Dragon Age: Whispers of the Past

Session three
In which the party plays with fire

The party is secured transport ‘for free’, which in Surface Dwarf apparently means ‘guards who aren’t being paid’. Everything goes well until the crew comes across a village which has been the victim of arsonists.

The bandits responsible apparently belong to the class of psycos who enjoy watching their handiwork…as the party stops to help put the fire out, the bandits pop up out of the crowd and begin to try and murderface the people ruining it. Sadly for the bandits, they are mere NPCs and are rapidly cut down by the slicy-dicy parts of the party.

In a rare instance of dividing the party being a successful gambit, the Saarebas managed to dig some poor fool (Malcolm) out of one of the burning buildings while the rest of the party is off murdering things. He is able to confirm that the bandits had singled him out as a former member of this caravan guard and were looking for something in this caravan in particular. This leads the party to decide the best defense is a good offense and go off tracking the bandits.

The bandits are shortly found. There are too many for an easy assault so the party returns to the preyed-upon town. The Orlesian uses Persuade: IT IS SUPER EFFECTIVE. With ten townsfolk as support, the party goes back to burn some tents, freak some horses, and otherwise cause massive chaos.

Unfortunately, while this was going on, a small handful of the bandits return. They slaughter a few people, including the Dwarven caravan leader, and steal the ring that had been found in the prior town. With a trail to follow and a sense that the ring is more important than previously assumed, the party prepares to go off in chase…

Session two
In which we mistake Markarth for civilization and are tricked by a dwarf

We found Markarth. Huzzah!

Then we encountered the sub-mission: Pretty, pretty PCs! Silly Avvar does not understand courtly camouflage…

Seeking the Tevinter by means of the lyrium trade netted us a dwarf named Goram Ortan. He wanted us to do a little bit of Hidden Object in the Haunted Mansion {{Which I’m pretty sure is a Disney-produced smartphone game}}. True to form for a house owned by those with Nevarran blood, this house is populated with skeletons! One set of bone shards later, the party manages to find the box (with a Pentagast shield) and the ring (on the big nastier corpse thing that the party made double-dead).

After making the exchange, Goram sent the party on their way to Cumberland in Nevarra after rumors of a very large transaction of lyrium to the Tevinter…

Session one
In which ships wreck and the party wrecks face

The original Arvaarad dies, leaving the new Arvaarad (Blue) with a Mysterious Tome™. The party meets. Huzzah!

The party murder faces some rats.

The party murder faces some wolves. The smarter ones run like the bitches they (possibly) are.

The party murders some Vints (there was much Qunari rejoicing). Then we find the Plot(!) in letter form.


“Our Master is using the storm. Find the book. Search the wreckage.

~ Septimus"

Mechanical Notes:
Loot happens
Level 2!