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Adversaries: The Venatori[]

Venatori Crest stand in

The forces that were responsible for the brutal series of sabotage and assassinations that led to the Inquisition being

kicked out of Ostwick, were the Venatori: A fanatical extremist cult that even their homeland of Tevinter disown. Dedicated to the restoration of the Tevinten Empire of old, they ally themselves with the Elder One, in hope that after the lands of Thedas are burned clean, they will be allowed to survive.

Canon Info: Click Here


The Venatori in Ostwick[]

While the Venatori's reach is long and wide, allegedly from as far North as the wars against the Qunari all the way to the Western Approach, their agents in Ostwick are especially nefarious. Ostwick is the iron nail holding together the food supply for most of civilized Thedas. If the annual harvests failed by sabotage great enough, the disaster would be unparalleled.

"Why is Ostwick important? Cut your own finger off and I'll give you this sweet roll. No? Don't eat for a week. Then see how good this sweet roll looks. A starving people are a broken people."

Although little is currently known about their command structure, it has been observed that the forces of the Venatori hold a high number of human mages, as expected. Their non magical warriors, judging by the constant appearance of shackles, are made up of gladiators, slave warriors and their ilk. The upper ranks are ruled by power, while lower ranks are ruled by fear of said power.


The Venatori in Ghislain[]

To the West of Ostwick, centered between the borders of both Nevarra, Orlais and the Imperium, lies the contested region of Ghislain and Perendale. Here, surrounding the ignored township of Folly, the Venatori seem focused on the capture of four individuals. Regarded loosely as the Fateswain, or the I'll-Marked. Mysterious as their intent may be, they are heavily embedded in the slaving troop of one Magister Grimaldi, currently allied with the hired swords of the Bloody Stags.

In their efforts to apprehend these four fugitives, they are cutting a less than subtle swath North, and with the chaos engulfing most of Thedas they go unchallenged.


Venatori Adversaries:[]

The following is a brief summary of new adversaries designed for this campaign. Lightly tested, they may be updated as the campaigns progress. For the sake of simplicity, they are followed by upgrades to make them harder as described in the main Dragon Age RPG Core book.


Venatori Mage[]

A Tevinten Battle Mage is a fearsome sight. Brushing off the taxation on their mana for doing so, they done armour and take the fight into the enemy. Commanders of the Venatori groups, they are more than capable of dealing with enemies in their own right. Students of the combat magics of the Tevinter army, they wield fire like artillery, incinerating their enemies.

Hidden behind masks and lies, they are the true members of the Venatori, each one grasping at the chance to prove themselves to the Elder One, crushing anyone and anything that gets in their way.

1 Communication
1 Constitution
1 Cunning (Arcane Lore)
3 Dexterity
6 Magic (Primal, Arcane Lance, Spirit)
1 Perception
0 Strength
4 Willpower
Speed Health Defense Armour Rating Mana Spell Power
12 32 13 3 44 16 (18)
Weapon Attack Roll Damage Range
Arcane Lance +8 1d6+8 16 Yards
Mage's Staff +5 1d6+4

Special Features

Favored Stunts: Defensive Stance.

Weapon Groups: Brawling, Staves.

Equipment: Quarter Staff, Light Leather Armour.

Spells: Arcane Bolt, Arcane Shield, Fireball, Flame Blast, Rock Armour.

Talents: Armour Training (Novice), Primal Magic(Novice).

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Magic, Constitution and Willpower. Add a Focus in Strength (Intimidation) and Dexterity (Staves). Add the Spirit Magic Talent (Novice). Add Flaming Weapons Spell. Add 5 Health. Add 5 Mana.

Upgrade to Heroic: +2 to Magic and Willpower, Add +1 to Dexterity, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves) and Willpower (Faith). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Journeyman). Add Flaming Weapons, Heroic Offence Spells. Add 15 Health. Add 10 Mana.

Upgrade to Epic: +3 to Magic. Add +2 to Dexterity and Willpower, Add +1 to Cunning, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves), Willpower (Faith) and Dexterity (Initiative). Add the Talent Spirit Magic (Novice). Increase the Primal Magic Talent to (Master). Add Flaming Weapons, Heroic Offence and Inferno Spells. Add 20 Health. Add 15 Mana. Add 3 to Armour Rating.


