Deadliest Fiction Wiki
Deadliest Fiction Wiki

TC ADV Darkspawn

Adventurers[]

Note about abilities:

The linked ability lists all include something called "potency." That is simply a measure of the relative strength of a spell/attack.

An Adventurer is never alone.
— The Warrior of Light

HWP v ADV Unity

The Adventurers are a part of Eorzea's peacekeeping forces. Made up entirely of volunteers, the Adventurers have a guild in all of the major cities of Eorzea. They perform all manner of tasks, from creating items, to delivering them, to combating monsters, Adventurers wander the realm to find and aid those in need. A small subset of these Adventurers have the Echo, and are called upon by the Warrior of Light when they need backup fighting Primals, the local physical manifestations of gods.

The Adventurers are the only branch of Eorzea's military and peacekeeping forces not beholden to any nation or chain of command. As such, they are free to cross borders and help anyone in any way they wish, with the only real oversight being other Adventurers as well as the guild. The Adventurers have also contributed to the restoration of several destroyed cities, such as Revenant's Toll, Idyllshire, the Doman enclave, and a district of Ishgard.

They further participated in the campaigns against the Garlean Empire, and then the relief efforts as Garlemald was consumed by civil wars and strife. They further proved instrumental in stopping the Final Days, a cosmic catastrophe. While the latter's actual cause was fought by the Warrior of Light and the Scions, the monsters created by it were handled by Adventurers across the three continents. Several Adventurers are expected to cross the ocean to Tural alongside the Warrior of Light and the Scions, in search of new thrills.

About

Adventurers can tap into a cosmic force known as Dynamis, which responds to strong emotions. This allows them to break their normal limits with sufficient emotional weight, allowing them to utilize a Limit Break. The necessary Dynamis appears to need to be built up over time, and is more easily done in a group.

There are three basic "levels" of limit break, which have differing effects based on which class casts it. A party of 4 can generate 2 bars, while a party of 8 can generate 3. All the Adventurers will be in parties of 8 to start. The explanations will include attack potency, which is described above.

Level One
Tank
Reduces damage taken by all party members by 20% for 10 seconds.
Healer
Restores 25% of HP and MP of all nearby party members.
Melee
A single target attack with potency of 2300
Caster
Attacks a circular area with potency of 1400
Ranged
Attacks in a straight line, has unknown potency but less than the equivalent Caster LB
Level Two
Tank
Reduces damage taken by all party members by 40% for 15 seconds.
Healer
Restores 60% of HP and MP of all nearby party members.
Melee
A single target attack with potency of 5000
Caster
Attacks a circular area with potency of 3000
Ranged
Attacks in a straight line, has unknown potency but less than the equivalent Caster LB
Level Three
Tank
Reduces damage taken by all party members by 80% for 12 second
Healer
Restores 100% of HP of all nearby party members and revive any party members that are KO'd. Members that are resurrected via the limit break will also have 100% of their MP restored and will not suffer Weakness. If they already had Weakness, it will not be increased to Brink of Death. If they already had Weakness or Brink of Death, the debuff timer will be reset.
Melee
A single target attack with potency of 9000
Caster
Attacks a circular area with potency of 5400
Ranged
Attacks in a straight line, has unknown potency but less than the equivalent Caster LB

Paladin Roegadyn Artwork XIV

Paladins utilize a sword and shield and a variety of skills to keep enemies focused on them rather than on their allies. Paladins utilize their aether to fuel their abilities, combining their swordplay with unaspected magic to cut down their foes.

A Paladin uses their sword and shield in a true sense, attacking and defending with both tools in short, controlled swipes and stabs. They further utilize them for channeling spells, which can heal themselves and allies or damage their foes. They have a variety of ways to defend themselves, and have the strongest defensive abilities of the four tanks.

A link to all PLD abilities. Note that this will change as patches advance. If it's past 7.05, this is likely not valid any more.

