Dragon Age Campaign

Game Session 1
When the heroes met

The young mage Dorian was issued by his master to take a good some of coins to a shady tavern in the harbour district. After changing the money for the rare book requested by his master, he got into trouble. The attackers overpowered him and his new companion, an antivan sailor and her short sword. Robbers were chased away temporarily by a strong and daring swordsman, but they had to run. Ezekiel Finn knew the shady part of the town, thus leading the trio out of trouble.

However, before they reached the Magi Tower, a misterious white-robed woman in light armor approached them. She offered them a job: serve as her ears and eyes in the South and report her every suscpecious activity they encounter. The confident archer offered them some money and let them go and prepare for leaving the slums of Denerim. Dorian saw that his master and mentor discussed something with the misterious woman before she left the court of the Magi Tower on horseback.

Game Session 2
On the way to the south

After a short introduction and some packing, our heroes left Denerim to the west. The winding road led them between farms and ploughland. Close to the capital of Ferelden, their journey way safe, but later, they were attacked by a band of ragged brigands. Our heroes were overpowered, and despite their guard, the bandits left with their rations and an important map that was given them earlier. After a short discussion, they decided that their life doesn’t worth that map. Their next night was spent in a farmhouse where they bought rations for the rest of the trip.

One night was spent in the Broken Sword Inn, which is a huge establishment on the shore of the Drakon River. Lisa was playing knife throwing while Ezekiel Finn was drinking and fist-fighting with a caravan worker, both of them winning a few coins and the respect of other guests. Dorian met dwarven merchants and bought some important potions for their expedition.

The company decided that they take a barge on the Drakon River to South Reach.

Game Session 3
Madness in South Reach

Our heroes arrived at South Reach on a hazy dawn, to find a small contingent of the Bann’s guards standing around a dead pale body. It took them a short time to get involved in the investigation. As it turned out, Kelsie Marden (the daughter of the Bann and the head of guards) was already suspicous, because dead bodies were floating regularly down the river. Due to the random appearance of these, none raised the alarm yet, but the appearance of the corpse of a young girl was shocking. Blood magic, poisoning, torture and two weeks of capture were on the list of clues and questions. The town’s healer, Noalen was suspicious for our heroes on their first meeting, but they had to do some legwork and cooperate with the guards to enter his shop. Unfortunately, the Oldman, who was the single Templar of South Reach, entered the shop previously but didn’t come out.

In the shop, Lisa found and opened a secret door that led to a secret chamber, where they found not only Oldman, but various alchemical apparats and ingredients for a madman’s experiments. They couldn’t wake up the unconscious Oldman, because Noalen returned and attacked the party. As an apostate, he cast various spells on Ezekiel Finn, but his sword, Lisa‘s arrows and Dorian’s spells ended his life in no minute.

Ulla, the Revered Mother of the local chantry took care of Oldman and the madman’s diary, while the party was introduced to Gerold Marden, the Bann of South Reach. He let the party keep some valueables from Noalen’s house (68 silver pieces and 12 clean-cut diamonds) and directed them to Ruswold Valley, where Bann Trumhall is always looking for eager adventurers for various jobs.

Game Session 4
Brutal murders

SPOILER ALERT! This adventure log is about The Dalish Curse from Game Master’s Guide, Set 1. If you plan to play it, skip this post or continue on your own risk!

Our heroes were on their way to the south, getting close to the Brecilian Forest, when they found a big farm. The fresh corpses foreshadowed something sinister, when they were attacked by strange wolf-like creatures. They were surprised, so the fight was a bit tough on the beginning, five creatures against the trio. Lisa jumped up to the roof of the building, using her bow for full effect. Dorian almost passed out, so all he did was using his magic to heal himself, while Ezekiel chased off all the beasts one by one. Just before he succeeded, however, one foul animal broken Dorian’s arm, causing the young mage to pass out of shock. They were lucky to survive all the encounter.