Venatori Spellbinder[]

Often recruited from disillusioned Laetan nobility in Tevinten society, Spellbinders are mages who specialise in the capture and binding of spirits. Bound to their personalized Grimoires, they can call upon their knowledge and power enhancing their abilities to aid allies in battle.

0 Communication
0 Constitution
1 Cunning (Arcane Lore)
0 Dexterity
3 Magic (Arcane Lance, Primal)
0 Perception
0 Strength
3 Willpower
Speed Health Defense Armour Rating Mana Spell Power
10 22 10 0 24 13 (15)
Weapon Attack Roll Damage Range
Arcane Lance +5 1d6+3 16 Yards

Special Features

Favored Stunts: Defensive Stance.

Weapon Groups: Brawling, Staves.

Equipment: Quarter Staff.

With a Flutter of Pages.: The Spellbinder can spend 1 Mana Point to run as a minor action.

Spells: Heroic Offence, Heal, Frost Weapons, Winters Grasp.

Talents: None.

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Magic, Constitution and Willpower. Add a Focus in Dexterity (Initiative) and Dexterity (Staves). Add the Primal Magic Talent (Novice). Add 5 Health. Add 5 Mana.

Upgrade to Heroic: +2 to Magic and Willpower, Add +1 to Dexterity, Constitution and Perception. Add a Focus in Dexterity (Initiative), Dexterity (Staves) and Willpower (Faith). Add the Talent Primal Magic (Novice). Increase the Primal Magic Talent to (Journeyman). Add 15 Health. Add 10 Mana

Upgrade to Epic: +3 to Magic. Add +2 to Dexterity and Willpower, Add +1 to Cunning, Constitution and Perception. Add a Focus in Dexterity (Initiative) and Dexterity (Staves), Willpower (Faith) and Willpower (Self-Discipline). Add the Talent Primal Magic (Novice), increase Primal Magic to (Journeyman), add Lore (Novice). Add 20 Health. Add 15 Mana. Add 3 to Armour Rating.


Venatori Stalker[]

Often drawn from those born to the shadowed streets of Tevinter's most populated cities, Stalkers give the cult a more subtle option. Striking from nowhere, they specialize in the rogues game, specifically that of knives in the back. Sneaking around flanks, they attack from behind, taking out vulnerable party members like the essential healer.

0 Communication
0 Constitution
3 Cunning
3 Dexterity (Light Blades, Stealth)
0 Magic
2 Perception
1 Strength
2 Willpower (Morale*)
Speed Health Defense Armour Rating
13 22 13 3
Weapon Attack Roll Damage
Dagger +5 1d6+2

Special Features

Favored Stunts: Pierce Armour, Skrirmish

Weapon Groups: Brawling, Light Blades.

Equipment: Two Daggers, Light Leather Armour.

Slave Mentality*: A Venatori Stalker gains a bonus on damage rolls equal to the number of the mages on their side during the encounter (maximum +2) and a +2 bonus on Willpower (Morale) so long as there is at least one friendly Venatori Mage present.

Talents: Armour Training (Novice), Dual Weapon Style (Novice).

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Dexterity, Cunning and Constitution. Add a Focus in Dexterity (Initiative) and Dexterity (Dueling). Add Quick Reflexes (Novice) Talent. Add 5 Health.

Upgrade to Heroic: +2 to Dexterity and Cunning, Add +1 to Constitution, Willpower and Perception. Add a Focus in Dexterity (Initiative) and Dexterity (Dueling) and Willpower (Faith). Add Quick Reflexes (Novice) Talent. Increase the Dual Talent to (Journeyman). Add 15 Health.

Upgrade to Epic: +3 to Dexterity. Add +2 to Cunning and Willpower, Add +1 to Willpower, Constitution and Perception. Add a Focus in Dexterity (Initiative) and Dexterity (Dueling), Perception (Seeing) and Willpower (Faith). Add Quick Reflexes (Novice) Talent. Increase the Dual Talent to (Journeyman). Add Throwing Weapons (Novice) Talent. Add 20 Health. Add 3 to Armour Rating. Add Light Blades and 5 Throwing Knives.


