Howdy All and Happy Canadian Thanksgiving!
First off, my apologies for the radio silence over the past couple of months. I will have news on that front that I will be sharing shortly, but for now I hope my apologies and a cryptic promise for a future explanation will suffice to excuse my absence on this blog.
Second, I wanted to introduce you folks to the cast of characters who populate my home group’s new ongoing campaign, “Hearts of Oak”, which we are running using the Dragon Age RPG, published by Green Ronin.
After roughly a year of playing 5th Edition Dungeons & Dragons, running the Tyranny of Dragons campaign, and a few months of trying out a bunch of other games, we have collectively decided on Dragon Age as the game we’ll be running for the foreseeable future.
For those who want to view the adventures of our heroes, the first three sessions of this campaign have been posted on the Dungeon Musings YouTube channel, here:
If you are curious about the mechanics and setting of the Dragon Age game, I spend part of the first session explaining those elements to my players.
I hope you enjoy this new campaign and, if you have any questions or concerns about the Dragon Age RPG, the AGE engine that drives the RPG, or the campaign, please do not hesitate to drop me a line. Otherwise, I look forward to sharing our adventures in Thedas with you all!
Until next time, I remain,
- The Dungeon Muser
Background: Fereldan Human Circle Mage
Class: Mage Level: 2 (2/3 steps, one star)
Communication: +2 (Animal Handling, Etiquette)
Cunning: +3 (Arcane Lore)
Magic: +5 (Primal)
Arcane Lance: To Hit: +5, Damage: 1d6+5
Quarterstaff: To Hit: +1, Damage: 1d6+1
Armor Rating: 0
Move: 10 yds
Spellpower: 15 (17 with Primal)
Languages: Trade Tongue, Speak Elvish
Seek autonomy from the Circle of Magi (Very Long Term)
Study with a Great Master (Long Term)
Get a Mabari Warhound (Short Term)
Linguistics (Novice) – Alastair can speak Elven.
Primal Magic (Novice) – You can create a small flame in your hand without spending mana points. The flame can’t be used in combat but can set mundane items alight. It remains in your hand until dismissed. Creating and dismissing the flame are free actions.
Magic School: Primal, Spell Type: Attack, Mana Cost: 3, TN 12, Test: Dex (Acrobatics)
Gouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.
Magic School: Creation, Spell Type: Utility, Mana Cost 1-3, TN 10
Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 3 mana points when you cast this spell. For each mana point spent, the target gets back 1d6 Health. You can cast this on yourself.
Magic School: Primal, Spell Type: Defense, Mana Cost: 3-8, TN 10
Your skin becomes as hard as stone and protects you from harm. Rock armor has an Armor Rating equal to your Magic ability. The spell lasts for 1 hour but its duration can be extended by spending additional mana points. For each additional MP spent beyond the first 3, rock armor remains in effect for another hour, to a maximum of 6 hours total. A mage wearing regular armor gains no benefit from this spell. You can only cast this on yourself.
Magic School: Spirit, Spell Type: Utility, Mana Cost: 3, TN 11
You summon a small wisp that floats near you for up to an hour and boosts the power of your spells. While the wisp is aiding you, you gain a +1 bonus to your Spellpower. The wisp itself is insubstantial and cannot be attacked or touched.
Weapons Groups: Brawling, Staves
A backpack, waterskin, apprentice robes, flask of brandy, ink, quill, parchment, quarterstaff, lesser lyrium potion (regain 1d6+5 mana).
Cash: 7 SP
Connor the Just
Background: Human Freledan Freeman
Class: Warrior Level: 3 (1/3 steps, two stars)
Constitution: +3 (Stamina)
Dexterity: +2 (Acrobatics, Riding)
Perception: +1 (Empathy)
Strength: +4 (Axes)
Willpower: +1 (Self Discipline)
Battle Axe: To Hit: +6, Damage: 2d6+4
Throwing Axe: Range: 4 yards/8 yards; To Hit: +6, Damage: 1d6+5
Two-Handed Axe: To Hit: +6. Damage: 3d6+4
Unarmed: To Hit: +2. Damage 1d6+4
Defense:12 (14 w/shield)
Armor Rating: 5
Languages: Trade Tongue
Attain Knighthood (Very Long Term)
Train Under a Master (Long Term)
Prove Himself Worth (Short Term) – Achieved +1 to Communication tests with those of House Oakhart and its Enemies.
Armor Training (Novice) – You can wear leather and mail armor without suffering a penalty to Dexterity.
Two-Hander Style (Novice) – When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction.
Unarmed Style (Novice) – Your hands are tough as iron. When you attack with your fist, you inflict 1d6 damage instead of 1d3.
Weapon & Shield Style (Novice) – You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield.
Weapons Groups: Bludgeons, Brawling, Heavy Blades, Axes
A backpack, traveling garb, waterskin, light mail armor, medium shield, Throwing axes (2), battle axe, 2 handed axe.
Cash: 30 SP
Marzio (Landon’s Shadow)
Communication: +3 (Bargain)
Dexterity: +4 (Stealth)
Perception: +2 (Hearing)
Short Sword: To Hit: +4, Damage: 1d6+4
Gauntlet: To Hit: +4, Damage: 1d3+3
Armor Rating: 3
Languages: Antivan, Trade Tongue
Free Himself from the Antivan Crows (Very Long Term)
Place Niall as head of Oakhart family (Long Term)
Prove Himself to Niall (Short Term) – Achieved +1 to Communication tests with Niall.
Backstab – You can inflict extra damage with a melee attack if you can strike an opponent from an unexpected direction. You must approach your opponent with a move action and win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major action this round to backstab him. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You cannot backstab an enemy that you begin your turn adjacent to.
Rogue’s Armor – You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.
Stunt Bonus – You become more adept at finding weak spots in your opponents’ armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2.
Contact (Novice) – You can attempt to make a contact out of a NPC with a successful Communication (Persuasion) test. The GM will set the target number based on the likelihood of you knowing the NPC or having mutual friends. The more distant the NPC’s homeland or social class from yours, the more difficult the test will be. A contact will be friendly to you, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of a NPC who already dislikes you or is an enemy.
Dual Weapon Style (Novice) – You can fight with a weapon in your main hand (your primary weapon) and another in your off hand (your secondary weapon). Neither can be a two-handed weapon, and the secondary weapon is considered to have a Minimum Strength 2 higher than normal (you need Strength 1 to use a shortsword as a secondary weapon, for example). Unless otherwise stated, your attacks come from the primary weapon.
Wielding two weapons can aid you in attack or defence. If you take the Activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus vs. melee attacks until the end of the encounter. You can switch the bonus you are taking with another activate action.
Weapons Groups: Bows, Brawling, Light Blades, Staves
A backpack, traveling garb, waterskin, light leather armor, short sword, and lined gauntlet.
Cash: 8 SP
Structure 4 Stability 25