They found the strange elven writing in the bloody main room of the big house with the fallen family members and all the strange wounds. Later, as they thoroughly examined all the various buildings around the farm, they found the unconscious Dalish woman in pain. They helped her with magic, however, it was clear that she’ll need some rest and further care before she’ll regain her consciousness. They took the horse, their mule (Tony) and left the farm for the village nearby: Vintiver.

Coalan, the smith was the first one they met, who brought all villagers up to question the travellers. Soon it turned out the villagers are not really happy about the Dalish elf and the news Ezekiel told them. There was some verbal fighting, the villagers wanted to question the Dalish, while the heroes protected her. Tarl Dale, the village Warden and Sister Arda finally stood by their side and sent all villagers home. Sister Arda offered the Chantry’s hospitality for the group and took care of the unconscious woman. They spent the evening in the Sister’s home by the side of the Chantry building. She told them about the early summer festivals, the Dalish caravan and the problems with Coalan and the Dalish hunters. The other side of the story came from Eshara, the elven woman who woke up in the morning and told the tale of Mythallen and the lost Dalish scouts.

She insisted on going on with the heroes and explore the Dalish campsite as well as the ruins she saw in the Brecilian Forest. Sister Arda prepared rations for them…

Game Session 5
Over the chasm


In the morning, the team left Vintiver. Eshara accompanied them on their journey, showing them the way to the Dalish camp. However, just as they left the village, Lisa saw a group of villagers led by Coalan in the woods by the road. They were out there for the elven woman, but did not took the heroes seriously. Lisa tripped Coalan and aimed an arrow to his throat, cooling the other men. They were sent back to Vintiver with a caution and some advice.

The camp was in ruins, all doors of the aravels were broken, but not much was missing. It was clear that someone captured the elves and took them away to the south. It was getting dark, so our heroes took in one of the arravels to spend the night there. However, in the middle of the night, they woke up to some freaky laughter coming from the woods and approaching. It was clear, that they’ll have to fight when they smelled smoke seeping in between the small holes of the bottom of the arravel.

The strange creatures were four and the following fight was tough. Lisa on the rooftop with Eshara, Ezekiel and Dorian in front of the doors of the cart, fighting in the light of a single torch. Two of the revengers were dead, the other twe fled in the night. It was a shocking discovery to see the two bodies “reverting” to young Dalish scouts. They left the camp in the first light of the Sun, Ezekiel taking a Dalish dagger after learned the hard way that without his sword, he is almost naked. Lisa took a beautiful elven longbow as a gift in advance for helping the Dalish.

Eshara lead them in the forest where they reached a chasm, approximately 16 yards wide. A fallen tree served as a bridge, but it was clear that the black crows on the trees are waiting for their approach. For some, it was a simple walk, while for Lisa, it was not so easy. She slipped and while Ezekiel went back for her, the others targeted the crows with spells and arrows.

After successfully traversing the ravine, they walked in the forest even more carefully. Late afternoon, they reached the small valley, where the ruins were laying. However, they were not alone…

Ruins in the forest custom

Game Session 6


An elven apostate was lurking around the ruins, where Mythallen held his clan members. They’ve just departed with a large group of revengers as Aneirin informed the newly arrived. His tone was rather offensive, especially towards the men, and Eshara didn’t like it. However, their goals were common. After entering the ruins, they fought skeletons animated by weak rage demons – the work of Mythallen. They rescued the young and old of the clan and headed for Vintiver to stop Mythallen.

On their way, they had to fight through a giant spider, but they defeated it rather rashly. In Vintiver, they found that the revegers were fighting the locals. They headed for Vintiver, but Eshara couldn’t make it. She was so frightened by the chaos of the “battlefield” that she had to stay back and hide in a building helping human children. Their encounter with the abomination called Mythallen was not as difficult as they expected, but they were determined to finish him as soon as possible. With this approach they saved many elven lives.

