takes up the fear]: "Did you here? An entire patrol of seasoned men killed by darkspawn? Those soldiers were careful, and they were still overwhelmed. How many darkspawn can the # of us slay? A dozen? A hundred? There's an entire army in these forests."
Alistair: "Calm down. We'll be fine if we're careful. There are darkspawn about, but we're in no danger of walking into the bulk of the horde. All Grey Wardens can sense darkspawn. Whatever their cunning, I guarantee they won't take us by suprise. That's why I'm here."
Another 30ft down the road, to the left by the water, is a flower. It takes a DC 8 Nature roll to notice the Wilds Flower. If by some chance everyone fails the first time, there are three flower locations.
Daveth: "That flower... white with a red center. The kennel master at Ostagar was asking about those. He said this flower can help those mabari that have gotten sick from biting darkspawn. At any rate, he was offering a reward if someone retreived one from the Wilds."
There is a fork in the road. Straight is the natural bridge, and right (west) goes to the camp.
If group continues on straight, they will pass a natural broken bridge with a tree on the left with a locked chest under it. Hanging from the "bridge" are three soldiers, long since dead. Daveth will mumble, "Poor sods. That just seems so excessive."
On the other side of the hanging soldiers are a Hurlock and a Genlock. Roll initiative.
If group continues on straight, they will pass a natural broken bridge with a tree on the left with a locked chest under it. Hanging from the "bridge" are three soldiers, long since dead. Daveth will mumble, "Poor sods. That just seems so excessive."
On the other side of the hanging soldiers are a Hurlock and a Genlock. Roll initiative.
Genlock: AC 10 (Natural Armor), HP (15), Speed 20ft, 50 EXP
- 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
The group can get two vials of darkspawn blood from these enemies. Nothing of worth to loot. The sturdy iron chest at the top of the "bridge" below the tree requires a DC 10 slight of hand to open, and it contains a Steel Buckler.
A DC 8 perception will note a ruin off to the east over the water. When the group goes over to explore, they will find a dead man not wearing armor laying near a chest. He clearly has been attacked and cut down by darkspawn; he's likely been dead as long as the hanging soldiers. Perhaps he went out into the Wilds with the soldiers. Looting his body, you will find a letter and a small locked box.
To whoever finds this note,
This is the last will and testament of Rigby the missionary, proud speaker of the Maker's word. I have come to the Wilds to speak the Chant, but I fear I will die here at the hands of the darkspawn.
I leave all that I came with to my wife, Jetta. Should the reader of this note feel charitable, I have on my person a sealed lockbox. It is my will that this lockbox finds my wife in Redcliffe, and that it is still sealed shut when it reaches her.
To my wife and my son, I apologize that my work has taken me from you, but I know that I die in service to the Maker.
--Rigby
This is the last will and testament of Rigby the missionary, proud speaker of the Maker's word. I have come to the Wilds to speak the Chant, but I fear I will die here at the hands of the darkspawn.
I leave all that I came with to my wife, Jetta. Should the reader of this note feel charitable, I have on my person a sealed lockbox. It is my will that this lockbox finds my wife in Redcliffe, and that it is still sealed shut when it reaches her.
To my wife and my son, I apologize that my work has taken me from you, but I know that I die in service to the Maker.
--Rigby
If your group is a bunch of jerks and decide to open the sealed lockbox, they will find an emerald, a malachite, a love letter for Jetta, and a beautiful amulet with a garnet as the main stone. A Perception of 10 or higher will notice a chest tucked up against a column on the edge of the ruin. The chest is wooden, but also locked. It requires a DC 10 slight of hand or strength to open, and it contains studded armor.
If the group heads towards the camp, Alistair will sense darkspawn along the way. When the group reaches the camp, roll initiative. A genlock and a hurlock will bust out of a tent.
Genlock: AC 10 (Natural Armor), HP (15), Speed 20ft, 50 EXP
- 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
Lootable items from this area are a pouch of ashes in the tent the darkspawn were scavenging, another Wilds flower, and a lesser health poultice (reqs some level of skill to find).
Continuing south and east along the path, the players will come to a bridge. In front of the bridge is a Hurlock, who will turn and run when the players are within its sight. The players (not in battle) can chase the Hurlock across the bridge. When the Hurlock gets across the bridge, it stops 20ft away and stares at the players. A player who makes a DC 10 Combat/Survival/Slight of Hand will notice the Grease Trap on the ground. When the players are on the other side of the bridge, the Hurlock will continue running up the hill. With a DC Perception of 12 or higher, the player will assume the Hurlock is running to the large domed ruin at the top of the hill. If any player comes within 5 feet of the Hurlock, it was stop fleeing and initiate combat. Combat can be initiated by the players at any point. Another Grease Trap can be looted from its body. Near the water on this side of the bridge is the corpse of a soldier. Looting his body, the players will find a page torn from a book. Any Circle Mage or Noble that succeeds on a DC 16 Arcana or History check will recognize it as being torn from Local Myths and Legends:
The Korcari Wilds are rife with legends and myths that have amazed and confounded scholars since the fall of Ostagar in ancient times.
One such mystery lies behind the tale of Astia and Nebbunar, two young lovers who lived in Ostagar. The legend says that Astia grew up in the company of Gazarath, a spirit of the earth. Gazarath began to fancy her, and they spent much of their days together, talking and laughing. Over the years, however, Astia became a woman and began to seek the company of men.
When Astia met Nebbunar, the two fell in love, and Astia hoped to bring her lover to see her spirit friend. But the spirit, angered and jealous, bade her begone. Gazarath told her that she would never see him again until she brought her lover's ashes and sprinkled them over their spot.
