Item Conversions for the Dragon Age RPG (Vol. 1)

The Dragon Age RPG is lucky in that it has a wealth of inspiration from the video games for new adventures, characters, locations, and items. Like most IPs that have an RPG attached to them, it can be tempting to ask “what would this look like in the RPG?” With this collection, which will not be only of its kind, we’ll take a look at the items from the video games and convert them for the RPG!

These are fan-made (by us here on the podcast) and totally optional. These are only our interpretations of how the item could appear in the RPG, and not a perfect conversion. We will also include an “item level” for these items. This is the level that it would be recommended for your PCs to be at minimum before finding an item like this.

We hope you like these! If you have a special request to see a specific item in the RPG feel free to let us know, or if you’ve got your own feel free to share with us!

Dalish Armor (Light Leather Armor, Level 2)

Masterwork: Armor Rating 4

Lovingly crafted by Dalish leather workers, this suit is constructed out of deerskin with images of birds and serpents hunting prey. The set, including boots and gloves, feels much lighter than it appears, and grants its bearer a +2 bonus to speed when moving through wooded areas.

Ring of Unheeded Wisdom (Ring, Level 6)

This dented steel ring seems to have been through many trials and in the hands of many owners. Bearers of the ring have reported strange voices telling them to “watch out” or “duck” when a potentially lethal force was headed their way, but most see it as paranoia of the wielders, most of whom are dangerous sellswords and criminals anyway. The bearer of the ring gains a +1 bonus on Perception tests to avoid being surprised when combat encounters begin, and a +1 on tests to resist and avoid the effects of traps.

Mark of Vigilance (Amulet, Level 10)

This potent magical amulet is a badge of honor among Templars and other mage-hunters. Granted by the Divine herself for exceptional service to the cause of policing forbidden arts, this amulet protects the wearer against harmful magics. The bearer gains Magic Resistance, a +2 bonus on tests to resist spells and other magical effects. If the bearer already has that ability from a talent or background (or both), their bonus increases by +1. Additionally, the bearer gains a +2 to Armor Rating against the attack of creatures with Mana scores or magical abilities, like the powers of most demons.

Evanura (Bastard Sword, Level 14)

Material: Steel
Masterwork: +2 Attack, +2 Damage
Talent Levels: Two
Focus Benefit: Yes
Runes: Master Frost Rune

Forged by the high priest of June when the Dales belonged to the elves, this mighty blade has been wielded by the greatest of the Emerald Knights from its beginnings to its end in the Exalted March against the Dales. A powerful relic from the time of the Dales, any Dalish would be elevated to legendary status for recovering it. It is said that its blade is so sharp that it cuts Veil when swung. Thankfully it does not, but the blade ignores 3 points of Armor when striking a foe.

The Creationist’s Cord (Belt, Level 16)

A mighty tool of Creation magic specialists, this unassuming length of silk cord woven with lyrium threads is tied in dazzling knots and shapes. Often gifted to powerful healers for acts of extraordinary kindness or dedication in times of trouble, this powerful enchanted cord allows a mage to add their Magic to the damage healed when they cast spells that heal damage to Health. The cord also acts as a mighty conduit for new life to flow from the Fade, and  allows a mage to double the Mana cost of a healing spell to add twice their Magic to the damage healed, or triple the spell’s original Mana cost to add thrice their Magic score to the damage healed.

Horror in Thedas

It’s that ghoulish time of year. The Veil is thin this night, and demons and more playful spirits are likely to cross over. Bring your warding salts and your faith, because the monsters under your bed may be more real than you think…

Some groups like to get into the spirit of the seasons when they run their games, and why not? Running a game with a spookier tone when Halloween rolls around is a blast when the campaign has a good moment for it. Some GMs even engineer the pace of their games to make sure that certain game nights on certain holidays have themes tailored to the season!

We probably could have rolled this kind of blog post out sooner in retrospect, but better late than never, right?