After the combat, they helped the people of Vintiver to recover, Aneirin helping Sister Arda with the wounded, Lisa and Ezekiel taking care of the elven warriors returning after the lift of Mythallen’s spell. Dorian the most cautious guarded the ashes of the abomination. They stayed for a few weeks to get better and prepare the elven clan for departure. They rested, accepted some gifts (armor replacements, a new shield) and made sure that the remains of Coalan, the smith and the mystical chain reminded both cultures to live in peace.

Game Session 7

Few weeks after defeating Mythallen, the dalish elves and the adventurers departed, the party continued their journey towards Ostagar, accompanied by Aneirin. Lisa, Ezekiel and Dorian had already a destination in mind: they received words of a new bann, offering work somewhere near the Brecilian Forests, Aneirin joined them eagerly, telling only that he is in great need of some coins that humans use to trade, so the party decided to leave the highroad for the rough Southron Hills.

The journey was relatively peaceful, although somewhat straining and long, as their only riding-beast was the loyal and fierce Tony, the mule. Nevertheless, the party had some time to get to know each other a bit better, Ezekiel was telling stories about his brave and daring adventures, Lisa of the far and beautiful sea; Aneirin bothered them with an unending string of questions, making it quite clear that he lived a very isolated life in the deep woods. Only Dorian remained often silent, mostly because of his injuries, the others watched with great anxiety that he has not stopped to cough up blood, they all agreed that they have to find a skilled healer to treat him, as soon as possible.

One night, as they were sitting around the campfire, some men sneaked up upon them in the shadows. The always alert Lisa noticed them in an instant. The three men meant no harm, they were veteran men-at-arms, who saw the campfire, and wanted to join, since they had no ratios left. Inviting them to the fire and sharing news and food with them, the party learned that the people elected a new bann for the realm, called bann Trumhall, they served the old bann, but refused to join the new one, for he has no money, and cannot pay their monthly fee. They also told them that a brutal band of outlaws (named Gorehands after their leader) is terrorizing the area and the old bann lost the favor of the people, because he could not fend them off.

Aneirin had a little quarrel with one of their guests, but he intimidated the men using his magic. They met bann Thrumhall the next day, who offered them the following conditions: he has no money to pay, but the party can keep anything they can take from the bandits. The adventures were already suspecting the there might be some connection between the new bann and the suddenly appearing bandits, their suspicion only rose when they met the mabari wardog of the new bann, and by asking him whether he already used the dogs excellent tracking skills to find the bandits in the forest, he replied with a “Oh, silly me that never came to my mind.”. They also met an other adventuring party of three, who had the same task assigned, just when they were about to leave for Logerswold.

They also payed a visit the old bann before arriving to Logerswold, seeing the poor conditions he is living under now, the the party dropped their previous assumption that he might have a connection to the bandits. Especially after the Gorehands attacked a wagon carrying supplies to his manor, the party arrived to late to prevent this, they had a brief encounter with the bandits, but they couldn’t catch any of them. So the adventurers made their way to Logerswold to continue their investigation, promising the previous bann that they would send some provisions as soon as they can.

Game Session 8&9

The party arrived during nightfall at Logerswold, they headed directly to the local inn, called the Spreading Tree, for they were weary from the skirmish with the bandits. The inn was full of locals, who gathered there seeking mutual protection and safety, almost every villager carried some tool they could use for self-defense, which is relatively easy to find in a town full of woodcutters.

The townspeople knew already that these four are hired by bann Trumhall, the innkeeper greeted them with relief and offered s free a place to stay, and some kegs of ale on the house. Aneirin decided to leave the information gathering to his human companions, he explored the town, looking for clues, and keeping watch in case the Gorehands would attack. Liwis, the innkeeper, told the others the horrifying and sorrowful story of his late wife, who was raped and murdered by the Gorehands, her not being the only victim suffering such grisly end at the hand of the fiendish outlaws, the party agreed that they have to end the terror of the bandits for good. Lisa, Dorian and Ezekiel learned from Liwis that a small group of loggers left for a nearby camp, they could get there tomorrow afternoon if they set off by the first light. The adventurers were very grateful for the good advice Liwis gave them and promised him that they will retrieve the silver-brooch of his late wife from the outlaws if they can.