Astia was horrified, and she fled from the enraged spirit. But she began to miss Gazarath, and on the day Nebbunar asked her to marry him, she cut her beloved's throat, burned him, and brought his ashes to Gazarath, knowing that their marriage would forever sever her ties to her dear spirit friend.
There are legends among the Chasind that Gazarath still haunts that lake, and that those who sprinkle ashes of the deceased over the right spot can summon the spirit. In memory of the contract with its beloved Astia, Gazarath will grant a single wish.
(A note is scribbled in the margin beneath the page) "Markus, I think this is real! If you take the ashes I gave you and scatter them over a pile of rocks on an overhang overlooking the half-sunken Tevinter Dome, maybe Gazarath will appear and give you a wish! I think it's worth a try!"
One such mystery lies behind the tale of Astia and Nebbunar, two young lovers who lived in Ostagar. The legend says that Astia grew up in the company of Gazarath, a spirit of the earth. Gazarath began to fancy her, and they spent much of their days together, talking and laughing. Over the years, however, Astia became a woman and began to seek the company of men.
When Astia met Nebbunar, the two fell in love, and Astia hoped to bring her lover to see her spirit friend. But the spirit, angered and jealous, bade her begone. Gazarath told her that she would never see him again until she brought her lover's ashes and sprinkled them over their spot.
Astia was horrified, and she fled from the enraged spirit. But she began to miss Gazarath, and on the day Nebbunar asked her to marry him, she cut her beloved's throat, burned him, and brought his ashes to Gazarath, knowing that their marriage would forever sever her ties to her dear spirit friend.
There are legends among the Chasind that Gazarath still haunts that lake, and that those who sprinkle ashes of the deceased over the right spot can summon the spirit. In memory of the contract with its beloved Astia, Gazarath will grant a single wish.
(A note is scribbled in the margin beneath the page) "Markus, I think this is real! If you take the ashes I gave you and scatter them over a pile of rocks on an overhang overlooking the half-sunken Tevinter Dome, maybe Gazarath will appear and give you a wish! I think it's worth a try!"
As the group continues up the hill, a DC 12 Perception will notice a pile of rocks in the shape of a cairn on the left cliff-side of the hill. If the players took the ashes from the tent at the camp, they can choose to sprinkle the ashes over the cairn. If they do, roll initiative.
Gazarath: AC 13, HP 12d8+12, Speed 10ft, 1000 EXP
- Str 16 (+3), Dex 10 (+0), Con 12 (+1), Int 13 (+1), Wis 14 (+2), Cha 14 (+2)
- Save Throws Cha; Immune to paralyze, petrify, poison, prone, etc
- Loot: Golden Ring
- Claws: +5 to hit, reach 5ft, Hit Die 4d6+3 psychic damage
The group has nowhere to go but continue up the hill. Halfway up is the final Wilds Flower, growing out of the ground near a decaying log. At the top of the hill is the largest ruin still standing. Though a quarter of the wall has fallen down to open up the tower, you can tell this was at one point the stronghold of the Korcari Wilds. Scattered around the opening are the remaining needed Hurlocks and Genlocks (at least two Genlocks and 3 Hurlocks, with one Hurlock as alpha). In order to continue, the group must take then out. Roll initiative.
Genlock: AC 10 (Natural Armor), HP (15), Speed 20ft, 50 EXP
- 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
- Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 14 (+2), Wis 13 (+1), Cha 11 (+0)
- Immune to Poison, Resistant to Magic, Darkvision 120 ft, Passive Perception 10
- Loot: Dagger, 17 silver
- 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
- Affliction Hex- Range: 10ft radius. Tendrils of dark energy erupt from the caster and batter all targets within 10 feet of them. Each target in that area must make a Strength saving throw. On a failed save, a target takes 2d6 darkness damage. On a successful save, the creature takes half damage.
With the darkspawn defeated, the path is clear, and the group can waltz in to the middle of the tower ruin. There are no spells or traps within this area, and the stone walls appear sturdy and in no danger of collapsing. Once one member of the group has walked in, they will notice a single wooden chest to the right upon entering. It's immediately apparent that any "magical protection" the chest may have had has faded away entirely. The lid is in splinters and there's no hint of any scrolls, documents, or that anything has ever inhabited this chest. Nothing, no hints or clues, can be found in the surrounding area. As the group acknowledges this news, a woman's voice is heard from behind the group.
"Well, well, what have we here?"
As the group looks around to face the voice, at the top of the rubble, they see a svelte, exotic-looking young woman with black hair pulled back loosely and large yellow eyes. Her body is thin and not strong at all. Though she is is slowly climbing down the rubble towards you, she appears to be walking with grace, like a cat stalking its prey.
"Are you a vulture, I wonder? A scavenger poking amidst a corpse whose bones were long since cleaned? What say you, hmm? Scavenger or intruder?"
By this point, she has reached the ground and is standing right in front of your group on the other side of the empty chest. Players might take a more aggressive stance towards her or be inquisitive, which really doesn't change how she reacts. She plays with the group like a cat would a mouse.
"You are the intruder here. I believe the first question is rightfully mine. I have been watching your progress for some time. 'Where do they go,' I wondered. 'Why are they here?' And now, you disturb ashes none have touched for so long. Why is that?"
"Do I appear a stalking predator ready to leap upon her find? There is no need to fear me." As she says this, she begins to circle around the group casually. Daveth inches in closer to the center of the group and whispers loudly enough for her to hear,
"She's a Witch of the Wilds, she is! She'll turn us into toads!"
|
The woman laughs softly and responds to that remark.