Thedas already has quite a few inspirations for horror games, so getting some dread into Dragon Age is not so hard. Below we have a few examples of possible routes to horror in Dragon Age’s twisted dark corners…

The Blighted

Dragon Age: Origins really played up the Blight well, what with it being the central conflict for the game. The slavering hordes of bloodthirsty monsters can be quite terrifying on a global scale, let alone as a cross-cultural bogeyman.

However, the Blight can be much more than an apocalyptic fate to be stopped for the good of Thedas. While the video games have you fighting the Blight as Grey Wardens, there are plenty of normal people who are not suited to fighting darkspawn. The average person has little they can do when a darkspawn begins to stalk them in the night. Unfortunate youngsters sneaking out of town for a romantic tryst, brave kids on a dare to explore the cave near the road, or even laborers in a mine that is dangerously close to darkspawn-infested Deep Roads are all possible victims of blighted. Your heroes come in when the town asks them to find their missing loved ones.

The PCs may expect that they were kidnapped by bandits, got horribly lost, or maybe don’t want to be found. The GM should try and make it seem like a standard mission, maybe even play up some spooky ambiance with rumors of giant spider nests, serial killers, or demon influences from the Fade. Let the PCs feel like they can gear up for burning down spider webs or grab some warding salts to protect their camp sites from demon attacks.

They enter the caverns and find they go much deeper than expected. They find strange organic sacks growing on the stone walls, and a cloying sense that something is following them in the dark.

Only to find that they face something relentless and implacable like these:

He’s so ogre this…

Darkspawn are an excellent bogeyman and work really well when they ate a surprise. While one genlock may not seem terribly exciting a foe, remember that Darkspawn have a hive mind. When one shouts for blood, the others come running, saliva dripping from their diseased mouths. Grey Wardens with experience in the Deep Roads when the darkspawn are alerted to intruders liken the caves into a angry beehive. Darkspawn surge from every shadow, jagged blades held high, mad with glee that with a lucky swing or a single trip from their quarry and they could take even one person with them to meet the Maker.

Ogres make excellent slasher-movie-style monsters. Their incredible strength and devastating attacks when they can grab a foe means your PCs will fight hard not to get caught by these brutes. Shrieks are killers in the shadows, and can help GMs populate every shadows with sticky-bladed murderers to terrorize PCs. Every broken twig, heavy breath, or glint in the moonlight could be a shriek, so your PCs better make that Perception test. Genlocks and Hurlocks can serve as endless foes who seek to run the men through with blades and drag women unfortunate enough to survive the encounter to the greatest horror the darkspawn can bring: that you will birth more of them.


Demons are the creatures we know that lurk inside us all. It has been said that demons are only as dangerous as what you bring with you. They are drawn to the parts of humanity that intrigue them the most and are changed by them. A great horror scenario could evolve out of a small rural town with a lot of hate in it. Perhaps it’s racial discrimination, or a young mage who gets picked on one too many times, or old bitter rivals who draw demons with their desires for revenge.

Demons are drawn to the darkness of sentient minds, and Thedas has quite a bit of darkness to find. This means that while demons may have trouble crossing over the Veil, they can still be heard from the other side. A pride demon who urges the vengeful mage to show the others who is truly the mightiest; a desire demon who suggests a serial killer to take what they want from their victims; a fear demon who feeds the paranoia of a community into tearing itself apart in terror; these things and more are the plots of the demonic and their dark purpose can create truly horrific adventures for you heroes.

The only thing to fear is Fear itself…

Fear demons serve better than most demons in the purpose of spooking their foes. Fear demons seek far more than a simple yelp or fright from their victims. Fear demons would see people take their own lives or the lives of others in fear. They would see the fearful weep and cry out for the Maker that will not hear them. They feed from your fears of the future, failure, inadequacy, that you are unworthy, or that you are a monster yourself. They command Terror demons, lesser of their kin who seek simple responses of fright, and use them to spread paranoia, doubt, and violence. They would not see that their targets die from fright, but continue their lives consumed by unease that something is amiss. This inevitably destroys communities but the Fear demon is patient and can find more to feast on.

Fear is quite plentiful in Thedas, and your worst nightmares know it…

Classical Monstrosities

More classical horrific creatures exist in Thedas so don’t hesitate to use them as you have seen them in their countless publications, movies, games, and art.


