The Oleander Maw -- A Dragon Age Adventure

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    For more support for Dragon Age RPG and the AGE System, visit the Dragon Age Oracle athttp://dragonageoracle.wordpress.com or on Twitter at @DragonAgeOracle

    The Oleander Maw

    A Dragon Age RPG Adventure for Characters Level 1-2

    By John M. ShadeTwitter: @DystopianDream

    Additional Material, Editing & Layout:Daniel M. Perez

    Twitter: @Highmoon

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    The Oleander Maw is a small wooden box, about a foot long and half as wide, ornately carved withthe design of a twisting vine featuring oleander flowers. When opened, it is empty, though it smellsstrongly of oleander as well.

    The box has served as the prison for a Desire Demon for unknown time. Udrik, once a roguemaleficar, has been the owner of the box for years. The Desire Demon within tried to possess Udrik atone point, promising him delights of the flesh unimaginable, but Udrik was able to withstand thetemptation and trap the demon within the box.

    His son, Lord Casden, also possessing a small amount of magical talent, was not so successful.Having seen that his son was madly in love with Fadella, the daughter of the Mayor of Terin, and hisinability for years to even show the least expression of that love to the (in his opinion, spoiled) girl,

    Udrik made a deal with the Desire Demon in the Oleander Maw to give his son the power to achieve hhearts desire.

    After all, Udrik figured, Casden was mediocre enough of a mage that a demon from the Fade wouleventually possess him. So, better the demon you know

    The adventure begins in a tavern just north of Redcliffe along the Imperial Highway. The Frostback Mountains loom in the distance, and the cool air coming off the peaks finds its way through the windoand doors. There is a fireplace in the corner, and a group of human regulars next to it, laughing anddrunk. A surface dwarf sits alone at one of the tables, and there are twin barmaids serving everyone. Tadventurers are spread out across the bar.

    The adventurers hear a commotion outside(TN 7 Perception (Hearing) check) , and then turn to witness an elf burst through the doors of the tavern, winded and panting. The humans in the corner seethis as well and move to investigate. One of the humans is angry at having a servant barge into a taverKnife-ears arent allowed in here! he yells whilst kicking the poor elf. The elf whines and coughs an

    Background

    Part 1Lindel

    Roleplaying Encounter

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    beaten more. He says he seeks help. He begs the adventurers, who look like the sort that would take onhis task.

    The adventurers can step in and help the elf, or watch him suffer some. The humans eventually gettired and leave the elf to bleed.

    The elf is asking for help. He tells the adventurers he comes from a village to the north, and that hehas been running all through the night. He breathes for a moment and then tells them of an attack on h village. He does not know much, only that his master had come into the servants quarter bleeding, a wound in his side from a claw or teeth. The wound was grave, and the last thing he told the servant wato run and find help, gurgling attack as Lindel started on his way.

    His master was the mayor of the village.

    The elf pleads with them to help. He is loyal to a fault, and will not refuse help from anyone. Heassures the adventurers that there will be a reward from his masters considerable estate if they choosehelp.

    You take to the Imperial Highway. The banks of Lake Calenhad sit to your right, and thewide Frostback Mountains still loom over the area. You head further north on the Highwayand eventually come to a bridge arching over one of the large rivers heading outward fromthe lake. It is made of stone, and was constructed long, long ago, when the TevinterImperium once ruled nearly all the world.

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    The bridge is wired with hidden tripwires connected to poison canisters (1d6 penetrating damage anyone caught in the poison takes an additional 1d6 damage per round [TN 15 Constitution

    (Stamina) ends]).

    TN 9 Perception (Seeing) to notice

    TN 11 Dexterity (Traps) to disarm

    A group of bandits known as the Gray Daggershave taken it upon themselves to protect this bridgefrom marauding darkspawn. They do not do this forfree, though. Their tax can be viewed by the

    adventurers as highwaymen and robbery, or simplesoldiers protecting the innocent and making theirskills of use after the war.

    If the adventurers disarm the trap, a spokesmanfrom the clan of bandits is standing at the top of the bridge. He tells them the clans intention and tries topersuade them to the pay the tax, which is 2 sp.

    If the adventurers refuse to pay, or spring the trap, the bandits come out of hiding, bows and bladesdrawn, ready to fight.

    There are (number of players)Ferelden Brigands blocking the pass, all fanned out in front of the party.They fight until over half are dead or incapacitated.