"Witch of the Wilds? Such idle fancies, those legends. Have you no minds of your own? Some call us witches, but purely out of superstition. "
Alistair: "You know what the Circle of Magi is, don't you? The Circle requires an accounting of all mages. That is the law of the land and the Chantry."
"If you wish to tell your Chantry about me, go ahead. I have nothing to fear from priests.
Alistair: "You know what the Circle of Magi is, don't you? The Circle requires an accounting of all mages. That is the law of the land and the Chantry."
"If you wish to tell your Chantry about me, go ahead. I have nothing to fear from priests.
"You there. Women do not frighten like little boys. Tell me your name, and I shall tell you mine."
"You there, handsome lad. Tell me your name, and I shall tell you mine. Let us be civilized."
"Now that is a proper civil greeting, even here in the WIlds! You may call me Morrigan." or "Very well. Preserve your mystery if you desire. YMCMM"
"Shall I guess your purpose? You sought something in that chest, something that is here no longer?
Alistair: "Here no longer? You stole them, didn't you? You're... some kinda... sneaky.. witch-thief!"
Morrigan: "How very eloquent. How does one steal from dead men?"
Alistair: "Quite easily, it seems. Those documents are Grey Warden property, and I suggest you return them."
Morrigan: "I will not, for 'twas not I who removed them. Invoke a name that means nothing here any longer if you wish; I am not threatened. If you must know who took them, 'twas my mother, in fact."
"Yes, my mother. Did you assume I spawned from a log?"
"If you wish, I will take you to my mother. 'Tis not far from here, and you may ask her for your papers, if you like. My mother prefers her privacy, but I imagine she will be curious enough why you are here. Come. See for yourself."
"Why shouldn't I help you? I do not meet many people here. Are you all so mistrustful?"
Morrigan: "How very eloquent. How does one steal from dead men?"
Alistair: "Quite easily, it seems. Those documents are Grey Warden property, and I suggest you return them."
Morrigan: "I will not, for 'twas not I who removed them. Invoke a name that means nothing here any longer if you wish; I am not threatened. If you must know who took them, 'twas my mother, in fact."
"Yes, my mother. Did you assume I spawned from a log?"
"If you wish, I will take you to my mother. 'Tis not far from here, and you may ask her for your papers, if you like. My mother prefers her privacy, but I imagine she will be curious enough why you are here. Come. See for yourself."
"Why shouldn't I help you? I do not meet many people here. Are you all so mistrustful?"
Morrigan steps off a few paces to lead the group. She waits for them before continuing on, but gives them a respectful distance. Alistair turns in towards the group.
Alistair: "(under his breath) We need to get those treaties, but I dislike this. Morrigan... it's too convenient."
Daveth: "She'll put us all in the pot, she will. Just you watch." With the consensus to follow Morrigan to her mother's hut decided upon, Morrigan politely says, "Follow me, then, if it pleases you." She leads the group through the swamp and reeds, through crevasses in-between boulders and tunnels through hills all the way to a slightly higher elevated- and thankfully slightly drier- area of the Wilds. |
Though the group is covered in mud and sweat, Morrigan does not seem to be any worse for wear. She matter-of-factly leads the group down a dirt path, past lit torches and an old statue of a woman that has long since lost its head, to a wooden hut at the edge of a small lake. It's a tall hut, two stories, and so precariously built that you're not quite sure how its standing. Beams and columns are nailed everywhere to secure it. In front of the hut, near the edge of the lake picking reeds, is an elderly woman. She looks to be in her sixties, with sallow eyes and limp gray hair cut roughly at her shoulders. Her dress is ragged and patched in shades of brown and dull orange. She stands as you approach, and Morrigan continues to walk right up to her.
Morrigan: "Greetings, mother. I bring before you # Grey Wardens who-"
Flemeth: "I see them, girl. Mmm. Much as I expected."
Alistair: "Are we supposed to believe you were expecting us?"
Flemeth: "You are required to do nothing, least of all believe. Shut one's eyes tight or open one's arms wide.. either way, one's a fool!"
Daveth: (cold sweat, about to jump out of his skin) "She's a witch, too! We shouldn't be talking to her!"
Flemeth: "There's a smart lad. Sadly irrelevant to the larger scheme of things, but it is not I who decides. Believe what you will."
Alistair: "But... What do we call you, then?"
Flemeth: "Names are pretty but useless, but the Chasind folk call me Flemeth. I suppose it will do." (to the player with the highest Int) "What about you? Does your mind give you a different viewpoint? Or do you believe as the lad does?" ... "A statement that possesses more wisdom than it implies. Be always aware! .. Or is it oblivious? I can never remember." or "Is that all? Surely your mind stretches farther than these surroundings!"
"So much about you is uncertain... and yet I believe. Do I? Why, it seems I do!"
Flemeth: "I see them, girl. Mmm. Much as I expected."
Alistair: "Are we supposed to believe you were expecting us?"
Flemeth: "You are required to do nothing, least of all believe. Shut one's eyes tight or open one's arms wide.. either way, one's a fool!"
Daveth: (cold sweat, about to jump out of his skin) "She's a witch, too! We shouldn't be talking to her!"
Flemeth: "There's a smart lad. Sadly irrelevant to the larger scheme of things, but it is not I who decides. Believe what you will."
Alistair: "But... What do we call you, then?"
Flemeth: "Names are pretty but useless, but the Chasind folk call me Flemeth. I suppose it will do." (to the player with the highest Int) "What about you? Does your mind give you a different viewpoint? Or do you believe as the lad does?" ... "A statement that possesses more wisdom than it implies. Be always aware! .. Or is it oblivious? I can never remember." or "Is that all? Surely your mind stretches farther than these surroundings!"
