Very first adventure.

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Very first adventure.

Postby jcarrero » Mon Jan 16, 2012 11:03 am

Hi! I've been GM'ing Dragon Age for one shots now and then, but in a week's time, I'll be having the chance of introducing the game to a stable gaming group. I want the game to cause the best posible impression!

So, for a group with great experience with RPG's, which adventure do you recommend?:
- The one from the GM's book in Set 1.
- A Bann Too Many, the one that came with the screen.
- Amber Rage, the first adventure from Blood in Ferelden.

My personal favorite is Amber Rage, but I fear that it could feel like a step back to go back to A Bann Too Many after that, or the one from the first set (which I thought was pretty cool, too). I actually disliked A Bann Too Many, might as well ignore that one.
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Re: Very first adventure.

Postby Andferne » Mon Jan 16, 2012 11:34 am

Not sure if you have a number of things planned already, but my suggestion would be to start off with the introduction part of A Fragile Web, but tone it down a bit to compensate that they are first level instead of fifth. Have them confront the Cultist and meet with Lady Baranti. From there use that books guideline as her being their benefactor. Hiring them to go on missions on her behalf. From there you could string Dalish Curse, A Bann too many, Amber Rage, and Where eagle's lair all together into one super adventure. You can even add in the free quickstart adventure found on the home page of GR Dragon Age.

She could send them to procure a wine contract with the city in Dalish Curse, a wood contract with the place in a Bann too many, break from the Amber Rage, etc.
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Re: Very first adventure.

Postby jcarrero » Mon Jan 16, 2012 11:52 am

I read somewhere that a Fragile Web was pretty good, but never got to read it. I figured I could read it when the characters got to level 5. Well, I guess I'll have to make my homework.

I thought I would use the suggested plot, of that woman who is believed to be a saint. I thought it was actually really cool.
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Re: Very first adventure.

Postby Andferne » Mon Jan 16, 2012 12:48 pm

The introduction to A Fragile Web is actually an excellent way to get a random group united together in a single cause. Provided they have any semblance of a heart. lol
Remember to just play that first Act, up to where they meet Lady Baranti. Then follow along their suggested guidelines, add in your two cents and you have an instant campaign. I would also suggest to add in a 'personal' adventure between each of the ones she assigns them. To help character development for your PC's. Maybe an old rival swings into town looking for payback, only to find he is now not alone. News arrive of the death to someone important to one of the npcs and the circumstances are a bit shady. etc
For my campaign I also added in the abbreviated missions in the back of the book. All is theft, Sister Stone etc. The Sister Stone was a request by the Chantry once the PC's get a bit of renown, all of the are exceedingly easy to work in together. Especially with using Baranti as a center piece. That way the later events of a Fragile Web hold so much more of an impact.
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Re: Very first adventure.

Postby si1vergecko » Tue Jan 17, 2012 2:46 pm

In the quick start guide there is a starter adventure called An Arls Ransom that my group started with that was pretty decent and the GM for the game did a good job of using it as a spring board for further adventures as we encountered some of the characters down the line and seen how they progressed. Though can't say that a few had a healthy end to them.
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Re: Very first adventure.

Postby ddgon » Tue Jan 17, 2012 5:59 pm

For the Fragial Web start, which looks good, how would you go about makeing the cultists weaker? Take away their armor or lower HP or what exactly? The book dosn't give examples about makeing them easyer.
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Re: Very first adventure.

Postby Andferne » Tue Jan 17, 2012 11:07 pm

For the first encounter I took away their armor and they only had daggers. Also made it to where there was one less Cultist than there were adventurers. Reason being is because of the several encounters they will face in such a short time. A rest between them might not be possible. Depending on how you allow the 5 minute rest thing. For me that means they have to be doing nothing but resting for that time. Not running around town looking for another fight.

Second encounter was much the same. No armor and one less than there are adventurers.

Third encounter the Muscle only had heavy leather armor instead of the heavy mail, and there was only one muscle npc. The other was a common cultist like the rest they had encountered. Keep in mind if you have a large group, or a powerful one. Add in another cultist per two players above four.

The last encounter I actually beefed up. But Mother Brianna has become a recurring villain so I wanted to make sure she left a lasting feeling. The goal for her is still the same, if too dangerously pressed she will bargain for her freedom or flee. I basically added the Epic template from set 2 on her. If they manage more than 30 points of damage on her she starts to look for a way out. Fleeing, bargaining, whatever it takes.
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Re: Very first adventure.

Postby Balgin Stondraeg » Fri Mar 02, 2012 9:02 pm

I wouldn't run The Amber Rage for a group of brand new characters. Some of the early encounters would be lethal. I know teh adventure says Level 1 or 2 but I'd say Level 2 or 3 for that particular adventure.
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