    Ferelden BrigandsA

    Abilities (Focuses)2 Communication (Deception, Gambling)1 Constitution (Drinking)0 Cunning (Evaluation)2 Dexterity (Legerdemain, Light Blades, Stealth)0 Magic1 Perception (Searching)2 Strength (Climbing)0 Willpower

    Combat Encounter

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    Speed Health Defense Armor Rating12 18 12 3 Attacks Weapon Attack Roll DamageDagger +4 1d6+3Short Bow +2 1d6+2Short Sword +4 1d6+4PowersFavored Stunts: Lightning Attack and Skirmish.Talents: Armor Training (Novice), Dual Weapon Style (Journeyman), and Scouting (Novice) Weapon Groups: Bows, Brawling, and Light Blades.Equipment: Dagger, light leather, short bow with 10 arrows, short sword, 1d6 copper pieces.

    If the brigands are all killed, a successful search of the area by the bridge(TN 10 Perception(Searching) check) reveals a niche where the brigands were hiding their collections. There the party

    finds a small sack with the contents described below.

    If the brigands are defeated but not killed entirely, the remaining ones scatter and flee into thesurrounding land, leaving one behind who is too hurt to flee. He begs for his life to be spared, to beshown mercy. From a backpack he pulls a small sack which he empties on the ground, offering thecontents in exchange for his life. The sack contains 75 silver pieces along with a collection of smallpersonal belongings from those travelers the brigands robbed before, including a pristine-looking wedding invitation.

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    If the adventurers killed all the brigands and found the invitation inside the hidden sack, have Lindelanswer whatever questions he can from the information given below and move on to the next encount

    Assuming, however, the adventurers let the brigand live, they can inquire further of him about theinvitation.

    The brigand says the travelers he had robbed were heading to a village called Terin. Lindel, the elfservant, immediately pipes up and says that that is the village he is from. The elf calls the bandit a liar bandit professes he is telling the truth, that he had just come from Terin and found nothing wrong.

    The adventurers can choose to leave him on the road and take his money and the belongings, or kilhim, or both!

    They can choose take the invitation as well. It looks unremarkable save for the dirt stains on thecorners. It reads,You are cordially invited to a wedding between Lady Fadella and Lord Casden.

    Lindel can tell the party that Fadella is the mayors daughter, and that Lord Casden is the son of alocal shopkeeper and healer. Their wedding announcement took the village by storm when it happened

    But it was young love. With the village under attack, Lindel assumes the wedding was cancelled, or atleast postponed.

    The adventurers press on.

    Part 2Attack

    Roleplaying Encounter

    Lindel leads you West along the rivers north bank. The weather has warmed a bit as youinch closer to the borders of Orlais. You come to what seems to be an abandoned farm. Thecrops have not been tended and grow rampant. Vines spread up the walls of a ramshacklehut in the center of the farm.

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    The adventurers can go inside the hut if they wish. The front door is off one of its hinges and hangs tothe ground. It seems that it was once bolted shut from the outside. A TN 7 Perception (Searching)

    check lets them see that the door has been broken from the inside, and that there are dull scratch marksrunning along its surface from what looks to be a humanoids fingernails. Consult the dragon die to finout what other information the characters glean inside the hut:

    1: The adventurers find a stash of 25 silver coins in a dresser drawer.

    2-4: They find scribbles of paper with strange writing on it, written in what appears to be blood(TN 10 Cunning (Heal) check to confirm). A TN 13 Cunning (Religious Lore) check isneeded to discern that it is a prayer, a plea to Andraste for mercy,...For what I have done, and for what I will do yet.

    5-6: They find a weeks worth of rations half eaten, a bottle of cheap wine hidden in a cupboardand a lesser healing potion.

    An alpha blight wolf (elite blight wolf) plus(number of players + 1)blight wolves run towards theadventurers. They bark menacingly for a few moments then attack. After 3 rounds of combat, 1d6/2 blight wolves break off and go after Lindel specifically.

    Blight Wolf

    Abilities (Focuses)0 Communication3 Constitution (Running)2 Cunning2 Dexterity (Bite, Stealth)0 Magic3 Perception (Hearing, Smelling)2 Strength (Jumping)1 Willpower

    Exploration Encounter

    As you head out of the hut, one of you trips across something that wasnt there before.It is an ornate box, strange in design, with flowers darting across its edges. The top is slidoff and there is a sickly sweet aroma coming from it. You do not have much time to inspectit, however, for you start to hear barks and growls coming towards the hut, and thestomping of several hounds.

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    Combat Ratings Speed Health Defense Armor Rating

    14 25 12 3

    Weapon Attack Roll DamageBite +4 1d6+4

    Favored Stunts: Knocked Prone and Lightning Attack.Tough Hide: The bony spines of a blight wolf give the creature an AR of 3.

    Alpha Blight Wolf

    Abilities (Focuses)0 Communication

    4 Constitution (Running)2 Cunning3 Dexterity (Bite, Stealth)0 Magic4 Perception (Hearing, Seeing, Smelling)2 Strength (Jumping, Might)1 Willpower

    Combat Ratings Speed Health Defense Armor Rating

    14 30 12 3

    Weapon Attack Roll DamageBite +5 1d6+4

    Favored Stunts: Knocked Prone and Lightning Attack.Tough Hide: The bony spines of a blight wolf give the creature an AR of 3.