The walking dead are plentiful particularly in Nevarra, where it is considered rude to the dead to burn their corpse. Instead they build elaborate tombs like the Grand Necropolis to bury their dead in their finery and with their greatest possessions. This unfortunately means that corpse possession is more common than in other parts of Thedas, but tombs can still draw old ghosts out of the stone in any nation. Dwarven mine shafts can collapse and have bitter dwarven apparitions rise from their bodies to haunt the living. Demons of all kinds possess corpses to walk in the waking world, creating monstrosities like Revenants and Arcane Horrors. Powerful Entropy-specialists can animate bones into small armies turned towards dark conquests. The dead have difficulty staying that way in Thedas, as the Maker’s first born are quite jealous of those who live.


Werewolves are most common in Ferelden, but there’s no reason to say that one or two did not leave the Brecilian to seek new victims and spread the disease of lycanthropy. New packs could have started and spread werewolves to the far corners of Thedas, with slavering teeth ready to tear into the warm, wet flesh of men, dwarves, elves, or even qunari.


Vampires also exist in Thedas, as the life-draining abominations created by hunger demons. Particularly powerful hunger demons could even take more humanoid forms to trick their prey into a moment of weakness that they may use to spring upon their soft necks. Hunger demons are quite rare, even in the Fade, and so should be used sparingly and to dramatic effect. A potent hunger demon could be possessing a living creature the PCs know, merely waiting to get them alone, or they could be the poor soul trapped in a crypt, drawing the PCs into an ambush against several possessed skeletons before feasting on their  bodies when they perish.

The Darkness of Humanity

The title is a bit humanocentric, as this can apply to any thinking race, but the darkness of humanity is a common theme in Thedas’ dark and troubled past. Investigations on the trails of serial killers can happen in more cosmopolitan settings. Mages can make particularly potent murderers, especially quiet ones who can conceal their powers. Demon cults and even Old God cults could serve as dark puppeteers, pulling strings that end lives. The possibilities in this category are as wide as the less-supernatural range of horror literature and Thedas can use this to great effect.

We hope this helps your adventures get a little more fearful! Be safe and happy spooking!

GMing the Dragon Age RPG: Revisited

All RPGs need Game Masters (we’re pretty sure). They make the game possible and keep the action rolling to tell a grand story with the help of their players. They give adventures direction, create lovable characters, dangerous encounters, and hope their players will have a session they’ll talk about for years to come! They also keep players from hurting each others’ feelings, schedule times for games, help players build their characters’ stories as well as ask for help building the campaign. GMing is a truly unique experience in the world of hobbies, and we here at the Wonders of Thedas would like to have a little chat about running Dragon Age specifically.

GMing is unique for every game. Some games they don’t even call you GM. DM, Narrator, Judge, Director, Referee, Storyteller, even Animator are some of the titles given to the important job of running the game! Each game comes with its own system, challenges, pitfalls, and excitement. Every game is different, so being a GM for every game is just as diverse.

So what makes the Dragon Age RPG’s role of GM so different? There are a few answers to this question.

The handouts are pretty sweet, for starters!

Compared to other, more rule-heavy RPGs, Dragon Age is rather light on rules. This is an important draw for the game as it can be learned quickly and mastered relatively easily. This helps the game run smoothly and avoid the need to crack open rule books to figure out how something works in very specific cases.

That does not mean that this game is immune to that need all the time. Being rules-light, Dragon Age also will occasionally stump players and GMs alike because the game has no rule for something that comes up in session; or the rules might be silent on how to handle a specific case that has several rules bumping together. We’ll be looking at a few cases and our own interpretations in later episodes but we’ve got a few nuggets of wisdom to help keep you floating!

Dragon Age gives the GM a surprising amount of freedom in how they run their games. One of the golden rules of Dragon Age is this: if you don’t have a hard and fast rule for it, use an Ability Test. Page 199 of the core book has a small sidebar titled “Dragon Age in a Nutshell”and it is quite appropriate. Ability Tests are the core of the game: roll 3d6s, add some modifiers, and compare the result against a Target Number. If you meet or beat the number, you succeed. The Ability Test has enough versatility that you can use it for nearly any situation! You can use Success Thresholds to determine more specifics about the tests, and can use Opposed Tests if someone or something is working against them!