They rose early enough to get to the camp by late afternoon, staying alert, Lisa and Aneirin continuously scouted the area, but they saw no sign of the enemy and arrived without being ambushed. They found the woodcutters, who left a week ago, slain and robbed, the rotting bodies were full of arrows, clearly a massacre added to the list of crimes commited by the Gorehands, the only living creatures there were three horses, which, judging from the breed of the horses and their equipment, obviously belonged to the other adventuring party: the Avvar women, Hocke and his younger brother.

Making their way carefully through the Brecilian forest, the adventurers tracked the other party, and caught sign of a swift shadow moving in the dark undergrowth; Blacktail was following them. Both Dorian and Aneirin became suspicious of the mabari wardog, they investigated his collar, and sensed that it must be some sort of a magical item, but they could not fathom the exact purpose of it, leaving them with the hypothesis that bann Trumhall is most possibly watching them through his dog. Nonetheless, Blacktail’s keen senses made the tracking much easier, but it was still deep night when they located the other party, who were at the edge of a small valley, turning out to be the camp of the Gorehands.

Naturally some tensions rose between the adventurers, as they were both contestants and possible allies in this undertaking, yet the outlaws outnumbered them almost three to one, it was just common sense to make a temporary alliance and share the treasures they can find. The plan was that Hocke and his companions would go around the valley, sneak into the camp and deal with as many bandits as possible in approximately an hour. Lisa would then kill the half-asleep guard nearest to them, Aneirin and she would advance to the stalls, whilst waiting for Ezekiel and Dorian to sneak up on the tent of the leader, Gorehand himself, and capture him – since their main goal was to find proof of the presumed connection between bann Trumhall and the Gorehands. Once they are ready Aneirin would wreck the side of stalls, Lisa would frighten the horses with some torches thrown at their hooves and the others would use the ruckus created to rush in the tent.

The plan went surprisingly smoothly, almost everything worked out as described. Ezekiel surprised Gorehand, but the watchful bandit leader was mistrustful enough towards his fellow outlaws to sleep with his weapons, giving Ezekiel a tough fight before he surrendered. Lisa and Aneirin supported Dorian and Ezekiel from afar with deadly arrows and arcane might, meanwhile Dorian held the outlaws at bay, filling the night with the stench and screams of burning bandits. Gorehand yielded and Ezekiel led him outside. Both Dorian and Aneirin have already noticed that Blacktail was heading towards the tent of Gorehand, Lisa – being somewhat ignorant of magic – tried to control the dog with common command words, but Blacktail rushed towards Gorehand swiftly as a dark lightning bolt on the very second he saw him in Ezekiel’s grasp, tearing him from his hands and finishing the bandit leader off with one vicious bite.

Blacktail tried to escape, but the adventures would not let him. Aneirin rendered him prone with one blast of magical force, Lisa pierced him with her arrows, and Dorian chased boldly after him, slowing the wardog with bone-chilling cold. Aneirin followed him, they tried to capture Blacktail alive, but as soon as the dog fell unconscious, he reverted to his true form: a male human. The party stood there completely puzzled by this event. The two mages being the closest to the body, they saw the allied party approaching them, who have just made their way from the other side of the camp.

Some tense seconds followed, Hocke measuring their chances and deciding to take advantage of the situation having only two magic-wielders in combat range, they attacked them, but those three backed the worst horse possible. Aneirin blew them from their feet, Dorian shocked them with arcs of electricity, it became quickly evident that these two are not the easy prey they took them for and the mages persuaded Hocke’s party easily to nick off as long as they can.