Venatori Brute[]

The Brute hails from the glorious fighting pits, known immediately for their strength and fortitude. Bedecked in thick plate, they are an inexorable end for those unable to avoid their devastating double handed attacks. A blunt instrument, they are usually found at the tip of a Venatori assault.

0 Communication
3 Constitution
0 Cunning
2 Dexterity
0 Magic
0 Perception
4 Strength (Axes, Intimidation)
2 Willpower (Morale*)
Speed Health Defense Armour Rating
7 40 12 10
Weapon Attack Roll Damage
Two Handed Sword +6 3d6+6

Special Features

Favored Stunts: Knock Down, Major Strike

Weapon Groups: Brawling, Great Weapons

Equipment:Double Handed Axe, Heavy Plate.

Slave Mentality*: A Venatori Brute gains a bonus on damage rolls equal to the number of the mages on their side during the encounter (maximum +2) and a +2 bonus on Willpower (Morale) so long as there is at least one friendly Venatori Mage present.

Talents: Armour Training (Journeyman), Two-Handed Style (Novice)

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Strength, Willpower and Constitution. Add a Focus in Dexterity (Initiative) and Constitution (Stamina). Add Quick Reflexes (Novice) Talent. Add 5 Health.

Upgrade to Heroic: +2 to Strength and Constitution, Add +1 to Dexterity, Willpower and Perception. Add a Focus in Dexterity (Initiative) and Constitution (Stamina) and Willpower (Faith). Add Quick Reflexes (Novice) Talent. Increase the Two-Handed Talent to (Journeyman). Add 15 Health.

Upgrade to Epic: +3 to Strength. Add +2 to Constitution and Willpower, Add +1 to Dexterity, Cunning and Perception. Add a Focus in Dexterity (Initiative) and Constitution (Stamina), Willpower (Faith) and Strength (Might). Add Quick Reflexes (Novice) Talent. Increase the Two Handed Talent to (Master). Add 20 Health. Add 3 to Armour Rating.


Venatori Gladiator[]

The Gladiator is almost a homage to the fighting slaves of old, bearing little in the way of armour, they tease their opponents to attempt a killing blow. However, their skill with the gigantic forms of shield they bear more than makes up for the lack of mail or leather protection. Projecting a barrier of steel, they wear down their opponents before they or one of their allies finished them off.

0 Communication
3 Constitution (Stamina)
0 Cunning
2 Dexterity
0 Magic
0 Perception
4 Strength (Bludgeons, Brawling)
2 Willpower (Morale*)
Speed Health Defense Armour Rating
12 40 12 (+3) 3
Weapon Attack Roll Damage
Mace +6 2d6+6

Special Features

Favored Stunts: Knock Down.

Weapon Groups: Brawling, Bludgeons.

Equipment: Heavy Shield, Mace.

Slave Mentality*: A Venatori Gladiator gains a bonus on damage rolls equal to the number of the mages on their side during the encounter (maximum +2) and a +2 bonus on Willpower (Morale) so long as there is at least one friendly Venatori Mage present.

Shield Wall: A Venatori Gladiator may activate this mode as a Minor Action and half it's movement for a bonus, doubling the shield bonus from attacks to the front and sides. While in this mode you are also immune to Knock Prone and Skirmish Stunts from attacks coming from the front and sides.

Talents: Armour Training (Novice), Weapon and Shield Training (Novice)

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Strength, Dexterity and Constitution. Add a Focus in Strength (Intimidation) and Strength (Might). Add Quick Reflexes (Novice) Talent. Add 5 Health.

Upgrade to Heroic: +2 to Strength and Constitution, Add +1 to Dexterity, Willpower and Perception.Add a Focus in Strength (Intimidation), Strength (Might) and Willpower (Faith). Add Quick Reflexes (Novice) Talent. Increase the Weapon and Shield Style Talent to (Journeyman). Add 15 Health.

Upgrade to Epic: +3 to Constitution. Add +2 to Strength and Dexterity, Add +1 to Cunning, Willpower and Perception. Add a Focus in Strength (Intimidation) and Strength (Might), Willpower (Faith) and Dexterity (Initiative). Add Quick Reflexes (Novice) Talent. Increase the Weapon and Shield to (Master). Add 3 to Armour Rating.