This impressive freedom does come with one real caveat: you have a lot of decision-making to do as a GM of Dragon Age.

Is eating this treat an Opposed Test…or Advanced Test…?

While a lot of other games have hundreds of pages of rules to codify every situation, Dragon Age keeps things simpler. This means that when your players ask to do something complicated like picking up a foe and beating another foe with that first foe, you have quite a  few decisions to make about how you want to do that. If your players ask how something works (like how often you can use a stunt that costs 0 SP, or whether stunt point reduction powers stack, or if you can perform actions that are normally regulated to Stunts) you will have to be ready to explain how it’s going to work in your game.

This decision-making power means that the game is more “in your hands” than other systems. While some games have rules for nearly every situation, in Dragon Age the GM has the rules for any situation. This is not to say that the Dragon Age RPG does not have enough rules to get you by, and it in fact has plenty to give you inspiration and guidance for how something ought to be handled, but the system can really become YOURS if that makes any sense. This freedom makes your Dragon Age campaign a somewhat unique experience compared to other campaigns that are in the same system!

Another thing that is unique about being a Dragon Age GM is the subject of house rules. Dragon Age, being the elegant system it is, is pretty easy to design for. This means that house rules are quite common, and there is a swiftly growing list of custom content for the game that GMs are willing to share with others to make the game bigger, better, and more exciting!

You might have noticed a button above called “Resources for Your Game”?

GMs are making new things for the Dragon Age game all the time! This crowd of junior designers ensures that the Dragon Age RPG has quite a lively fan base. The forums are abuzz with rule interpretations, greetings for new players, and the latest creations that the people of Dragon Age would like to share with the world!

You as a GM may find that Dragon Age does not have something in it that you need for your game at the moment. The game still has more growing to do, more books are coming out later, and you needn’t worry. The folks of the forums have got your back!

We at this podcast love the creative fires that burn in the hearts of many a Dragon Age GM and we seek to stoke them and let them burn wild and free for everyone to see! So if you want a quick taste, feel free to click on the Resources for Your Game tab at the top of the page. You can see just how hard people work for this game and perhaps understand why this game won two golden ENnies!

We, personally, did not win this, but we feel it vicariously!

You will also find that people are quite free about tweaking how the game works. Dragon Age makes this quite easy what with being a light game, so this rarely has painful impacts in games. New Talents, Spells, Specializations, crafting systems, readjustments for Ability functions, new Focuses, Health growth, and Mana growth can vary between tables of games.

This variation and ease of modification does not mean that you should research the forums for 12 hours to craft the perfect gaming experience. The game works great on its own, but is easy to adjust if you don’t like some way the game works! Don’t be afraid to tweak if you find something isn’t working for you and your group a few games in!

Finally, and you probably knew this already, but Dragon Age gives you access to the rich and exciting world of Thedas!


The best of all possible worlds?

“But hey! There are plenty of RPGs that use pre-established settings! How does this make Dragon Age unique?” We hear you, and the reason why this makes the RPG stand out is two-fold.

First, Thedas is a BIG world. So big, in fact, that the video games are still building more and more of it! That means that there is quite a bit of Thedas that is not yet established. That means that GMs have quite a bit of breathing room when designing their adventures to include unique monsters, foes, organizations, terrain, or magics! Because Thedas has so much blank space, we get to fill it in and make Thedas our own! Should new games come along and make new statements and claims to Thedas that you were building on, who’s gonna know? That part of Thedas, in your campaign, is yours now! We haven’t even mentioned the vast swaths of Thedosian history that may never be visited in the games! Historical campaigns can keep the Dragon Age flavor and feel but give you complete freedom in how your campaign is run! If your players really liked the video games but you think they could have gone differently, play the video game campaigns with the unfettered nature of a tabletop RPG! Thedas can be yours, mine, or anyone’s, so don’t feel afraid to build on the incredible foundation that has been provided by the writers and Bioware!