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    If Lindel lives, he insists the adventurers continue. His village is not far from the farm. They can chooto bring the box with them. If they leave it behind, however, Lindel brings it along.

    When the adventurers start down the hill to investigate, they are confronted by the village wardenpatrolling the perimeter and several town guards. Daeschel is a young warden, having recently taken ohis fathers responsibilities, because his father had been bed-ridden with sickness. He is untrusting of outsiders and hot-headed, but means well. Lord Casden is his childhood friend.

    Daeschel does not trust outsiders one bit. And for the adventurers to show up on their Mayorsdaughters wedding day?! He is upset for his father and it only serves to add to the fire in him.

    Who are you?

    You werent invited here. If you dont have an invitation you can shove off.

    If the adventurers took the invitation from the Gray Dagger spokesman, they can show it toDaeschel. If they do, he grudgingly lets them by, but not before disarming their weapons. No weapons

    allowed at a wedding.

    If Lindel survived the encounter with the wolves, Daeschel notices him and he arrests Lindel forleaving his duties at the mansion, and for cavorting with these strange travelers.

    The adventurers can step in and help Lindel, or let him be arrested. If they oppose the guards in an way, the guards fight back.

    Part 3The Oleander Maw

    Roleplaying Encounter

    As you climb a steep hill, you begin to hear signs of music. When you get to the top, yousee the village of Terin below. It is nestled between two hills with the town hall in thecenter, and houses and businesses fanning out in a circular design from there. It is theafternoon now and candled lights have been strung up for the after-wedding party.

    The bride and groom are dancing merrily on the dance floor stage, and their family andfriends are clapping along to the bards music. The bride is extremely beautiful, but insteadof a handsome, confident suitor, her husband is gangly and awkward.

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    There are(number of players +4)guards in addition to Daeschel to deal with the upstartadventurers. The guards pull any killing blow and only incapacitate in order to arrest the trespassers.Daeschels dog, Reaux, runs down anyone trying to flee (use the Mabari War Dog stats on page 31 of Dragon Age Game Masters Guide). If the adventurers kill any of the guards, or if at least 3 guards are

    incapacitated during the fight, one guard breaks off and runs to call for reinforcements(number of players +4)which arrive 1d6+1 rounds later. It is possible for the adventurers to flee the fight but they will be pursued heavily for at least a mile.

    If the adventurers allow Lindel to be arrested, show the invitation and allow themselves to bedisarmed peacefully, Daeschel gruffly allows them into the wedding festivities.

    If the adventurers somehow manage to slip past Daeschel and his guards into town, they findthemselves in the middle of the wedding festivities.

    Everyone in Terin is in a joyous mood due to the wedding but it takes little time for everyone tonotice the foreigners in their midst (regardless of how they made their way into town). Lord Casdencomes off of the dance floor, winded and smiling. If the players have the Oleander Maw with them, thcan notice that something is off with Casden when he approaches them(TN 14 Perception (Empathy required) ability test) , but in reality, it is the boxs proximity to him. He can sense the Oleander Maw i with them, but greets them with a genuine smile, shakes their hands and makes small talk designed tokeep the adventurers in one place long enough.

    Whether the players have the Oleander Maw with them or not, Casden does not like the presence othese foreigners that could threaten his plans and attempts to frame them. Casden tries to slip a smalldagger into one of the pockets of the adventurers (a Dexterity (Legerdemain) ability test opposed by thtarget characters Perception (Seeing) ability test). If Casden wins, he immediately exposes theadventurers as assassins. If Casden fails, he fumbles the dagger and bumps into the nearest adventurershoving him or her aside, crying foul after he has offered hospitality. Either way, Daeschel arrives withleast 6 guards in less than a minute. Casden accuses the newcomers of either being assassins ortroublemakers and, since Daeschel and Casden are childhood friends, Daeschel believes him. Theplayers are escorted to jail, forcefully if need be.

    Whenever the adventurers end up in jail, proceed to the next encounter.

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    Terin Guard

    Abilities (Focuses)1 Communication2 Constitution (Drinking, Stamina)0 Cunning2 Dexterity (Light Blades)0 Magic1 Perception (Searching, Seeing)2 Strength (Might)1 Willpower (Morale, Faith)

    Speed Health Defense Armor Rating12 28 12 3 Attacks Weapon Attack Roll DamageDagger +4 1d6+3Short Bow +2 1d6+2Short Sword +4 1d6+4PowersFavored Stunts: Lightning Attack and Skirmish.Talents: Armor Training (Novice), Dual Weapon Style (Journeyman) and Scouting (Novice) Weapon Groups: Bows, Brawling, and Light Blades.Equipment: Dagger, light leather, short bow.