FFXIV Sage concept art1

Sages utilize their Nouliths, spells, and the occasional haymaker to aid allies and attack foes. They utilize advanced Sharyalan techiniques and comprehensive knowledge of anatomy to heal their allies. They also specialize in blending offensive and restorative magics, and are a prized and rare discipline in Sharyalan.

Sages are the other shield-based healer, and have a variety of barriers to cast upon single members or the entire party. They have a variety of damaging spells, and they can use Kardia to heal an ally any time one of these spells is cast. Their direct and panic healing throughput is far less than the other healers, but they have a variety of abilities to reduce damage in addition to their shielding abilities.

A link to all SGE abilities. Note that this will change as patches advance. If it's past 7.05, this is likely not valid any more

Pictomancer Artwork FFXIV

Pictomancers utilize a paintbrush to channel their imagination and cast their spells. They use their aether to create magicked pictures, which then allow them to either cast elemental spells or to manifest other phenomena. The art is being reintroduced to Etherys at large, its soul crystals and practices rediscovered after a long period of dormancy as it was passed down from master to apprentice.

This is a magic DPS discipline, casting magic to damage its foes. After cycling through the fast-casting RGB color elemental spells, it builds up one stack of White Paint and a chunk of the Palette Gauge. Using the Palette Gauge switches to the harder-hitting CMY color elemental spells, which have a longer cast time. They can also "bank" larger spells by creating a canvas, allowing them to fire off more damaging attacks.

A link to all PCT abilities. Note that this will change as patches advance. If it's past 7.05, this is likely not valid any more

Viper Art FFXIV

Vipers utilize a pair of swords that can join at the handle to strike their enemies with speed. As a discipline of hunters hailing from Tural, the Vipers are just now making inroads into Eorzea due to an upsurge in travel between the two continents. They take advantage of the flexible nature of their swords, striking rapidly to prevent their foes from getting in a counterattack. As a discipline of hunters, they will typically take time to study their foes and prepare countermeasures if given time.

Their weapon strikes give additional buffs to themselves, boosting the damage their strikes deal as well as the speed at which they come out. Some of these attacks are more effective when delivered from the sides or the back of a foe. Vipers can also enter a heightened state, where they do high damage to a wide area very quickly. Notably, the Viper has no defensive abilities unique to them, instead pulling from the shared Role Action movepool.

A link to all VPR abilities. Note that this will change as patches advance. If it's past 7.05, this is likely not valid any more.

Darkspawn[]

There is a taint that is within the darkspawn. A darkness that pervades us, compels us, drives us to rail against the light.
— The Architect
Darkspawn Bio

The Darkspawn are a race living deep below Thedas. While their exact origins are unknown, it is likely that they originated from a magical curse. Their main task is to find and release the Archdemons, seven powerful dragons that may or may not be the Tevinter Old Gods. They spend most of their time under the surface, making their nest in the Deep Roads, and when an Archdemon is found they make their way to the surface, fighting in organized ranks in a Blight.

Even without a blight, the Darkspawn still raid the surface. They do this to take women captive, using them to create the monstrous Broodmothers, which birth more Darkspawn. Any place where they have been for a while tends to sprout an odd, meaty moss-like substance. Darkspawn blood and flesh is tainted with a magical poison, which in enough doses over enough time can be either fatal or cause those afflicted to lose most of their sanity.

Note that I'm going to be using the Dragon Age: Origins versions of these, not the bastardized bullshit from later games.

Taller than their genlock cousins, the hurlocks are roughly of human-size but are possessed of considerable strength and constitution.
— Hurlock Codex Entry
Darkspawn Hurlock

Hurlocks are born of Broodmothers that used to be human. These are the basic shock troops of the Darkspawn armies, marching in ranks and fighting similarly to their human counterparts. While they need to be directed by an Alpha or Emissary, they are generally very good at creating carnage. They typically use either a one-handed weapon and shield or a two-handed sword or axe, and are occasionally seen with bows or crossbows.

There will be 50 Hurlocks in this match.