Second, this world of Thedas has been seen before on television and computer screen across the world. That means that if you have friends who have played the video games, they are practically half-way to understanding the tabletop RPG! They may even end up being blown away by the infinite amounts of player choice that can only be delivered by a tabletop RPG! This makes it very easy to introduce new people to the tabletop game when they have already experienced the video games. They may even come to the table with a handful of ideas that they couldn’t do in the video games! Embrace this cross-medium experience, because it also gives you plenty of artwork, music, and geography to use in your games to help people who have already played the games feel like they haven’t left Thedas for a moment.

Dragon Age GMs have a few extra responsibilities because of the light system, but they have quite a bit of support in not just the community, but the source of inspiration as well! So what are you waiting for? Get that GM’s Kit and run a demo for some friends! Show them just how wondrous Thedas is!

The Archdemon won’t slay itself!

From the TV Screen to the GM Screen

Those of you who have played the Dragon Age video games may be hearing for the first time that there is a Dragon Age tabletop RPG (possibly because said RPG just won some huge awards!).

First of all, welcome! The Dragon Age RPG is an award-winning RPG where the only limit to your adventures in Thedas is your imagination! Dragon Age has a huge world that is ever-expanding its list of locations, characters, and secrets that are all waiting to be discovered and experienced. The Dragon Age RPG puts you in the role of one of Thedas’ few beacons of hope. Like the Warden, the Champion, and the Inquisitor, you may be all that stands between peace and war, victory or annihilation, or even between your loved ones and danger.

Now you may be thinking to yourself, “does my knowledge of the Dragon Age videos games give me an edge?” The answer is yes and no.

Yes it will give you an edge because you know how the classes feel, who the people of Thedas are, what might make a good story in Dragon Age, or what is worth exploring in Thedas. You know the names of many abilities the and spells the character have access to, and you know what a Rock Salve or Swift Salve might do if you rub it on your character’s skin. You know about the politics of Orzammar, the dark depths the Magisters of Tevinter would reach into for more power, and you know who’s an adorable puppy, yes you are, yes you are!

Don’t pet him right now if you like your hands…

No it will not give you an edge because the game itself is played through an entirely different medium. You don’t get a controller or mouse to hold, and the action may seem a tad slower. You roll dice to see if your hero can accomplish their tasks, you narrate the action yourself, and some person calling themselves the GM on the other side of the table guides you and your friends along your Dragon Age adventure. You still have a character sheet like the games, but the numbers are different, and there are abilities on the sheet you don’t recognize. There are no staggered, sundered, shocked, burning, chilled, or BEES! conditions, and the numbers are also much smaller than the video games. An 84 Strength in Origins just means you hit obscenely hard with your swords. An 84 Strength in the tabletop RPG likely means you can juggle planets (abilities technically also cap at 12 in the RPG).

The major benefit of playing a tabletop game to the video games, however, is the production value. Bioware does a fantastic job of crafting the look, sound, and feel of Thedas through the video games. The games have dozens of choices your character can make to affect the story line of future games, and the conversations are all lovingly voice-acted to help bring Thedas to life. But have you ever had a moment in the video games where you were given a list of choices on a dialogue wheel and just thought you didn’t like any of the choices? The video games can only realistically make so much content for the players because all of that production value costs real money and time to develop.

However, with the tabletop RPG, you can make up new dialogue options. The only limit is what you as a player can conceive! If your character decides they want to ally with Corypheus, they can do that! If your character decides they want to stomp up to Knight Commander Merideth’s office and demand she resign from her position in Act 2, go for it!  If your character wants to sneak into the palace at Denerim and assassinate Loghain for what he did at Ostagar, just tell your GM and it can be done!

In the tabletop RPG, you are not constrained to a few dozen roleplaying options. You are free to make any choice, walk any road, or fight anyone you choose! All you have to do is ask your GM and they can help you do it!

I mean, maybe some choices don’t help much but…

Now, beyond the unfettered freedom that the medium of tabletop RPGs provides, what’s the same and what’s different between the video and tabletop games?