"So much about you is uncertain... and yet I believe. Do I? Why, it seems I do!"
The group gets the impression that Morrigan's mother is slightly off her rocker. Alistair mumbles under his breath,
Alistair: "This is a dreaded Witch of the Wilds?"
Flemeth: "Witch of the Wilds, eh? Morrigan must have told you that. She fancies such tales, though she would never admit it! Oh, how she dances under the moon! (creepy old lady laugh)"
Morrigan: "They did not come to listen to your wild tales, Mother."
Flemeth: "True, they came for their treaties, yes? And before you begin barking, your precious seal wore off long ago. I have protected these."
Flemeth: "Witch of the Wilds, eh? Morrigan must have told you that. She fancies such tales, though she would never admit it! Oh, how she dances under the moon! (creepy old lady laugh)"
Morrigan: "They did not come to listen to your wild tales, Mother."
Flemeth: "True, they came for their treaties, yes? And before you begin barking, your precious seal wore off long ago. I have protected these."
Morrigan's mother turns and steps inside the hut for a second, returning with four scrolls neatly bound and devoid of any smudge or tear. She hands them to Alistair, who looks honestly taken aback.
Alistair: "Oh... you.. You protected them?"
Flemeth: "And why not? Take them to your Grey Wardens and tell them that this Blight's threat is greater than they realize."
"Perhaps I am simply an old woman with a penchant for moldy parchment! (laughs)"
"Either the threat is more, or they realize less. Or perhaps the threat is nothing! Or perhaps they realize nothing! (laughs) Oh, do not mind me. You have what you came for."
Morrigan: "Time for you to go, then."
Flemeth: "Do not be ridiculous, girl. These are your guests!"
Morrigan: "(embarrased) Oh, very well. I will see you out of the woods. Follow me."
Flemeth: "And why not? Take them to your Grey Wardens and tell them that this Blight's threat is greater than they realize."
"Perhaps I am simply an old woman with a penchant for moldy parchment! (laughs)"
"Either the threat is more, or they realize less. Or perhaps the threat is nothing! Or perhaps they realize nothing! (laughs) Oh, do not mind me. You have what you came for."
Morrigan: "Time for you to go, then."
Flemeth: "Do not be ridiculous, girl. These are your guests!"
Morrigan: "(embarrased) Oh, very well. I will see you out of the woods. Follow me."
Morrigan leads the group back to the gate of Ostagar. The group now knows how to return to Flemeth's Hut. Morrigan may be asked any questions before she leaves, but she is now sick of their company and will likely not seriously answer any questions.
Are you really Flemeth's daughter? "Twas she who raised me, and thus I consider her my mother, born from her womb or not. That's what you meant, yes?"
"I've left the Wilds from time to time. I have been to the village to the north. Watched its people and pondered what curious beings they are. On occasion, I purchase goods from the village merchant. There, I spoke with them a little, but they were scared and knew me as an outsider. Mother encourages me to expound my knowledge beyond these Wilds. Even she was not born here." "Mother has been here long before I was born, and will be here long after I am gone."
What spells do you know? "I know a few spells. Though I am no where near as powerful as mother. I have also studied history and your Grey Warden treaties. I also know at least 15 different poisons that grow right here in this marsh."
Village to the north. "Tis a small place of little consequence. It's called Lothering. No more than a stop along your Imperial Highway. It boasts a large tavern, where travelers gather with news from other places. I would go more often if it weren't for the town's Chantry. It makes the villagers intolerant and unpleasant to a stranger like me." "Of course they've assumed I'm a witch! They even called out their templars once. They found nothing. Tis a small enough village, your appearance might go unnoticed.
"I've left the Wilds from time to time. I have been to the village to the north. Watched its people and pondered what curious beings they are. On occasion, I purchase goods from the village merchant. There, I spoke with them a little, but they were scared and knew me as an outsider. Mother encourages me to expound my knowledge beyond these Wilds. Even she was not born here." "Mother has been here long before I was born, and will be here long after I am gone."
What spells do you know? "I know a few spells. Though I am no where near as powerful as mother. I have also studied history and your Grey Warden treaties. I also know at least 15 different poisons that grow right here in this marsh."
Village to the north. "Tis a small place of little consequence. It's called Lothering. No more than a stop along your Imperial Highway. It boasts a large tavern, where travelers gather with news from other places. I would go more often if it weren't for the town's Chantry. It makes the villagers intolerant and unpleasant to a stranger like me." "Of course they've assumed I'm a witch! They even called out their templars once. They found nothing. Tis a small enough village, your appearance might go unnoticed.
If the treaties are examined: These documents, promising aid in times of Blight, bear what look like the seals of kings. They were written approximately 500 years ago.
***_________________________________________________
If Religion or History are rolled about Flemeth, a score of 19 or higher nets them this story (this is just the first chance for the group to learn about Flemeth, there will be other chances later):
Hundreds of years ago, legend says Bann Conobar took to wife a beautiful young woman who harbored a secret talent for magic: Flemeth of Highever. And for a time they lived happily, until the arrival of a young poet, Osen, who captured the lady's heart with his verse.
They turned to the Chasind tribes for help and hid from Conobar's wrath in the Wilds, until word came to them that Conobar lay dying: His last wish was to see Flemeth's face one final time.
The lovers returned, but it was a trap. Conobar killed Osen, and imprisoned Flemeth in the highest tower of the castle. In her grief and rage, Flemeth summoned a spirit into this world to wreak vengeance upon her husband. Vengeance, she received, but not as she planned. The spirit took possession of her, turning Flemeth into an abomination. A twisted, maddened creature, she slaughtered Conobar and all his men, and fled back into the Wilds.