These are the most common darkspawn in the underground. Stocky and tough, genlocks are notoriously difficult to kill, even by magic.
— Genlock Codex Entry
Darkspawn Genlock

Genlocks are the smallest and most numerous of the Darkspawn, being born of Broodmothers that used to be dwarves. They act as the basic infantry, along with being the resident crafters. The Genlocks typically run the Darkspawn forges, and are also the ones to utilize bows, crossbows, and other more complex contraptions. They also are the ones most likely to set up traps.

There will be 75 Genlocks in this match.

As horrors of the night, shrieks are renowned for their incredible speed and agility as well as their stealth. They are the assassins of the darkspawn, penetrating the enemy lines and striking their targets using long, jagged blades attached to their forearms to rip their opponent to shreds in seconds.
— Shriek Codex Entry
Darkspawn Shriek Sharlock

Shrieks are tall, lanky darkspawn that specialize in stealth and assassination. These Darkspawn, birthed by Broodmothers that were formerly elves, are also capable of creating poisons from their blood. Their main armaments are a pair of blades attached to their forearms.

There will be 10 Shrieks in this match.

Grey Warden lore urges caution when slaying an ogre. Unless it is ensured that they have received a major wound to the head or the heart, it is possible that they are lying dormant and will regenerate to full health within a matter of minutes.
— Ogre Codex Entry
Darkspawn Ogre

Ogres are the massive, hulking shock troops of the Darkspawn horde. Born from Broodmothers that were once Qunari, they charge in with armor and their bare fists. These are strong enough to be considered living siege weapons, and they prove a challenge even for experienced Wardens. They also have incredible healing properties, and can revive if not fully dead.

There will be 5 Ogres in this match.

As the tallest, strongest, and smartest of their kind, alphas serve as a sort of commander, directing or bullying the others in combat.
— Genlock Codex Entry
Darkspawn Hurlock Alpha

Alphas are notably strong Darkspawn, and take leadership positions within the horde. They hit harder and take more punishment than normal, and are typically distinguishable from their weaker forms by more elaborate arms and armor.

Out of the 48 non-Emissary Hurlocks, 5 are Alphas

Out of the 72 non-Emissary Genlocks, 7 are Alphas

Out of the 10 Shrieks, 1 is an Alpha

Out of the 5 Ogres, 1 is an Alpha.

Have you ever experienced living flesh ground between your teeth?
— A Darkspawn Emissary
Darkspawn Hurlock Emissary

The Emissaries are types of Darkspawn that had learned magic. Rather than drawing on the Fade, like most mages, they instead use the magic running in the Darkspawn Taint to fuel its effects. These manifest in much the same way, as elemental outbursts or corrosive magic. These are the only Darkspawn known to understand human speech, though they are not interested in negotiating. They do, however, command the Alphas.

Out of the 45 non-Alpha Hurlocks, 2 will be Emissaries.

Out of the 75 non-Alpha Genlocks, 3 will be Emissaries.

It was an Archdemon, a dragon tainted by corruption, transformed into a thing of evil with no match in all of Thedas. Save for the Warden, of course.
Wynne
Darkspawn Archdemon

The Archdemon is a corrupted Old God, a massive intelligent dragon that was once worshiped by Tevinter. The Archdemon is capable of casting potent magics, which will be listed below. It can also summon Darkspawn to its aid, though for the purposes of this match it is limited to the numbers listed here.

Its most potent ability is possessive immortality. The Archdemon's soul will bind itself to the nearest creature affected by the Darkspawn Taint. If it is a Darkspawn, the soul will take over to regain its original form and powers. If a Grey Warden strikes the killing blow, the Archdemon's soul will attempt to possess it, but the two souls will annihilate themselves. A specialized ritual can force the Archdemon's soul to nestle in the unborn child of a Grey Warden, somehow cleansing it and allowing it to be born into the world uncorrupted.