Venatori Marksman[]

Armed with the best long bows the Imperium can afford, the gilt armoured marksmen provides the cult with long ranged options. Marskmen are often tasked with assassinations and providing deadly support to an attack when close combat is less than advised.

0 Communication
0 Constitution
3 Cunning
3 Dexterity (Bows)
0 Magic
2 Perception (Seeing)
1 Strength
2 Willpower (Morale*)
Speed Health Defense Armour Rating
13 22 13 3
Weapon Attack Roll Damage
Long Bow +5 1d6+5

Special Features

Favored Stunts: Pierce Armour.

Weapon Groups: Brawling, Bow.

Equipment: Longbow, 20 Arrows, Light Leather Armour.

Slave Mentality*: A Venatori Marksman gains a bonus on damage rolls equal to the number of the mages on their side during the encounter (Maximum +2) and a +2 bonus on Willpower (Morale) so long as there is at least one friendly Venatori Mage present.

Talents: Armour Training (Novice), Archer Style (Novice)

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Dexterity, Cunning and Constitution. Add a Focus in Dexterity (Initiative) and Dexterity (Stealth). Add Quick Reflexes (Novice) Talent. Add 5 Health.

Upgrade to Heroic: +2 to Dexterity and Cunning, Add +1 to Constitution, Willpower and Perception. Add a Focus in Dexterity (Initiative) and Dexterity (Stealth) and Willpower (Faith). Add Quick Reflexes (Novice) Talent. Increase the Archer to (Journeyman). Add 15 Health.

Upgrade to Epic: +3 to Dexterity. Add +2 to Cunning and Willpower, Add +1 to Strength, Constitution and Perception. Add a Focus in Dexterity (Initiative) and Dexterity (Stealth), Perception (Tracking) and Willpower (Faith). Add Quick Reflexes (Novice) Talent. Increase the Archer to (Master). Add Throwing Weapons (Novice) Talent. Add 20 Health. Add 3 to Armour Rating.


Venatori Zealot[]

The Zealot is the closest thing to a frontline soldier in the Venatori arsenal. A slave who has been indoctrinated to the whim's of the Venatori, the Zealot can become a frenzied opponent, ignoring crippling attacks while hacking away.

0 Communication
2 Constitution
0 Cunning
3 Dexterity
0 Magic
0 Perception
3 Strength (Intimidation, Heavy Blades)
3 Willpower (Morale*)
Speed Health Defense Armour Rating
13 25 13 (+1) 5
Weapon Attack Roll Damage
Longsword +5 2d6+3

Special Features

Favored Stunts: Threaten, Disarm.

Weapon Groups: Brawling, Heavy Blades, Light Blades.

Equipment: Longsword, Lightmail.

Slave Mentality*: A Venatori Zealot gains a bonus on damage rolls equal to the number of the mages on their side during the encounter (maximum +2) and a +2 bonus on Willpower (Morale) so long as there is at least one friendly Venatori Mage present.

Talents: Armour Training (Novice), Single Weapon Style (Novice)

Beefing the NPC Up

The following is a set of suggestions as to how one can make the adversary more of a challenge. Remember to adjust any dependent stats such as Spell Power or Speed as the NPC is improved!

Upgrade to Elite: +1 to Strength, Willpower and Dexterity. Add a Focus in Dexterity (Initiative) and Willpower (Faith). Add Quick Reflexes (Novice) Talent. Add 5 Health.

Upgrade to Heroic: +2 to Strength and Willpower, Add +1 to Constitution, Dexterity and Perception. Add a Focus in Dexterity (Initiative), Willpower (Courage) and Willpower (Faith). Add Quick Reflexes (Novice) Talent. Increase the Single Weapon Style Talent to (Journeyman). Add 15 Health.

Upgrade to Epic: +3 to Willpower. Add +2 to Strength and Dexterity, Add +1 to Cunning, Constitution and Perception. Add a Focus in Strength (Intimidation) and Dexterity (Staves), Willpower (Faith) and Dexterity (Initiative). Add Quick Reflexes (Novice) Talent. Increase the Single Weapon Style Talent to (Master). Add 20 Health. Add 3 to Armour Rating.

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