For a hundred years, Flemeth plotted, stealing men from the Chasind tribes to sire monstrous daughters: Horrific things that could kill a man with fear. These Korcari witches led an army of Chasind from the Wilds to strike at the Alamarri tribes. They were defeated by the hero Cormac, and all the witches burned, so they say, but even now the Chasind Wilders whisper that Flemeth lives on in the marsh, and she and her daughters steal those men who come too near.
They turned to the Chasind tribes for help and hid from Conobar's wrath in the Wilds, until word came to them that Conobar lay dying: His last wish was to see Flemeth's face one final time.
The lovers returned, but it was a trap. Conobar killed Osen, and imprisoned Flemeth in the highest tower of the castle. In her grief and rage, Flemeth summoned a spirit into this world to wreak vengeance upon her husband. Vengeance, she received, but not as she planned. The spirit took possession of her, turning Flemeth into an abomination. A twisted, maddened creature, she slaughtered Conobar and all his men, and fled back into the Wilds.
For a hundred years, Flemeth plotted, stealing men from the Chasind tribes to sire monstrous daughters: Horrific things that could kill a man with fear. These Korcari witches led an army of Chasind from the Wilds to strike at the Alamarri tribes. They were defeated by the hero Cormac, and all the witches burned, so they say, but even now the Chasind Wilders whisper that Flemeth lives on in the marsh, and she and her daughters steal those men who come too near.
***_________________________________________________
Ostagar
Back at camp, the sun has set on the horizon. With darkness around, almost everyone at camp has gone to sleep, preparing themselves for the battle that comes with the dawn. There's a few things your group can still complete before taking the Joining.
Sick Mabari
If the group recovered a Wilds Flower, it can be returned to the Kennel Master. "Greetings-- are you one of the Grey Wardens that went into the Wilds? Did you happen to see any pink and white flowers?"
"I don't know for sure that the flower will aid my poor hounds, but it is worth trying. I have... lets see.. twenty silver as a reward. Thank you for your assistance, then. Perhaps we won't lose as many hounds as I'd feared." |
The Hungry Deserter, cont
If the group got the key from the prisoner before going to the Wilds, they can Perceive that the Tranquil is no longer guarding the chest at the mage's tents. It requires a Sleight of Hand of at least 8 to not make a crap ton of noise and fuck shit up. If they fail this, a Templar keeping watch over the mages a few tents over runs over. He pulls out his sword, asks what you're doing, threatens to get Loghain, tells you to scram, insults your honor as future Grey Wardens, reminds you that you're joining a scum group of rats and ex-prisoners... The chest contains:
|
After the group is done wondering around, Duncan is waiting for them at the large bonfire still roaring at the Warden's part of camp. His face is somber, but his smile is kind as he welcomes the group back.
"So you return from the Wilds. Have you been successful?"
"Good. I've had the Circle mages preparing. With the blood you've retrieved, we can begin the Joining immediately."
"It is a magically binding ritual, yes. This Joining is ancient, spanning back over 800 years. I don't want this to bring you any alarm, though. We aren't summoning demons and witches."
"Good. I've had the Circle mages preparing. With the blood you've retrieved, we can begin the Joining immediately."
"It is a magically binding ritual, yes. This Joining is ancient, spanning back over 800 years. I don't want this to bring you any alarm, though. We aren't summoning demons and witches."
If the group brings up Flemeth/Morrigan or talk of the treaties is brought up, Alistair can mention Flemeth if no one else does.
Alister: "There was a woman at the tower ruin, and her mother had the scrolls. They were both very... odd."
Duncan (unconcerned): "Were they Wilder folk?"
Alistair: "I don't think so. They might be apostates: mages hiding from the Chantry."
Duncan: "I know you were once a templar, Alistair, but Chantry business is not ours. We have the scrolls, let us focus on the Joining. (turning to the group) Let me be very clear from this point on. You are not volunteers. Whether you were conscripted or recruited, you were chosen because you are needed. (Duncan's face hardens) There is no turning back now. You must gather your courage for what comes next."
Daveth: "Courage? How much danger are we in?"
Duncan: "I will not lie; we Grey Wardens pay a heavy price to become what we are. Fate may decree that you pay your price now rather than later."
(Alistair stands unusually somberly by Duncan's side.)
Duncan: "If only such secrecy were unnecessary and all understood the necessity of such sacrifice. Sadly, that will never be so."
Daveth: "Let's go, then. I'm anxious to see this Joining now."
Duncan: "Then let us begin. Alistair, lead them to the old temple."
Duncan (unconcerned): "Were they Wilder folk?"
Alistair: "I don't think so. They might be apostates: mages hiding from the Chantry."
Duncan: "I know you were once a templar, Alistair, but Chantry business is not ours. We have the scrolls, let us focus on the Joining. (turning to the group) Let me be very clear from this point on. You are not volunteers. Whether you were conscripted or recruited, you were chosen because you are needed. (Duncan's face hardens) There is no turning back now. You must gather your courage for what comes next."
Daveth: "Courage? How much danger are we in?"
Duncan: "I will not lie; we Grey Wardens pay a heavy price to become what we are. Fate may decree that you pay your price now rather than later."
(Alistair stands unusually somberly by Duncan's side.)
Duncan: "If only such secrecy were unnecessary and all understood the necessity of such sacrifice. Sadly, that will never be so."
Daveth: "Let's go, then. I'm anxious to see this Joining now."
Duncan: "Then let us begin. Alistair, lead them to the old temple."