The known magic of the Archdemon is as follows:

Archdemon Corruption Blast
Fires a shot of purple flame at a foe.
Detonate Darkspawn
A single Darkspawn explodes, dealing damage to those within five meters.
Spirit Smite
A purplish-black column of energy erupts at a target point, dealing damage to those within and stunning them for 1.5 seconds. After the first blast, four more will occur within ten meters of the initial strike.
Vortex
Summons a massive vortex of corrupted energies. Deals minor damage to non-Darkspawn within every five seconds, as well as reducing their movement speed, physical attack, and physical defense. Darkspawn within are healed by a minor amount every five seconds, as well as having their resistance to elemental attacks reduced.
For the purposes of this match, if the Archdemon is unable to be revived within the combat area it will be considered killed.

Sullen gray clouds closed overhead, dimming the purity of the sun. The only animals they encountered were a cluster of tumor-raddled deer, who looked up with bloody mouths from the corpse of a cow they'd been devouring and hissed through hollow fangs at the passing Wardens.
— Isseya's Journal
Fleshy Sack - Dead Trenches

The Darkspawn Taint is a magical corruptive poison that turns its victims into Ghouls, barely sentient Darkspawn-adjacent beings. It spreads through Darkspawn fluids, typically through either ingestion or injury. While contact does not guarantee infection, there is a decent likelihood. The companions of The Warden, while mostly not Grey Wardens themselves, never contracted the Taint during the Fifth Blight, when they were on the front lines; meanwhile the Templar Westley contracted it immediately. How long it takes to be fatal also varies greatly; the infection can take months - per Hespith, Adria, Bethany, or Carver - or it can be hours, such as in the case of Westley.

The Taint often takes the form of a "meat moss" growing in areas of heavy Darkspawn activity. It has some magical properties, and can fuel the casting of magic much like Lyrium, blood, or the raw energies of the Fade.

Voting and Notes[]

An Adventuring party finds itself in the Deep Roads, starting at the Easternmost end of the map. They must make it to the Western exit, which will only open when all Darkspawn are slain. They will know in advance that the Archdemon is a) tough to kill and b) can potentially return from the dead. They will not know how the Archdemon returns initially.

Dead Trenches Map Origins

  • Darkspawn: Dragon Age Origins
  • Adventurers: FFXIV: Dawntrail as of patch 7.05

  • Please have at least couple paragraphs as to who you think will win and why
  • Evaluating the warriors used based on a different canon or different point in their timeline as given will invalidate a vote
  • I have the final say on whether or not a vote counts
    • Contact me via Discord if you think I made a mistake with vote counts
  • Only votes on this blog will count.
  • Rebuttals can reduce a vote by a half point or more.
    • Counter-arguments can restore the vote to full
  • Rebuttals will not be accepted less than 48 hours before the close of voting, save for the following:
    • Should a vote be made less than 48 hours before the close of voting, rebuttals will be accepted up to 48 hours after the close of voting, and the voter waives the right to defend their vote to restore it.
  • Votes made less than 24 hours before the close of voting (or close enough that I can gauge this to be their intent) will count for half at most.
  • If I have reason to believe a vote isn't being made in good faith, it will remove a point from the warrior(s) you are voting for.
    • If you're stupid enough to try game this, further penalties will be applied to your vote at my discretion.
  • )

  • Battle[]

    Prologue: Per Tradition, Fuck Sebastian[]

    Daegbrena Greinkoensyn stretches near a cave mouth, nodding at his compatriots. Glinta Oghu, a Viera Sage, nods back. Kiht’a Zhwan twirls his brush idly, his cat ears and tail twitching, clearly too busy visualizing something related to his pictomancy to respond. Ianna Reed simply hones her swords, the unusual blades of a Viper no longer an uncommon sight. And their guide, an arrogant fop with gleaming armor who had clearly never seen a serious fight, was too occupied with prayers to some “Maker.” Hoping they wouldn’t have to add a godsdamned primal to this, Daegbrena draws his blade and unlimbers his shield.

    “Shall we?”