Without any opponents left, Dorian and Aneirin started to gather the captive outlaws and the scattered horses. Lisa and Ezekiel searched the camp and the tent, and found most of the stolen goods, some exotic items of value, a pair of magical boots, and most importantly: the journal of Gorehand, containing evidence of the bandits and the bann working together. The mages examined the body of “Blacktail” suspecting that he might have been a shapeshifter working together with bann Trumhall. The party rested a bit, and set off to return the stolen items and horses to the townspeople and deliver justice to the treacherous bann.

Game Session 10

The party decided to visit Logerswold fist, to return the villagers stolen goods and to make preparations for facing bann Trumhall. The adventurers got to Logerswold without any further troubles and began to hand out the stolen items. The bann’s men also arrived quite soon, carrying the message that something happened to bann Trumhall, Boder – the bann’s assistant – asked them to accompany him back to the camp.
This was odd news, and made the party revise their theory that the bann controlled Blacktail through his magical collar.
To cut a long story short: it turned out that Blacktail was indeed an apostate mage, probably a shapeshifter, who seized the mind of the bann back in his homeland, made him employ the bandits, and let them commit their horrid atrocities. The bann – still a bit confused after being liberated from such prolonged mental imprisonment – turned out to be a reasonable and honorable men, who wanted to take responsibility for the crimes done, and was determined to set things right, yet it was clear that he is not willing to resign from his position. To be perfectly honest: he is a young, ambitious and talented man, who could do much good for the realm, where bann Kroll has served many years as bann, has great experience, but is too old now and without an heir.
Bann Trumhall asked the adventurers to organize a meeting with Kroll in his manor, to have a discussion about the future of the the freehold. Bann Trumhall also invited the prominent people of Logerswold to the table: the innkeeper Liwis; Trevin, the local tradesman, Pliacint the sister of Chantry; and of course the saviors of Logerswold.
They agreed that bann Trumhall would make a public confession about the happenings of the past months, also telling the he was influenced by an evil spell – for which the adventurers would bear testimony –, but he would remain bann, until voted otherwise by the majority of the freehold, and he would ask Kroll to be his advisor.
Thus the problem was settled.

Trevin also asked the adventurers for a word: he would like to start a new venture, now that trading routs are safe again. He heard that people are building a new fort in Sothmere, a town in one weeks ride from Logerswold, where he has some merchant connections.
He offered a fare share of the income if the adventurers could make a bargain with the locals to use his wood from Logerswold, which would also help the villagers to recover from the damage done by the bloody Gorehands.

The party agreed, so they were heading to Sothmere the next morning, where new adventures would await them.

Game Session 11

The little group set off with a big carriage of timber pulled by two leisurely oxen. They rode the bandit’s horses, but Tony was free this time. He almost took advantage of it, but every time came back to the carriage eventually. He was faithful, or just afraid alone, who knows. Everybody was enjoying the trip, the mages could rest finally, and the pile of timber was comfy enough with some blanket on it from the baggage. It was really peaceful till Lisa noticed a lonely rider behind them. They decided to make a trap for this shady small rider, and while the carriage went on and on the road with everybody else, Lisa was laying low in a really thorny bush… She waited till the rider rode next to her, then jumped out, and shouted at him/her. When the rider turned back, it was obvious that she was a girl. And indeed, she was Delia, the daughter of the innkeeper of Logerswold. She said that she need some adventure because she hates her life at home, and she wants to join them. Lisa was thinking, but she was sympathetic too (obviously). She got an idea, and asked her to fight a duel. Delia was a little puzzled, but even though Lisa was the winner, Delia could show her, that she could handle not just a dagger but a short sword too. When they caught up the carriage, the boys were really surprised, and Ezekiel was a little grumpy because of Delia. He insisted that she have to go home, but Lisa was at her side, and the others didn’t really care, so they went on together.

When the group arrived to Sothmere, the village seemed suspiciously empty. Because of the experiences of the past, they were afraid that something bad happened here too, but when they asked an old man sitting near the village hall, he said that the people were preparing the clearing next to the village for the festival of the foundation stone. They asked about the wall, and the construction, and the old man instructed them. They went up on a small hill, where they found Ser Vilem, showed him the timber, and talked about the bargain, but he said he have to think about this venture and today is the feast anyway, therefore they agreed to meet in 3 days, after the fiesta.