    Daeschel, the Village Warden

    Abilities (Focuses)2 Communication (Leadership)1 Constitution (Drinking)0 Cunning2 Dexterity (Riding, Light Blades)0 Magic1 Perception (Searching)3 Strength (Climbing, Swords)1 Willpower (Faith, Self-Discipline

    Speed Health Defense Armor Rating12 59 15 6tacks

    Weapon Attack Roll DamageDagger +4 1d6+3

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    Short Bow +2 1d6+2Short Sword +6 1d6+6PowersFavored Stunts: Lightning Attack and Mighty Blow.Talents: Armor Training (Journeyman), Sword and Shield Style (Journeyman), Handle Animal(Journeyman) Weapon Groups: Bows, Brawling and Light Blades.Equipment: Dagger, Mail armor, short bow, medium shield.

    If the adventurers were arrested after a fight, they wake in the village jail near the town hall, their headthrobbing. The windows are barred. The local healer was able to heal them up tocharacter max HP -5 health. If the adventurers were arrested quietly, they are at maximum health. In any case, all of their weapons and items have been taken and stored somewhere. The only thing they have left is their armo A guard is placed outside of the jail, whistling loudly to the beat of the music coming from the weddinparty.

    Shortly after the adventurers have been imprisoned (or after they wake up if they were taken in by force), a man walks into the jail and walks straight up to them. He is in his late middle years, hair heavgray, but still seems to be in good health. Hes dressed in fine livery and he carries a small satchel alon with him. If the adventurers got to meet Lord Casden before being thrown in jail, they may make a TN13 Cunning or Perception (Seeing) ability test to notice that this mans clothing seems to match thestyle and decoration of those Casden was wearing as well.

    The man asks the adventurers if they are feeling well. He was the one to heal the characters if theyneeded it. If not, he tells them he is Terins healer and wanted to make sure that they were well treatedHe does not give his name unless directly asked, in which case he lies and gives his name as Bronlin (TN19 Perception (Empathy) to notice a slight hesitancy when replying to that question, which he explainssimply as wondering momentarily about giving his name to strangers). Once he makes sure theadventurers are in good condition, he turns to leave, throwing a sideways glance at the cell next to the

    adventurers, where Lindel is sleeping, before exiting.

    To the other side of the adventurers cell, facing away from the door, there is a dwarf sitting on theflimsy bed. He speaks as soon as the man has left.

    You start somethin too? he asks. Yeah that wardens got a head full of coal,f you ask me. Caneven see whats going on, right under his nose.

    Roleplaying Encounter

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    The dwarfs name is Gorum, a surfacedwarf originally from Orzammar. He hadhad enough of the politics and yearnedfor something more than fighting the

    endless battle of the deep roads. He tellsthe adventurers that he was passingthrough the village and liked the tavernsale here so much that he decided to stay for awhile. He had been in town about a week before people started asking about Lord Casden; apparently the poor boy had gone missing, andmost suspected the darkspawn took him (for he liked to roam the outskirts of the village most nights).But when he returned to the village suddenly after almost a week of being missing, the villagers rejoicand had a great festival. It was there that Casden courted the mayors daughter, and two days later, to t

    shock of the village, they announced their marriage proposal.Gorum tried to reason with the young new warden. The mayor had locked himself in his study, the

    old warden was sick and bed-ridden; too many coincidences. Lady Fadella has been bewitched by Casden, as he has done to the entire town. Gorum was then arrested for inciting a brawl in the tavernGorum is sure that something is not right with Lord Casdenhe might even go as far as to say hesuspects some foul magic at play if prodded in that direction by the adventurersand feels nothinggood will come out of this all. If only we could get out of here

    Escaping the jail is a challenging Advanced Ability Test with a Success Threshold of 15. The

    players may use any ability focus at their disposal to achieve this as long as they give you a plausibleexplanation as to how they are using it (average TN between 9-11). Any character may make an abilitytest which represents 1 minute of time elapsed. The guard outside the jail checks in on the prisoners when 5 minutes have elapsed, giving the adventurers a chance to engage the guard in a roleplayingexchange or to try to grab him, etc. Once 15 minutes have elapsed, a guard brings in another prisoner, drunken reveler who was causing trouble. How this guard reacts depends on what have the adventurerdone to this point (if they have attacked the first guard, if they are trying to pry open the bars, etc.), anif necessary he can call in a second guard as reinforcement.

    Any player rogue with the Dexterity (Legerdemain) focus may make a TN 13 ability test to see if they were able to smuggle in a small dagger unnoticed (or lockpicking tools if they also had the Dexte(Lock Picking) focus and/or had these tools listed as part of their equipment). In addition, some (1d6)of the bars of the cells may be bent(TN 15 Strength (Might required) ability test) enough for acharacter to slip by with a successfulTN 11 Dexterity (Acrobatics) ability test. Each cell has aramshackle bed that can be broken apart and the wood used in any creative way the players decide.