    “Yes, yes, of course,” Sebastian says, scrambling into the cave mouth with wary glances at Kiht’a and Glinta, “As you’re aware, the Vaels have discovered an entrance to the Deep Roads here. Since the Grey Wardens are busy responding to the Blight down south, we hired you all to help clear it.”

    “Yeah, yeah, get on with it,” Ianna says, flourishing her swords.

    Sebastian Vael rolls his eyes and turns a large key, opening the set of double doors. The five people walk in, looking carefully at the walls around them. Unfortunately, they are not geologists, and miss the signs of collapse before it happens. They tumble down into the dark as the floor gives way, plunging into the depths of the Deep Roads. Glinta quickly casts shields on the party, cushioning their long fall.

    They land, the magic absorbing most of the damage. And a few seconds later, several boulders follow after them and crush Sebastian. Daegbrena turns, hearing a wet rasping nearby and stabs outwards into the dark. The blind blow skewers a Hurlock, which falls with a wet thud. As if by magic, the room lights up, showing a natural cavern with several large pillars, all with a brazier on top. The firelight reveals more twisted faces, growling and snarling as they brandish swords, axes, and bows.

    “Well shit,” Kiht’a says, flourishing his paintbrush and casting a spell. The pastel-colored fire breaks the silence, and chaos erupts. Daegbrena follows up with a sword swipe, sending a cone of lightning to strike the knot of foes. Glinta’s magic blunts the arrows heralding a counterattack, while Ianna dashes in and lashes out around her, her blades biting deep into her foes before their twisted swords could touch her. Daegbrena moves quickly, summoning several magical blades from the ceiling to rain down as Kiht’a calls a flurry of explosive magical orbs. The Darkspawn reel, cohesion and confidence shaken, and retreat out of the chamber.

    The Adventurers cautiously make their way to the room’s only entrance, stepping out into a large stone courtyard, with a broken bridge leading across a chasm to the other side. They immediately form up, seeing more of the strange creatures that had attacked them waiting.

    Chapter 1: SCREE(ch)[]

    The party wastes no time, charging forwards as Khit’a swiftly sketches and manifests a pair of wings, creating a blast of wind that throws several Darkspawn aside. The image of a moogle blasts a few more as he channels a magical hammer, slamming it down as Ianna dashes forwards alongside Daegbrena. The Viper flickers between opponents, sending a few off-balance with a slash before moving on to the next.

    A swipe of the Paladin’s shield shatters a shower of arrows from a group of Genlocks standing on the intact parts of the bridge, a few moments before a purplish-black comet drops on them. A rain of pastel-colored ice, stone, and lightning polishes them off. Khit’a and Glinta turn as they hear a roar, seeing an ogre stomping out of the northern corridor, holding a massive boulder in its hands.

    “Dive!” the Pictomancer shouts, as the Sage swiftly shields the melee pair. The ogre throws its projectile as the two fighters dash towards it. The falling rock slams through a knot of Darkspawn as a blue fire surrounds Ianna. The Viper flickers and flashes around her foe, slicing it to ribbons quickly. The large room returns to silence as the adventurers gather, Glinta patching up the few nicks and cuts that made it past their armor.

    Ianna notices the ogre twitching and stabs it a few more times, before following her companions into the tunnel. They take a few seconds to look at the dwarven statues – one with a massive chunk ripped out of the stone – and continue on, moving through the carved tunnels into worn, natural caverns. Khit’a nudges Daegbrena, motioning to a side passage.

    The four turn and move on in silence, not wanting any conversation to disguise the sound of enemies approaching. They creep on, seeing the floor widen into a dead end despite the draft. Glinta looks up, motioning disappointedly at a fissure near the ceiling, and staggers to her knees as a blade slices a furrow into her back.

    She swiftly casts Holos and Kerachole as the room erupts with screams, feeling her flesh knit back together as the magical shields save her companions. As the piercing, gargling sound fades, the four stand back-to-back as they find themselves surrounded by nine lanky, misshapen beings.