  • Unlike having a computer do the math for you, you will have to keep track of things like damage, Health, Mana, or other points. Thankfully, these numbers are pretty small, so don’t worry too much about it. (the highest die roll number you might ever see is a 30, and that requires some work)
  • You will need 3 six-sided dice to play this game. One must be a different color from the other two because that one is the Dragon Die. You will make much use of it!
  • You still have the core six abilities: Constitution, Cunning, Dexterity, Magic, Strength, and Willpower. You’ll notice that the tabletop game has two new abilities: Communication and Perception. In Origins the Communication ability was represented as the Coercion skill, and the Perception ability was similar to the Survival skill. But because the tabletop genre is a bit more flexible than video games, these skills were likely expanded to make new abilities that help the heroes interact with the world more effectively.
    • You can use dice to randomly determine what abilities your character has, or you can spend points into the stats to build them yourself.
  • Character creation does not involve choosing a race, but has you select what is called a Background. If you played Origins you might see some similarities to the Origin stories you selected once you had a race and class. Backgrounds are full packages that give you your upbringing, ethnicity, race, education, class options, languages, and a handful of extra boosts to represent your character’s past. There are currently 30 Backgrounds to choose from, with more to come with future releases!
  • While most of the video games’ actions are centered around combat, the tabletop game has mechanics and examples of what are called roleplaying and exploration encounters. Roleplaying encounters are essentially what took place whenever your character had a dialogue wheel or list appear and you were prompted to give your character’s response. You will be asked to roleplay your character’s opinion with your voice, you will not be given a list of options. Exploration might involve hunting animals, exploring a run-down castle, navigating dense wilderness, or even racing your opponents towards a goal.
  • When you decide your character is going to take an action, you tell the GM and they ask you to roll an Ability Test. These Tests will have you roll your dice and add your ability to see if you successfully completed a task.
    • These Tests come in many different forms, like Basic Tests, Opposed Tests, and Advanced Tests. You’ll have to listen to podcast to learn more!
  • Both games have three classes: Mage, Rogue, and Warrior.
    • Mages are still spellcasters with access to a large selection of incantations (if you played Origins you will recognize nearly every single one). They can be healers, damage dealers, enfeeblers, or whatever kind of spellcaster they feel they should be!
    • Rogues are still quick killers but now have abilities that help them contribute to roleplaying and exploration, making them a sort of jack-of-all trades class. They still have Backstab but it works in multiple new ways now since the game does not track which direction people are facing in combat.
    • Warriors still get the heaviest armor, the biggest weapons, and the nastiest fighting styles. They gain mostly abilities that lend themselves to combat encounters, but can still hold their own in other struggles.
  • All classes still get Specializations. There are currently seven Specializations for each class, with more coming in future books! The tabletop RPG has one Spec the video games do not: the Chevalier! The RPG currently does not have: the Artificer, the Knight-Enchanter, the Rift Mage, or the Tempest.
  • Your character can select Talents when you level up, much like the video games. Also like the video games you can choose to improve your abilities in specific talents or gain new ones when you hit certain levels.
  • The tabletop RPG has what are called Focues. These represent particular training or aptitude in specific realms of study. Your character may have a good Communication ability, but if they have the (Deception) Focus, they are very adept at lying and feinting. These give you a simple +2 on any roll where you can apply your knowledge.
  • The tabletop RPG tracks your Mana if you are a Mage, but you do not have Stamina as a Rogue or a Warrior. This is because, unlike a Mage, you do not have as many abilities you can fire off like a spell.
    • Instead of abilities that you activate like in the videos games, your character (regardless of class) can perform what are are called Stunts! When you roll two of the same number on your dice you get Stunt Points that you immediately spend on performing cool maneuvers, devastating attacks, sudden bursts of inspiration or deduction, or flashes of charm and wit. They are a bit more random than the video games, but they occur surprisingly often so learn them and love them!
  • Like in Origins, you can still craft poisons, grenades, and traps! Unlike Origins, crafting potions is not part of the core rules. There are plenty of fan-made rules for Herbalism, however!
  • If you want to run organizations as small as a Dalish clan or as big as the Inquisition, you can do that with Organization rules!
  • Magic weapons and armor are a bit more rare and hard to come by in the tabletop game than they are in the video games. This is to make sure that they stay special, that when you get that magic sword it’s a big deal compared to the 17th magical sword you just sold today to get enough money to buy blueprints for an even bigger bigger sword.
  • You can still join the Grey Wardens, explore the Fade, or fight darkspawn and demons!
  • The tabletop game currently goes to level 20, but we here at the podcast are writing rules for later levels!