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    Once free, the adventurers find their belongings in a chest near the door as well as one vialcontaining a reddish liquid (a Lesser Healing Potion)but the box (the Oleander Maw) is not there.They can either leave Lindel in his cell, if he is alive, or let him out. Gorum asks that you release him well, saying he is another strong arm and good in a fight. The adventurers can choose to let him out or

    not. When they exit, it is night outside, and the remnants of the wedding party (servants cleaning up an

    still-drunken party-goers around) are keeping most of the guards and servants occupied. The village isgoing to sleep all around the adventurers. If Lindel is with the adventurers, he leads them to the Mayorestate.

    If the adventurers let Gorum out and Lindel is there, he follows along; if Lindel is not present,however, Gorum wishes to confront the creature Casden immediately; he reasons Casden will be at theMayors estate.

    Gorum, Dwarven Exile

    Abilities (Focuses)1 Communication (Bargaining)3 Constitution (Drinking)0 Cunning2 Dexterity (Brawling, Light Blades)0 Magic1 Perception (Searching)

    3 Strength (Intimidation, axes)1 Willpower (Courage, Morale)

    Speed Health Defense Armor Rating10 68 12 6

    Attacks Weapon Attack Roll DamageDagger +4 1d6+3Short Bow +2 1d6+12-Handed Axe +6 3d6+3

    PowersFavored Stunts: Lightning Attack and Mighty Blow.Talents: Armor Training (Journeyman), Two-Hander Style (Journeyman), Brawling (Journeyman) Weapon Groups: Axes, Bows, Brawling.Equipment: Dagger, mail armor, short bow, two-handed axe.

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    The mayors estate is on the northern edge of the village. Two guards are at the front door guarding it.They have swords, light shields and light armor. The guards will fight to the death to protect thenewlyweds from assassins (i.e. the adventurers). Either Lindel or Gorum (depending on who is with thadventurers) can tell them of a back entrance. If neither is with the adventurers, a TN 13 Perception(Searching) ability test reveals an open door on the back of the building.

    Inside, the mansion is wide and vast, with hallways stretching out in either direction. There is a lar

    staircase in the center with a checkered floor design across the ornate foyer. You hear the familiar growand grunts of blight wolves echoing all throughout the mansion and ready your weapons.

    There are(number of players +1, or +3 if Gorum is present)blight wolves wandering the lower floorof the two-storey building, with at least two already by the central foyer.

    The adventurers can try a Dexterity (Stealth) check to sneak past opposed by the houndsPerception (Smell) or Perception (Hearing) score, whichever is most applicable (maybe one of theparty members doesnt believe in bathing!). If Gorum is around, stealth will not be an option, as thedwarf charges the first wolf he spots.

    Whether it is by stealth or by force, when the adventurers find their way up the stairs, proceed to thnext encounter.

    Use the Blight Wolf stats in Part 2.

    As the adventurers make their way upstairs, they hear the howl of another pack of blight wolves rushin behind them. If present, Gorum plants himself at the top of the stairs, closes the doors to the quarters behind the adventurers, staying on the other side to fight the wolves. If Gorum is not present, Lindel wsuggest they close the doors. If Lindel is not there either, the adventurers must figure out to shut thedoors on their own.

    Combat Encounter

    Exploration Encounter

    Part 4The Evil You Know

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    Closing the doors is an easy Advanced Ability Test with a Success Threshold of 5. Theadventurers must make a TN 9 Strength (Might) ability test to close the door. Every test made whichfails to meet the success threshold means one blight wolf slips past into the room.

    The second floor is all one large and stately bedroom with an area for an ornate four-poster bed as well as another area with a desk and chairs by a window. It is in this area that Lord Casden stands,looking amused at the scene in front of him, sipping wine.

    Once the adventurers have dispatched any blight wolf that slipped through, or simply once they enter the room, they are free to confront Lord Casden directly. He has with him the box, the OleanderMaw, in his hands.

    Lord Casden is in reality a puppet for a desire demon that was imprisoned in the Oleander Maw.Casden is willing to banter with the party in an arrogant and amused tone. However, the moment any othe adventurers readies for a fight, Casden readies himself in response. Dark magic envelops him,transforming him into the abomination.

    Lord Casden (Desire Demon) Abilities (Focuses)

    2 Communication3 Constitution (Stamina)2 Cunning3 Dexterity (Stealth, Traps)2 Magic1 Perception (Seeing)3 Strength (Claws, Intimidation)

    4 Willpower (Morale)Combat RatingsSpeed Health Defense Armor Rating

    15 65 13 5

    Weapon Attack Roll DamageClaws +5 2d6+3

    Look at me, he says, I have everything Ive ever wanted.