    Daegbrena raises his sword, unleashing a blast of holy light as Khit’a waves his brush and weaves his magic, the arcane assault slowing their foe enough for Ianna to flash out, quickly sliding between the Shrieks and dispatching the weakened assassins with a couple strong blows each. As they fall, Glinta gives them a measured look.

    “They struck me non-lethally. Their blades would have killed the rest of you. Why?”

    “Don’t ask me to get into the minds of bloodthirsty animals,” Khit’a says, “That’s more Ianna’s speed.”

    “Well, there’s usually only two reasons sentient armies would try to capture only one person from a larger band of fighters. Ransom, or, well” she says, grimacing in disgust, “But these… things don’t seem sentient enough for negotiations, and they only attacked you in that manner. I’ve seen nothing like them back home, so I can’t begin to guess. Maybe once we get out I’ll ask someone who knows more.”

    “Gotta keep moving then, yeah?” Khit’a says, “Don’t really want to stay down here much longer than necessary myself.”

    “Agreed,” Daegbrena says, and Gilnta gives a contemplative nod as the group moves out. They make their way through the tunnels, noting the odd, meaty moss that lines the walls until they come to another man-made section of tunnel. They look across, seeing a surprisingly clear stretch of stone as the intact part of the bridge spans the chasm, leading south.

    The Adventurers nod at each other and run out, trying to ignore the thumping footfalls and the beat of drums within the rift below. The drums and wordless chants rise to a crescendo as a massive, spikey purple dragon rises from the trench, landing square in the middle of the bridge. It looks at the Adventurers and roars, malice glittering in its eyes.

    It flies into the air and slams into the bridge, unleashing a swirling blast of purple fire that lingers, filling the air with its corruption. Khit’a and Glinta spread magic around the area, the former creating a small circle of grass. The area shudders as the blighted magics tries to encroach on it, but a shattering prism of light breaks some of the Archdemon’s concentration. Glinta continues gathering energy and firing lasers from her nouliths, each blast of offensive magic also sending waves of restorative energies out to heal her allies.

    “Over here, you twisted bastard!” Daegbrena yells, drawing the dragon’s ire. He deflects a swipe from its claws, and his blade hits its mark as he ripostes. Ianna slides under the Archdemon, slicing at its belly before slipping out and leaping up, landing several blows on its wing. She lands as her foe roars in pain, giving Glinta a glance. The Sage gives a sage nod, and Ianna breathes in, focusing her mind. She channels the residual aether on the battlefield, mixing it with her desperation to survive and her need to protect her friends. She feels the power forming around her, and she opens her eyes, dashing forwards. She slices with her blades in a zig-zag pattern, leaping into the sky. She hovers in the air for a second, holding her swords pointed down. She lets gravity take over, dropping the fangs of the Viper into the head of the Archdemon.

    The dragon falls, roaring and writhing as its life fades. The corpse releases a burst of corrupted ichor as a gurgling screech sounds behind Khit’a. The Shriek stops mid-swing as something from the Archdemon enters it, and the sounds of flesh ripping and bones twisting echoes through the hall. The beat of drums and voiceless yells from the Darkspawn army below them intensifies as the Archdemon is reborn, hale and hearty. The massive dragon looks down at the Pictomancer, and before any of the adventurers had recovered from their shock enough to react simply leans down.

    Its maw, lined with cruelly twisted teeth, snaps shut, biting the man in half.

    “Run!” Daegbrena says, as he and Glinta start to sprint down the bridge.

    “But… Khit’a…” Ianna says.

    “I’m sorry, Ianna, but I can’t heal that,” Glinta replies, tugging her friend. The Viper hisses in anger, turning to follow her retreating friends as the Archdemon rises in the sky roaring and sending blasts of fire down to chase them. The twisted magic within the flames licks at the Adventurers’ heels as they dash into the stone tunnel, weaving around a column as their pursuer simple slams its tail into it. Several Darkspawn wait in the room in ambush, one waving a staff as it chants a spell. Glinta fires a laser at it, shattering the staff and its concentration. The Archemon’s claws rip into the room as the Darkspawn advance, a gout of fire incinerating its own troops as the three Adventurers dive into the stronger tunnel on their right. The dragon’s head pursues as the run around a corner, spotting another gap in the wall.