So the adventurers went to the village hall to put down the baggage, looked around in the village, and helped with the preparing. In the evening the fiesta started, and everybody had a good time. In the three days they bought many things, drank many beer and ryott ale, and met many interesting people. First, there was a dwarf tradesman, Strom Karsgard who was dealing with Lisa, and made a good relationship with some business of course. During their shared meal he revealed that Aneirin, the Dalish apostate was requesting lyrium in its powder form which is a very dangerous alchemical substance. They met with an old witch, Old Stoyanka, who was a bit ill-natured, and had a crow. This crow was similar to what they saw in the swamp when they travelled here. Ezekiel participated and won all kind of games and tests of might, even fighting a friendly duel with Ser Vilem in his shiny armour. Lisa won the competition held for archers with a close second Fiala, a young huntress of Sothmere. They bought various weapons and jewelry from Bogdan the blacksmith and Strom, the dwarven merchant, spending some of their fortune.

Aneirin became a big fan of two Elf stuntman / woman, but actually the whole village loved their art. The Elven man, Olek was an incredible acrobat, and everybody was laughing some of his tricks, but the woman, Dielza was the big sensation, who was a very gifted performer so when she sang and danced, the people fell silent and were delighted. When Aneirin spoke to her she revealed that she and her brother was the last of their clan, and this was the women’s legacy to make people understand the world of Dalish by the songs and dances. Aneirin was devastated knowing that if this woman dies, this precious knowledge will fade and dies with her too.

The last night the festive mood was the highest, everybody was dancing and having fun. Dorian and Aneirin finally had a conversation on a little walk around the dance stage and slowly started to know each other. Ezekiel was paying attention to Delia who was a little uncomfortable with it, but who knows what would be the outcome of the courtship, when an unexpected incident happened.

Aneirin and Lisa noticed first that some disgusting creature was running toward the dancing villagers. They looked like a man, but stronger and somehow squeezed out, their eyes was yellow, their veins popped out… It was obvious that they didn’t come to dance, but to kill.
The mages tried to stop them till the others were trying to manage the villagers, but the people panicked, and started to run everywhere, so Lisa and Ezekiel started to fight too. Ezekiel tumbled down a table for covering Lisa and Delia, who was confused first, but later she joined the fight. The tactic was similar, like before: Ezekiel run to the beasts while Lisa was shooting, and the mages healed Ezekiel or damaged the bastard creatures. Delia was throwing knives, thought she was acute but without strength she couldn’t hurt them too much. Lisa’s arrows were accurate and fine as always, meanwhile Dorian was using some very efficient winters grasp. Aneirin was operating with his good old mind blast spell, as usual. Ezekiel was irresistible as always, but maybe he could think other ways to show his ability to the others, with a girl maybe. He shouldn’t think of that. One of the Rager, who was cut by him just before, dipped his axe to his yellowish green blood and scratched Ezekiel with it. It wasn’t a big deal, really, and Dorian healed him immediately. But why…

In the end, they killed all of the Ragers on this side of the clearing, but they heard the villagers screaming, and knew there are more. Suddenly Aneirin caught sight of Dielza and his brother, who were running away from two Ragers. They were separated, Olek was running toward the forest, Dielza toward them, but the creature sprang on her starting to maul her… They immediately succored her killing the beast, but in between they lost Delia, who got panicked too, and ran away.

Aneirin examined the almost dead Dielza, and found out something horrible. Meanwhile Ezekiel felt a little dizzy, and sick, and started to associate this sickness with the axe and the greenish blood. Aneirin saw the beautiful elf woman lying on the ground, brutal wounds on her chest, her blood a little yellow, and her veins popping out…
- It’s contagious – he said when Ezekiel tumbled down to the ground.

to be continued…


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