    She wont let you take that away from me!

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    Attacks Abomination Form: Lord Casdens transformed body gives him an AR of 5.Favored Stunts: Lighting Attack and Mighty Blow.The Fires of Lust:Casden can create a burst of flame as a special stunt for 3 SP. Anyone within 2 yardCasden takes 1d6 penetrating damage.

    If the adventurers are having a tough time of it, and if he is present, Gorum can bust through thedoor after having dealt with the wolves to offer help. If the adventurers are having too easy a fight agaCasden, however, and you wish to challenge them further, have a couple blight hounds break throughthe door (past Gorum, if he was there).

    Whenever Lord Casden uses his special stunt (and he does not hesitate to use it in the slightest),things around him catch fire: the curtains, pillows, rugs, chairs, desk, the bed, etc. The fire spreadsslowly, though every time Casden uses his special stunt, it makes the fire grow larger. After Casden haused his stunt five times, the burning room becomes in effect a minor hazard that deals 1d6 damageevery round. If Casden uses his stunt five more times, the burning room becomes a moderate hazard thdeals 2d6 damage and halves Speed due to the smoke (opening a window counters this effect at least).

    When Casdens health has been reduced to various levels, he reveals the following bits of information:

    At forty (40) health.

    The abomination says, This shell was nothing before I was here. The poor boy lovedthe girl until it hurt, and she didnt even give him the time of day! He still feels the pleasureof her, you know, every day, even if he is not in control.

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    At twenty (20) health.

    At five (5) health.

    Once Casden is defeated, he reverts back to the young man he once was, but the demon is notpurged. His eyes still glow purple with the taint. Daeschel enters with several of his guard (and Gorumhe hadnt made his way into the room by now), splatters of blight wolf blood on them all.

    I didnt want to believe it, Daeschel says, looking at his friend Casden on the ground, bloody, widark magic swirling around him.

    Gorum sees the need to kill the demon, and quickly before it regains its strength.

    Daeschel does not want to lose his friend so easily. There must be another way.

    There is another way, says an old man in the doorway. The adventurers recognize him as thehealer that met them in jail. If the adventurers greet him by the name he gave them earlier (Bronlin),Daeschel gives them a quizzical look and tells them this is Lord Udrik, Casdens father.

    Udrik is visibly shaken by the scene before him, and especially by the condition of his son. He tellthe story of his sons love for Fadella and of the box, the Oleander Maw (see Background, above).

    Above all, Udrik wants his son to be alright once more (whether that is as a demons puppet or ashimself again is unclear). He offers to take his son and leave Terin never to return as long as everyonecan look the other way and forget all that has transpired. Udrik offers the adventurers a reward of (number of players +1)gold coins to end their involvement and leave Terin. If the characters accept,Gorum objects and attacks the characters while Udrik takes Casden away. Gorum does not fight to thdeath, however; after someone draws first blood or after four rounds of combat, he discovers Udrik hafled and he calls it quit, berating the weak moral fiber of the adventurers as he leaves in a huff. Afterwards, skip to the Epilogue.

    If the adventurers wish to end the threat of the Desire Demon, Udrik offers to open a gateway to thdemons lair using blood magic. Udrik tells the characters that they will likely see the spirit of Casdenthe demons side, and asks that they tell his son that he is sorry for the pain he caused, that he only me

    In its weakening state, the demon loosens its grip on the boy, though only for amoment. He... opened the box... I will make this boy Mayor, Arl, King!

    Fa... Fadella.

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    well. If the adventurers accept Udriks offer to open the gateway, he does so without any problems andgone from Terin when (if?) they return from the Fade. Proceed to Part 5.

    If the adventurers wish to confront Udrik about his actions and possibly in battle, see Appendix 1.

    Daeschel, although wary to use blood magic, volunteers to go with the adventurers if theyll havehim, and urges them to make the right decision for his friend. Gorum decides to stay behind, but urgesthe adventurers to kill this abomination before it does any more destruction.

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    The Fade is a strange place for the adventurers. They feel they are in a dream, but the mages in theparty assure the others it is very real. The ground seems to fall away into nothingness at points. Theadventurers find themselves in a beautiful orchard, and beyond it is the cave where the demon resides

    The sky is cloudless and blue; soft petals fly on the wind everywhere. It is a scene right out of apainting. At the edge of the orchard, the demons cave seems ugly and out of place. Something seems beckon the adventurers inward.

    This is a great opportunity to use the players Goals and Ties against them (something that few players ever believe will come back to haunt them). You can form illusions based on their characters

    ambitions. You can also (and perhaps should) introduce the other players as phantoms in anothersillusion. The Desire Demon will seek to use any and all personal information it can glean to tempt thcharacters, and turning them against one another is an easy way to reduce the opposition.