    As the dragon breathes fire on one end, the trio turns to see a mass of Darkspawn preparing to enter the gap that would allow them to escape.

    Chapter 2: Claustrophobia[]

    “This isn’t good,” Ianna says, gutting a Hurlock that enters the small gap and kicking it out.

    “Well aren’t you a regular Hildebrand,” Glinta snaps sarcastically as a wall of magic redirects a gout of flame from the Archdemon. The dragon snaps at the crew, and a swipe from the Paladin’s shield holds it back, before the Sage continues, “Swap places, you two. Daegbrena’s got the defensives to hold a position, and Ianna’s got enough offense to drive this arsehole away.”

    The pair does as she instructs, and she quickly spins magics to keep them safe as she digs out a torch and plants it, blocking another gout of flame and carefully angling her shields so that a tongue of it hit the oil-soaked rag at the top. As it ignites, giving them a bit of light to push back the gloom and filth of the Blight, she sees Ianna sinking her blades into the dragon’s maw and slicing off a couple teeth. The twisted thing roars in pain, and the air shudders slightly as magic resounds through the room.

    Daegbrena grunts, staggering back as the Genlock he’s fighting explodes. He shakes his head to recover, lashing out with his sword and slicing a furrow into the palm of an Ogre that tried to pick him up. A pair of lasers from Glinta topples it, and a blast of holy magic slumps the corpse against the narrow opening. An idea forms in the man’s mind as he slams his shield into another Darkspawn.

    Glinta turns to focus on Ianna, shielding her from the Archdemon’s magical and mundane attacks. A laser blast causes the massive dragon to twist its neck in pain, exposing its barbed snout for Ianna to strike at. The Viper surrounds herself in bluish fire once again, sinking her steel fangs into the Archdemon’s flesh time after time. It roars again, the force of it causing the cavern to shake and throwing the Sage off-balance. She recovers in time to see its jaws gnashing towards Ianna. Glinta speeds through the motions of casting her magic, hoping she makes it in time.

    A burst of wind passes her as Daegbrena slams into the dragon, yelling in pain as its teeth sink into his arm. A quick glance backwards shows that the Paladin had created a wall of corpses to block the other side of the cavern, and Glinta focuses on treating his wounds. Ianna stabs the Archdemon in the eye, causing it to roar in pain once again and freeing Daegbrena’s arm. The hulking Roegadyn swings his sword down, charging it with magic and unleashing a wave of thunder in front of him. He summons magical blades, which stab into his foe before vanishing.

    The dragon roars a third time, having taken too much punishment. It thrashes as it pulls its head out from the cave, causing a rockslide which seals in the way back. Fortunately, that also prevents the beast from returning. The trio sighs in relief, taking a moment to gather their wits in the torchlight. Glinta pours healing magic into Daegbrena’s wounds, knitting the flesh together.

    “Something’s still in there,” he mutters, looking at a gash in his arm, “some kind of poison.”

    “I’ve tried Esuna already,” Glinta says, “If that doesn’t work, we can only hope you hold until we get a chirurgeon to look at it.”

    A series or wet, squelching thuds on the other side of the corpse wall draws the attention of all three Adventurers, who look at each other in concern.

    “Keep treating him,” Ianna says, drawing her blades, “I’ll see that this new visitor meets the same end.”

    She crouches near the wall as a fresh series of squelching, wet thuds resound. Glinta continues to heal Daegbrena, watching until the corpses of various Darkspawn practically explode inwards, showering the other side of the wall with blood and viscera. The torch sputters out, equally doused, as a massive, armored hand reaches through, grabbing Ianna and pulling her out.

    Chapter 3: Small Mercies[]

    “No!”
    “Shit!”