We hope this has been helpful, and if you still have questions you can feel free to send us an email to, leave us a comment here, reach out to use on Facebook or Twitter, or post on the Green Ronin Dragon Age forums!

Thanks for reading and listening!

Now go have a party! A DRAGON AGE party!

GenCon 2016

Greetings fellow Thedosians! We are back from GenCon 2016, the biggest gaming convention in the US, and man was it a good one this year, ESPECIALLY for Dragon Age RPG fans! Wanna know why?

This is why!

The Dragon Age Core Rulebook took home TWO ENnies from the ENnie Awards! ENnie Awards are big deals, these are the big time accolades that go to the best the gaming industry has to offer!

And the Dragon Age Core Book got TWO OF THEM!

WE are the Champions!

We want to stress that this is a big deal! Dragon Age distinguished itself among other giants like Dungeons and Dragons and Pathfinder! The Dragon Age RPG is an award-winning RPG, and it should be held high for all to see!

Sadly, we weren’t quite organized enough this year that I could get an interview together, but we did get to meet the legendary Chris Pramas this year, the guy who WROTE the Dragon Age game! We introduced ourselves and hopefully didn’t stammer too much as we mentioned we were making a podcast about his game! It was quite the honor, and we parted ways with some new Dragon Age dice! Speaking of which…

Chantry-sanctioned, of course

These beautiful things are the new set of Dragon Age dice from Q-Workshop, and they are quite lovely! People had made complaints about the old set that they were too busy and difficult to read during play. Personally I got used to reading them and might actually have trouble with the new ones but they are available for purchases and you should get some!

We couldn’t ask many questions about the future of the Dragon Age RPG due to a strict schedule we had for ourselves (quite a few games to play) but we expect to be hearing about this for days to come! Chris Pramas, I hope you are proud of yourself! We love your game!

Don’t forget that we have a new episode of the podcast coming out this Thursday! We’ll be covering the Rogue class and we have quite a bit of content planned for this episode! We hope you enjoy!

Thanks again for listening!

Tooting Our Horn

It is inevitable that when you get RPG geeks together: someone wants to tell you about their character, a cool moment in a game that happened last night, or how their campaign is going. We all love the game and love to talk about the game. Passions can run high when you bring up the “taxi chase” or the “big heist” from last year’s campaign.

That time has been long-approaching, as I love talking about my campaign: Dragon Age: Faith Misplaced.

We started this campaign in 2014, and we’ve since seen three players come and go from the game. We are down to a core three players but still going strong! We’ve put down abominations, cured ancient diseases, stopped the kidnapping of an elven clan by Tevtinter slavers, joined secret elven organizations, repelled two armies of darkspawn, exposed demon-possessed nobles, won the Grand Tourney, foiled enormous blood magic ceremonies, spoken to Flemeth, regrown a tongue, had a PC die from lyrium overdose, and finally begun the foundations of a new nation for the elves.

It’s been a wild ride, and I’ve still got even bigger plans for them on the horizon! We’ve got Orlesian parties filled with intrigue, vigilantism in Tevtinter, and trips to Fade to look forward to.

We are still due for one or two of these…

Faith Misplaced has been a great campaign, and I didn’t even write the first act of it! The first act and several parts of the second act have all been the published adventures released by Green Ronin. We ran through pretty much all of them except Invisible Chains from the Core Rulebook, even the Autumn Falls and Battle’s Edge with a few adjustments for being level 14 by the end. The campaign for the past few months has been all my creation, with visits to a few places from the video games, lots of custom statblocks, and a great villain my players love to hate!

Speaking of those players, we have a grand cast of player characters as well!