Alistair leads the group from the bonfire and east across camp, across the bridge, and to the south eastern edge of camp to a turret overlooking the vast wilderness to the south, including the tree-less valley for the coming morning's battle. Along the way, Daveth can mumble dissent or take the Warden's side:
"The more I hear about this Joining, the less I like it. Why all these damned tests. Have we not proved ourselves? It just doesn't seem fair."
"Maybe it's tradition, maybe they're just trying to annoy us. But would you have come if they'd warned you? Maybe that's why they don't. The Wardens do what they must, right? I'd sacrifice a lot more if I knew it would end the Blight. You saw those darkspawn. Wouldn't you die to protect your pretty wife/handsome lad/wee child?"
"Maybe it's tradition, maybe they're just trying to annoy us. But would you have come if they'd warned you? Maybe that's why they don't. The Wardens do what they must, right? I'd sacrifice a lot more if I knew it would end the Blight. You saw those darkspawn. Wouldn't you die to protect your pretty wife/handsome lad/wee child?"
Alistair rallies the group as Duncan approaches with an object hidden under a heavy cloth. He stands before the group with Alistair joining him by his side.
Duncan: "At last, we've come to the Joining. The Grey Wardens were founded during the First Blight, when humanity stood on the verge of annihilation. So it was that the first Grey Wardens drank of darkspawn blood and mastered the taint. "
(optional, Daveth: "We're.. going to drink the blood of those... creatures?")
Duncan: "As the first Grey Wardens did before us, as we did before you, this is the source of our power. And our victory. Those who survive the Joining become immune to the taint. We can sense it in the darkspawn and use it to slay the Archdemon. We speak only a few words prior to the Joining, but these words have been said since the First. Alistair, if you would?"
Alistair (head bowed): "Join us, brothers and sisters. Join us in the shadows where we stand vigilant. Join us as we carry the duty that cannot be forsworn. And should you perish, know that your sacrifice will not be forgotten. And that one day, we shall join you."
(optional, Daveth: "We're.. going to drink the blood of those... creatures?")
Duncan: "As the first Grey Wardens did before us, as we did before you, this is the source of our power. And our victory. Those who survive the Joining become immune to the taint. We can sense it in the darkspawn and use it to slay the Archdemon. We speak only a few words prior to the Joining, but these words have been said since the First. Alistair, if you would?"
Alistair (head bowed): "Join us, brothers and sisters. Join us in the shadows where we stand vigilant. Join us as we carry the duty that cannot be forsworn. And should you perish, know that your sacrifice will not be forgotten. And that one day, we shall join you."
With this soliloquy completed, Duncan comes forward to Daveth and asks for his vial of blood, which Daveth -in shock- hands over. Duncan removes the heavy linen cloth from the object in his hands to reveal a chalice. Its make is sturdy over aesthetic. The silver is polished and clean, without any adornment or flair. Duncan uncorks the vial with his thumb and pours the darkspawn blood into the goblet. And with that, he tells Daveth to step forward. Daveth takes the chalice, and- after a tiny pause to take a breath- bravely downs the blood in one gulp. For a few heavy seconds, no one dares to breath or move as they all watch Daveth, some in awe, some in horror, some in curiosity. At first, Daveth seems completely fine, shaken perhaps, but standing. Then, as if fighting the urge to retch, Daveth lurches forward uncontrollably, falling to his knees in front of Duncan and Alistair. Clutching at his head, a scream rips forth from Daveth's lungs, and he bends back as if his body is possessed. His scream silenced, you can see Daveth's eyes have gone completely white. Falling forward with hands at this throat, Daveth hits the dirt. He is dead.
Duncan bows his head, eyes closed and face heavy with grief as if he is saying a prayer for Daveth's soul.
Duncan bows his head, eyes closed and face heavy with grief as if he is saying a prayer for Daveth's soul.
Duncan (full of sorrow): "I am sorry, Daveth. But the Joining is not yet complete. You were all called upon to submit yourself to the taint. For the greater good."
From this point on, it is the group's turn to take the Joining. Duncan will call forward a random player until everyone has gone through the Joining. Every player must roll a D20. A roll of 2-20 will see the group pass successfully as true Grey Wardens. There is nothing they may add to help their score. A roll of 1 has them fail their Joining in the same way as Daveth. If any player refuses, they will be killed by Duncan and/or Alistair to prevent the sacred dark secret of the Joining from leaking out into the world. Characters that die/are killed may create a new character to be enlisted to the Wardens at a later point in the game (such as at Lothering).
Optional dialogue for players that refuse:
Optional dialogue for players that refuse:
Duncan: "There is no turning back." (pull out sword) "I am sorry."
"X was warned there was no turning back, as were you all. He/She left me no choice. It brought me no pleasure to take his/her life. The Blight demands sacrifices from us all.
"X was warned there was no turning back, as were you all. He/She left me no choice. It brought me no pleasure to take his/her life. The Blight demands sacrifices from us all.
When the blood is consumed, the player feels the blood course immediately from their toes to the tips of their fingers. Your head is wrapped in a fog as your sight goes white and black, the world around you hazing and blurry. The sensation is not quite pain, but it is a test, you can tell. The taint is testing for physical constitution and mental fortitude, and you will yourself to be deemed worthy. As you feel the taint's test fade away, it leaves you with a final image- a vision- as your reward.
In your mind, you see a plane of existence to horrible that you know it must be the realm of the Old Gods. Green and grey clouds swirl so thickly that you cannot make sense spatially of where you are. Alert in front of you is a massive creature in the shape of a dragon. Its scales are thick like iron, though the creature moves with ease. The creature acts as if it is coming awake for the first time, and though it does not appear to see you, it thrashes out and lets out an ungodly scream. The sound grates your ears, and even though you don't know what it says, you feel as though you should. And with it's scream, your true eyes open once more, and you stare into the concerned faces of Duncan and Alistair, back in the mortal realm. Though your body is fatigued, your mind is clear.