    The other two yell in unison as the Viper’s yell fades. Daegbrena rises to his feet, staggering as a fresh lance of pain shoots through his arm. Glinta, having recovered some of her spent resources, quickly fires off a pair of strong healing spells, fully knitting the flesh and bone together. The Paladin and Sage send several blasts of magic at the wall of corpses, creating an opening.

    They dash out of the cramped cavern into a dwarven tunnel, skidding on the blood and gore as they turn. A knot of Darkspawn block their exit, and Glinta sends her Noutliths out in front of her while Daegbrena charges in. The magical implements hover over the horde, raining lasers down upon them until the ground cracks and heats up. The Roegadyn spins, his sword cleaving through Darkspawn flesh as he maneuvers. A blast of holy magic around him clears most of it, but he turns a second too slow to react to a Hurlock swinging its sword.

    A laser blast incinerates its head, stopping the twisted creature in its tracks. The two adventurers nod at each other, breathing raggedly as they exit the tunnel into the larger cavern, on the other side of the ruined bridge from where they started. Glinta follows the trail of blood and severed bits of ogre flesh with her eyes, and runs to follow it. Daegbrena grabs her by the collar and yanks her back, as a gout of fire scorches area where she would have been.

    The pair glare at the Archdemon, hovering in the air over the trench, and turn to see another knot of Darkspawn – smaller, this time – approaching from the northeast, where the trail of blood goes through a hole in the wall into another path.

    “How precisely can you target those falling swords of yours?” Glinta asks, quickly protecting them with a shield before sending her nouliths out to fire lasers at the dragon.

    “Pretty well.”

    “Use the first hit on these guys, second and third where my nouliths are.”

    Daegbrena nods, charging forwards and slashing his sword, creating another large wave of lightning that causes the Darkspawn to flinch. A massive sword blade sprouts from under them, slicing an Ogre in half, while a rain of similarly spectral swords cuts down the rest. He turns, seeing Glinta’s nouliths firing at the Archdemon’s wings. He lets his magic fly, two enormous blades falling and severing the dragon’s wings. He lets the final set of swords loose, which add to the beast’s wounds as it roars and falls into the trench.

    “Let’s go.”
    “Come on, then.”

    The pair crack a weary smile as they urge each other forward in unison, running through the room and into the natural tunnel. They sprint, surprised that it appears wholly empty, and come out in another section of the larger cavern, the same trench running through it. They spot the Ogre alpha, its hands and head severed, lying in a pool of its own blood. Ianna’s blades are lodged in its chest, as the woman herself leans on them. Glinta swiftly casts Egerio, sending a pulse of life-giving aether that would revive even those on the brink of death.

    Nothing happens.

    They barely have time to register their friend’s death as a roar resounds from within the trench, followed by the scrabbling of claws digging into rocks. The Archdemon, wingless and wounded but still wroth, pokes its head out of the trench. Not giving it any time, the two Adventurers rush towards it, Glinta unleashing a magically-enhanced punch that sends it reeling. Daegbrena leaps into the air, plunging his sword into the dragon’s head. It rears back, falling, and slams into the ground. Dead, once again, but not for long. Glinta looks down at her companion, the masses of Darkspawn closing in as one of them twists and cracks itself into a draconic form.

    “GO, GLINTA! FOR THOSE YOU CAN YET SAVE!” Daegbrena shouts, slicing into the horde.

    “Godsdamnit!” she shouts, sprinting across the bridge and up the dwarf-made road heading out of the Dead Trenches. She almost immediately runs into a group of dwarves, wearing identical plate armor. They introduce themselves as the Legion of the Dead, and as soon as she was assured they were friendly, Glinta collapses.

    Expert's Opinion[]

    The Adventurers frequently fight foes of the Darkspawn's caliber, but the Archdemon's presence and the sheer numbers of monsters they had to cut through significantly challenged their abilities. Ultimately, the balanced nature of the party allowed them to win out, whittling down their numbers despite their losses.