    You can target a specific, hot-blooded character, easy to manipulate, or you can have all them testand see who loses (as a suggestion, no more than one-quarter of the party should be seduced, in order increase the feeling of paranoia among the adventurers). Have each character targeted by the demonsucceed make a TN 15 Willpower (Self-Discipline) ability test (see the Chains of Desire power, belowIf they make the test, they are unaffected by the demon; if they fail, they are under attack by the demoncharm powers. Any character with the Communication (Leadership) focus that succeeds their ownability test can instruct the other characters that they are the targets of illusions, and can either grant onfellow adventurer a +2 bonus to their own Willpower (Self-Discipline) test or have them re-roll a failetest.

    Characters that fail their test are effectively immobilized due to the demons illusionary attacks ontheir minds. See the Chains of Desire power below for information on how to handle this situation.

    Combat Encounter

    Part 5Into the Maw

    You take a deep breath as Casdens father begins to cast the ritual spell. Blood spillsout of him and the box begins to hum louder and louder. Your vision shakes violently as thegaping mouth of the box starts to glow with a white light on the inside of it; the light spillsout and spreads until it has consumed the floor beneath your feet. Then, after a secondshesitation, the light swallows you whole.

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    Whosesoever passes the test snaps out of the illusion finds themselves in a cave lit by torches alon walls. The Desire Demon is in the center, the manifest spirit of Lord Casden beside her.

    While most Desire Demons are extremely dangerous enemies, this one has been weakened by itslong imprisonment in the Oleander Maw.

    The demon wastes no time with banter and immediately goes on the offensive.

    Desire Demon

    Abilities (Focuses)4 Communication (Deception, Seduction)2 Constitution3 Cunning (Arcane Lore)1 Dexterity (Initiative)

    4 Magic (Primal)1 Perception (Seeing)0 Strength (Claws, Intimidation)4 Willpower (Morale)

    Mana Points: 23Combat RatingsSpeed Health Defense Armor Rating

    15 93 13 4 Attacks

    Weapon Attack Roll DamageClaws +2 1d6

    Demon Skin:The demons tough skin gives it an AR of 4.Favored Stunts: Puissant Spellcasting and ManaShield.Fade Mastery:The demons Puissant Spellcasting stunt level is effectively one (1) point higher than theamount of stunt points spent (e.g. If 2 stunt points

    are spent, +3 is added to the spellcasting roll).Chains of Desire: As a major action, the demoncan use its magical power to tap into the targetshopes and dreams, showing them visions of that which they desire the most. The target must make aTN 15 Willpower (Self-Discipline) test or become immobilized, lost in their own minds. The target chimself by taking a major action and making a successful TN 15 Willpower (Self-Discipline) test. Th

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    only action the immobilized character can take until freed. An unaffected ally may assist the target bymajor action, thus granting the target a +2 bonus to their ability test. Any target that successfully makability test against this power is immune against further uses.

    Spells (Spellpower):Flame Blast (15), Shock (15), Heroic Offense (13), Arcane Bolt (13).

    If you want to be particularly nasty, you could have any character that falls prey to the DesireDemons Chains of Desire power fall under the demons control instead of becoming immobilized, in which case it sends these charmed adventurers to fight their comrades while it casts spells from the baDaeschel will fight the seduced players, trying to get them to snap out of it. If the seduced charactersmake a successful ability test as noted in the powers description, lose twenty (-20) life, or are knockeprone, they automatically snap out of the demons hypnosis.

    Once the adventurers kill the Desire Demon, it withers like a sun-scorched flower into the floor of

    the cave, letting loose the overwhelming scent of oleanders in bloom. The cave and all around begins shake as if in an earthquake, and the adventurers feel something pulling at them from within their chespulling strongly backwards, as the lights go dark and they feel as if falling into infinity

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    If Lord Casden is dead/gone into exile with his father, and the adventurers did not fight theDesire Demon:

    The events transpired at the Mayors manor are hushed away in order to avoid scandal and unwanted

    attention from outside forces like the Chantry or worse, the Templars. Daeschel apologizes for his prio

    demeanor and thanks the adventurers for their help in exposing the demon in their midst. Daeschel tak

    it hard that his friend is gone, but stomachs it, telling himself it was best for the village. If Lindel has

    survived, he thanks the adventurers as well.

    Eventually, hidden in the manors servants quarters, the body of the Mayor is found. Fadella isdevastated by the loss of both her father and lover.

    Terin will hold elections for a new mayor soon, but for now Daeschel is reluctantly elected as actin

    Mayor to lead the town in this dark time.

    What was left of the demons persuasion aura was captured by the stone in Casdens necklace (trea

    it as the Handmaidens Necklace, in pg. 40 of the Dragon Age Game Masters Guide). Daeschel gives

    this to the adventurers in payment (he also simply wants to get it as far away from Terin as possible)

    along with a modest reward of 1 gold coin per player character. He also asks that the adventurers nevespeak of what happened in Terin.