For each successful pass, Duncan's dialogue is:
In your mind, you see a plane of existence to horrible that you know it must be the realm of the Old Gods. Green and grey clouds swirl so thickly that you cannot make sense spatially of where you are. Alert in front of you is a massive creature in the shape of a dragon. Its scales are thick like iron, though the creature moves with ease. The creature acts as if it is coming awake for the first time, and though it does not appear to see you, it thrashes out and lets out an ungodly scream. The sound grates your ears, and even though you don't know what it says, you feel as though you should. And with it's scream, your true eyes open once more, and you stare into the concerned faces of Duncan and Alistair, back in the mortal realm. Though your body is fatigued, your mind is clear.
For each successful pass, Duncan's dialogue is:
Duncan: "It is finished. From this moment forth, you are a Grey Warden."
Once everyone has completely their Joining, Duncan kneels to place the chalice on the ground, then begins rifling through a pouch on his belt. Both Duncan and Alistair have visibly relaxed, and you feel that any pomp or ceremony has ended.
Alistair: "X more death(s). In my Joining, one of us died, but it was... horrible. I'm glad you all made it through. How do you feel?"
If no one mentions the vision, Alistair can pipe up:
Alistair: "Did you have dreams? I had terrible dreams after my Joining."
Duncan (standing to join him): "Such dreams come when you begin to sense the Darkspawn, as we all do. That and many other things that can be explained in the months to come. And before I forget, there is one last part to your Joining."
Duncan (standing to join him): "Such dreams come when you begin to sense the Darkspawn, as we all do. That and many other things that can be explained in the months to come. And before I forget, there is one last part to your Joining."
Duncan hands each member of the group a pendant necklace. Its chain is a heavy silver, and the pendant is a small vial with a few drops of blood resting inside, the blood left over from the Joining. If anyone puts it on to wear it, they note that the chain is a heavy weight around their neck, but the pendant that rests at the level of their heart is warm. Alistair pulls his own pendant out to show the group.
Alistair: "We take some of that blood and put it in a pendant. Something to remind us... of those who didn't make it this far."
Duncan: "Take some time. When you are ready, I'd like you to accompany me to a meeting with the King. It is back across the bridge where you first met him this morning. Please attend as soon as you are able."
Duncan: "Take some time. When you are ready, I'd like you to accompany me to a meeting with the King. It is back across the bridge where you first met him this morning. Please attend as soon as you are able."
And with that, he is off. At this point, the group may continue searching around camp (there's nothing else to see/do), probe Alistair with questions, or follow Duncan to the meeting.
Any questions pertaining to the Joining must pass a Persuasion of 14 to get anything out of Alistair, who is clearly uncomfortable talking about it. He tells you that it's blood magic, roughly, what they partake in during the Joining. It is unknown exactly how the Grey Wardens developed this ritual, though there are many theories. Regardless of the truth, the ritual that the first Grey Wardens developed proved to be vital to stop the Blights and ensure the survival of Thedas as a whole. Becoming a Grey Warden requires a dose of the darkspawn corruption of sufficient potency to have an immediate effect, rather than slowly corrupting the consumer into a ghoul like a small dose would do.
If anyone asks about blood magic, it requires a D19 persuasion to get anything out of Alistair about it, as he is so visibly disgusted with the idea. A circle mage may make an Arcana check of 16 or higher to know only that it is very ancient and very forbidden. A dalish mage will require no checks, and simply knows it to be just another type of magic, rarely used; they, in their clan, have not seen it used or know anyone who regularly uses blood magic.
Any questions pertaining to the Joining must pass a Persuasion of 14 to get anything out of Alistair, who is clearly uncomfortable talking about it. He tells you that it's blood magic, roughly, what they partake in during the Joining. It is unknown exactly how the Grey Wardens developed this ritual, though there are many theories. Regardless of the truth, the ritual that the first Grey Wardens developed proved to be vital to stop the Blights and ensure the survival of Thedas as a whole. Becoming a Grey Warden requires a dose of the darkspawn corruption of sufficient potency to have an immediate effect, rather than slowly corrupting the consumer into a ghoul like a small dose would do.
If anyone asks about blood magic, it requires a D19 persuasion to get anything out of Alistair about it, as he is so visibly disgusted with the idea. A circle mage may make an Arcana check of 16 or higher to know only that it is very ancient and very forbidden. A dalish mage will require no checks, and simply knows it to be just another type of magic, rarely used; they, in their clan, have not seen it used or know anyone who regularly uses blood magic.
The meeting with the King is being held up the stairs in the northern part of camp. The King, Loghain, Duncan, and the representatives of the Circle of Mages, Chantry, and Templar Order are present around a rough wooden table covered with maps, scrolls, and other such documents. By the time the group gets there, an argument has already broken out.
King Cailan: "Loghain, my decision is final. I will stand by the Grey Wardens in this assault."
Loghain: "You risk too much, Cailan! The darkspawn horde is too dangerous for you to be playing hero on the front lines."
King Cailan: "If that is the case, perhaps we should wait for the Orlesian forces to join us, after all."
Loghain: "I must repeat my protest to your fool notion that we need the Orlesians to defend ourselves!"
King Cailan (unusually calm): "It's not a 'fool notion'. Our arguments with the Orlesians are a thing of a past... and you will remember who is King."
Loghain (clearly offended, wanting to pick a fight): "How fortunate Maric did not live to see his son ready to hand Ferelden over to those who enslaved us for a century!"