Ashalla of the Brightmore clan is a Dalish mage. While leaving her clan to learn more about the world around her before she would take up the mantle of Keeper of her clan in the future, she found herself thrust into human machinations and joined with new heroes. Her boundless kindness and concern for others found herself the object of attention from a kind spirit from the Fade. It granted her its power and the abilities of the Spirit Healer. Her healing powers carried the heroes far, until she truly began her research into elven magical techniques of the Keeper. Also gifted with a silver tongue, she has convinced many to turn from dark paths, uniting the elven Dalish clans into a new nation: Brecilia.

Kallian is a city elf rogue from the alienage in Denerim. Growing up a hard-knock life, she lucked out when she made friends with a righteous and slightly naive human noblewoman. This noblewoman taught Kallian how to use weapons, and even schooled her to the point of the finesse of a Duelist. After saving this gal’s life from a greedy avvar outcast, she began to take a more clandestine route, and trained as a Shadow under one of the party’s elven allies. Her subtlety and quick blade have cut down many foes ruthlessly and efficiently. Her clandestine activities continue, as she acts as the spymaster of the new nation of Brecilia. Winning the Grand Tourney’s Grand Melee was not very clandestine, but she did it anyway.

Alora of the Goldenhawk clan is a Dalish warrior. After loosing her husband to a spirit of powerful rage, Alora became very protective of her remaining allies, taking up the noble practice of the Guardian. Gaining the service of a sword with a the lost soul of an elven knight, he guided her towards her destiny of rebuilding the Emerald Knights. Sheathing herself in the powers of the Spirit Warrior, she now works to train and recruit the new elven nation’s hopefuls into the new border guard and knightly order for Brecilia.

These three are the core characters, but we’ve had other heroes join our ranks and leave. Linnea was a proud Ferelden human warrior, who decided to remain behind in her hometown to oversee its reconstruction and eventually become its tarl. Thelriel was a Dalish Grey Warden who helped the heroes see the morning of the battle of Redhold against a massive horde of darkspawn. Jack was a quietly treacherous but loudly problematic lyrium addict human rogue, who met her end in an alley with a bad dose of her vice. Finally, the towering Tal-Vashoth Venok came to the heroes hearing that action and money were a strong possibility. Her strength had saved her companions countless times before she broke a fragile artifact and was catapulted into the Fade.

Now that the heroes have reached level 15 and saved not only the Dalish clans, but the secretive Emerald Brotherhood from demonic destruction. Now they venture into Val Royeaux to secure the safety of the city elves of Thedas, turning them from the Elven Blood King Kotin’s call to action to the elves of Thedas! But nothing is safe in the capital of intrigue and treachery for long, and the heroes will find themselves pulled into the Grand Game where more than one group desires their deaths or worse.

We’re all very excited about this game and we play again tomorrow (AFTER recording a new episode, of course!) We might bring this up again to let folks know how the campaign is going, but you can be sure we’ll be bringing up the campaign in the show and post-show!

Thanks for reading, and we hope to have sparked some creative ideas for you players and GMs! We’ll be back soon with new a episode about the Warrior class (my favorite)!

Should be a good time?

Help the Dragon Age RPG Win an ENnie!

Great news everyone!

The Dragon Age Core Rulebook has been nominated for three ENnies: Best Interior Art, Best Game, and Best Product!

These are the big games and we are ahead!

For those of you who don’t know what the ENnies are, they are awards handed out to outstanding games, websites, game supplements, programs, and even blogs that make strong contributions to the gaming industry! These awards a big deal, and are handed out at GenCon, the biggest gaming convention in the country! Dragon Age is competing against titans like Paizo and Wizards of the Coast, and while there are quite a lovely selection of products and games worthy of praise we all know why we are here. Dragon Age is an exemplary game that deserves a lot of love!

You can show that love by voting for the Dragon Age Core Rulebook in the the categories of Best Interior Art, Best Game, and Best Product! You can vote on the ENnie blog from July 11th to July 21st!

Let’s show this game some love and get it some ENnies to take home from GenCon!

This is a game for the AGES!