    If Lord Casden is dead, and the adventurers killed the Desire Demon:

    The adventurers return to the bedroom at the Mayors manor, exiting the Oleander Maw just in time to

    see it crumble to dust. The events transpired at the Mayors manor are hushed away in order to avoid

    scandal and unwanted attention from outside forces like the Chantry or worse, the Templars. Daeschel

    apologizes for his prior demeanor and thanks the adventurers for their help in exposing the demon in

    their midst. Daeschel takes it hard that his friend is gone, but stomachs it, telling himself it was best fo

    the village. If Lindel has survived, he thanks the adventurers as well.

    Eventually, hidden in the manors servants quarters, the body of the Mayor is found. Fadella is

    devastated by the loss of both her father and lover.

    EpilogueAlls Well

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    Tarin will hold elections for a new mayor soon, but for now Daeschel is reluctantly elected as actin

    Mayor to lead the town in this dark time.

    What was left of the demons persuasion aura was captured by the stone in Casdens necklace (trea

    it as the Handmaidens Necklace, in pg. 40 of the Dragon Age Game Masters Guide). Daeschel givesthis to the adventurers in payment (he also simply wants to get it as far away from Terin as possible). H

    also gives the adventurers a pair of boots found in the apartments of Lord Udrik, believed to be magic

    and instrumental in helping him avoid capture by the Templars in the past (Boots of the Outlaw, pg. 40

    of the Dragon Age Game Masters Guide) along with a modest reward of 1 gold coin per player

    character. He also asks that the adventurers never speak of what happened in Terin.

    If Lord Casden is alive and remains in Terin, and the adventurers killed the Desire Demon: After the adventurers slay the demon and break its hold over Lord Casden, they return to the bedroom

    at the Mayors manor, exiting the Oleander Maw just in time to see it crumble to dust. There they find

    Casden free of the demons possession; he is in bad shape after the battle, but alive and resting on the

    mayors bed, Fadella by his side, holding his hand. He has no memory of what had happened.

    The town will hold elections, and because of Daeschels bravery for his friend, he has been

    nominated acting mayor. Fadella and Casden stay together (and whether it is from the residual influen

    of the desire demon, or of their own free will, it is unknown and something no one who knows the trutof what happened wishes to prod into). The one note of tragedy comes in the form of the discovery of

    the body of the former Mayor, Fadellas father, hidden somewhere in the manors servants quarters.

    The adventurers gain the gratitude of the town and of Casden, Fadella and Daeschel. They are

    rewarded with 1 gold coin each, as well as given by Casden his fathers magical boots, which he found

    back in his apartments where the old man left them as he fled (Boots of the Outlaw, pg. 40 of the Drag

    Age Game Masters Guide). Daeschel also awards his fathers necklace,The Luck of Terin(treat it as the

    Smiths Targe , in pg. 40 of the Dragon Age Game Masters Guide), to the heroes of the town. They are

    welcomed at any time as esteemed friends of the town.

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    The force field lasts a number of rounds equal to your Magic ability. During that time, thesubject is completely immune to damage, but also cannot move from the spot (the forcefield is immobile), make attacks, or give or receive any items. Spells and other effects that not cause direct damage, such as daze, mana drain, or vulnerability hex, still affect thesubject. You can renew a force field when its duration expires for additional rounds equal to your Magic by spending its mana cost again.

    While protected he uses his next combat round to attempt to convince the adventurers to stoptheir attacks, take the money he offers and leave. If they accept, he tosses them a purse with themoney, drops the force field, collects Casden and leaves. If the adventurers press on, he goes othe offensive.

    On the third round of combat, Udrik uses a dagger to slash his forearm and casts Blood Wounda spell from the Dragon Age Set 2 Playtest document:

    Blood Wound Magic School:BloodSpell Type: Attack Mana Cost:6 MPCasting Time: Major ActionTarget Number: 14Test: Constitution (Stamina) vs. SpellpowerRequirement: Blood Mage specialization You make the blood of all enemies within 12 yards of you boil, causing excruciating pain. Atargets take 1d6 + Magic penetrating damage and must make a Constitution (Stamina) test vs. your Spellpower. Those that fail can only take a minor action on their next turns.

    The Blood Wound affects Daeschel and Gorum and they fail their tests, dropping to the groundin writhing pain. If at least half the adventurers fail their tests, Udrik uses the opportunity to dro

    the force field and collect his son and leave. Udrik continues to cast Blood Wound every round until he is able to leave with the body of his

    son, which is all he wants. If a character would die from the magical attack, assume Udrik pulhis punch and leaves them merely unconscious with very little Health instead.

    Udrik will be back in future adventurers, so the characters will have an opportunity to face him in battonce they are more on par with his level of experience.