King Cailan: "Then our current forces will have to suffice, won't they? Duncan, are you men ready for battle?"
Duncan: "They are, your Majesty."
King Cailan (turning to the group): "I understand congratulations are in order. Every Grey Warden is needed now. You should be honored to join their ranks."
Loghain (quietly): "Your fascination with glory and legends will be your undoing, Cailan. We must attend to reality."
King Cailan (clearly fed up with L): "Fine. Speak your strategy. The Grey Wardens and I draw the darkspawn into charging our lines, and then...?"
Loghain: "You will alert the Tower to light the beacon, signaling my men and I to charge from the-"
King Cailan: "To flank the darkspawn, I remember. This is the Tower of Ishal (he points on the map to the large tower on the eastern edge of camp). Who shall light the beacon?"
Loghain (nonchalantly): "I have a few men stationed there. It is not dangerous, but it is vital."
King Cailan: "Send your best. Make sure it's done. The Grey Wardens and I shall have our hands full on the front lines."
Loghain (clearly not scared to offend): "You rely on these Grey Wardens too much. Is that truly wise?"
King Cailan: "Enough of your conspiracy theories, Loghain. Grey Wardens battle the Blight no matter where they're from."
Duncan: "Your majesty, you should consider the possibility of the Archdemon appearing."
Loghain (to Cailan): "There have been no signs of any dragons in the Wilds."
King Cailan: "Isn't that what your men are here for, Duncan?"
Duncan: "I... Yes, your Majesty."
Circle Rep: "Your Majesty, the Tower and its Beacon are unnecessary. The Circle of Magi can-"
Chantry Mother: "We will not waste any lives for your spells, Mage. Save them for the Darkspawn."
Loghain (finished with the meeting): "Enough! This plan will suffice. My men will light the beacon atop the Tower when Cailan gives the signal."
King Cailan: "Thank you, Loghain. (Loghain turns and leaves, Cailan turns to Duncan and the group) I cannot wait for that glorious moment. The Grey Wardens battle alongside the King of Ferelden to stem the tide of evil."
Loghain (says as he's walking away): "Yes, Cailan. A glorious moment for us all..."
Loghain: "You risk too much, Cailan! The darkspawn horde is too dangerous for you to be playing hero on the front lines."
King Cailan: "If that is the case, perhaps we should wait for the Orlesian forces to join us, after all."
Loghain: "I must repeat my protest to your fool notion that we need the Orlesians to defend ourselves!"
King Cailan (unusually calm): "It's not a 'fool notion'. Our arguments with the Orlesians are a thing of a past... and you will remember who is King."
Loghain (clearly offended, wanting to pick a fight): "How fortunate Maric did not live to see his son ready to hand Ferelden over to those who enslaved us for a century!"
King Cailan: "Then our current forces will have to suffice, won't they? Duncan, are you men ready for battle?"
Duncan: "They are, your Majesty."
King Cailan (turning to the group): "I understand congratulations are in order. Every Grey Warden is needed now. You should be honored to join their ranks."
Loghain (quietly): "Your fascination with glory and legends will be your undoing, Cailan. We must attend to reality."
King Cailan (clearly fed up with L): "Fine. Speak your strategy. The Grey Wardens and I draw the darkspawn into charging our lines, and then...?"
Loghain: "You will alert the Tower to light the beacon, signaling my men and I to charge from the-"
King Cailan: "To flank the darkspawn, I remember. This is the Tower of Ishal (he points on the map to the large tower on the eastern edge of camp). Who shall light the beacon?"
Loghain (nonchalantly): "I have a few men stationed there. It is not dangerous, but it is vital."
King Cailan: "Send your best. Make sure it's done. The Grey Wardens and I shall have our hands full on the front lines."
Loghain (clearly not scared to offend): "You rely on these Grey Wardens too much. Is that truly wise?"
King Cailan: "Enough of your conspiracy theories, Loghain. Grey Wardens battle the Blight no matter where they're from."
Duncan: "Your majesty, you should consider the possibility of the Archdemon appearing."
Loghain (to Cailan): "There have been no signs of any dragons in the Wilds."
King Cailan: "Isn't that what your men are here for, Duncan?"
Duncan: "I... Yes, your Majesty."
Circle Rep: "Your Majesty, the Tower and its Beacon are unnecessary. The Circle of Magi can-"
Chantry Mother: "We will not waste any lives for your spells, Mage. Save them for the Darkspawn."
Loghain (finished with the meeting): "Enough! This plan will suffice. My men will light the beacon atop the Tower when Cailan gives the signal."
King Cailan: "Thank you, Loghain. (Loghain turns and leaves, Cailan turns to Duncan and the group) I cannot wait for that glorious moment. The Grey Wardens battle alongside the King of Ferelden to stem the tide of evil."
Loghain (says as he's walking away): "Yes, Cailan. A glorious moment for us all..."
The group regroups with Duncan at the warden bonfire. Any last minute questions or concerns can be voiced at this time before moving on. If no one asks relevant questions, Alistair can prompt.
Alistair: "What do we do if the Archdemon appears? Other than soil our drawers?"
Duncan: "If it does, leave it to me. I want no heroics from any of you."
"If that's it, let us retire. We have few hours until the dawn. Rest while you can."
Alistair: "Duncan. ...may the Maker watch over you."
Duncan: "May he watch over us all."
Duncan: "If it does, leave it to me. I want no heroics from any of you."
"If that's it, let us retire. We have few hours until the dawn. Rest while you can."
Alistair: "Duncan. ...may the Maker watch over you."
Duncan: "May he watch over us all."