I don't know this world that well as I didn't play any Dragon age games before inquisition but I still wanna play so does anyone have any recommendations?
 
Deep Roads Expedition Tables
Deep Roads Expedition Tables

You have a five-year cooldown between expeditions. You must spend a major action and an economy point on the expedition regardless, but you may spend up to three economy points. You must send at least 5 men.

Bonuses:

Led by a Great Actor: +5
Led by a Great Warrior: +10 (Does not stack with Great Actor)
Sent 50 or more men: +1
Sent 500 or more men: +2
Sent 5000 or more men: +5
Sent an artifact that applies: +5
Spent an additional economy point: +2 (per point)
Not led by a named PC: -10
Mages in the expedition add +1 per mage, max 5.
People with Deep Roads maps get a +5, this goes to Dwarves automatically.


So You Want To Be an Adventurer?

Step 1: Into the Darkness
Roll d100

1-40= Crit Failure (You're Dead, Son. Move to Step 4, with a -40)

41-80= Minor Failure (Move to Step 2 with a -10 Roll)

81-95= Success (Move to Step 2)
96-100= Crit Success (Move to Step 2 with a +5 roll)

Step 2: Don't you know? You never split the party!
Roll d100

1-10= Crit Failure (You're Dead, Son. Move to Step 4, with a -60)

11-60= Failure (Move to Step 4)

61-95= Success (Move to Step 3)

96-100= Crit Success (Move to Step 3 with a +5 roll)

Step 3: Looking for Treasure
Roll d100

1-5= Crit Failure (You're Dead, Son. Move to Step 4, with a -30)

6-50= Failure (Move to Step 4)

51-90= Success (Move to Step 5)

91-100= Crit Success (Move to Step 5 with a +5 roll)


Step 4: Run You Fools
Roll d100
*Note*: In any case where you lose your leader, you lose your artifact(s) as well.
1-10= You lose EVERYTHING.

11-20= You lose your leader, and 75% of your forces

21-30= You lose your leader, and 50% of your forces

31-40= You lose your leader, and 25% of your forces

41-50= You lose your leader.

51-60= You lose 100% of your forces, but your leader survives.

61-70= You lose 75% of your forces, but your leader survives.

71-80= You lose 50% of your forces, but your leader survives.

81-90= You lose 25% of your forces, but your leader survives.

91-100= You lose any artifacts you dispatched.

STEP 5: The Loot
roll d100
1-40: Failure, you find nothing.

41-60: Pick something from the following list.
  • 1 boost
  • Artifact Armor
  • Artifact Weapon
  • Utility Artifact

61-80: Pick one from the list below, or two from the list above.
  • Golem Control Rod and Golem
  • Autocrossbow
  • Lyrium Well
  • Flamethrower
81:-100 Pick one from the list below, or two from the list above.
  • 5 boosts
  • An Ancient Dwarven technology (Lyrium Well schematics, Golem schematics, Autocrossbow Schematics, Flamethrower Schematics)
 
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Deep Roads Expedition Tables

You have a five-year cooldown between expeditions. You must spend a major action and an economy point on the expedition regardless, but you may spend up to three economy points. You must send at least 5 men.

Bonuses:

Led by a Great Actor: +20
Led by a Great Warrior: +30 (Does not stack with Great Actor)
Sent 50 or more men: +5
Sent 500 or more men: +10
Sent 5000 or more men: +15
Sent an artifact that applies: +5
Spent an additional economy point: +5 (per point)
Not led by a named PC: -10


So You Want To Be an Adventurer?

Step 1: Into the Darkness
Roll d100

1-40= Crit Failure (You're Dead, Son. Move to Step 4, with a -40)

41-80= Minor Failure (Move to Step 2 with a -10 Roll)

81-95= Success (Move to Step 2)
96-100= Crit Success (Move to Step 2 with a +5 roll)

Step 2: Don't you know? You never split the party!
Roll d100

1-10= Crit Failure (You're Dead, Son. Move to Step 4, with a -60)

11-60= Failure (Move to Step 4)

61-95= Success (Move to Step 3)

96-100= Crit Success (Move to Step 3 with a +5 roll)

Step 3: Looking for Treasure
Roll d100

1-5= Crit Failure (You're Dead, Son. Move to Step 4, with a -30)

6-50= Failure (Move to Step 4)

51-90= Success (Move to Step 5)

91-100= Crit Success (Move to Step 5 with a +10 roll)


Step 4: Run You Fools
Roll d100
*Note*: In any case where you lose your leader, you lose your artifact(s) as well.
1-10= You lose EVERYTHING.

11-20= You lose your leader, and 75% of your forces

21-30= You lose your leader, and 50% of your forces

31-40= You lose your leader, and 25% of your forces

41-50= You lose your leader.

51-60= You lose 100% of your forces, but your leader survives.

61-70= You lose 75% of your forces, but your leader survives.

71-80= You lose 50% of your forces, but your leader survives.

81-90= You lose 25% of your forces, but your leader survives.

91-100= You lose any artifacts you dispatched.

STEP 5: The Loot
roll d100
1-40: Failure, you find nothing.

41-60: Pick something from the following list.
  • 1 boost
  • Artifact Armor
  • Artifact Weapon
  • Utility Artifact

61-80: Pick one from the list below, or two from the list above.
  • Golem Control Rod and Golem
  • Autocrossbow
  • Lyrium Well
  • Flamethrower
81:-100 Pick one from the list below, or two from the list above.
  • 5 boosts
  • An Ancient Dwarven technology (Lyrium Well schematics, Golem schematics, Autocrossbow Schematics, Flamethrower Schematics)
 
I'll post the replies to the marriage offer tomorrow - running a bit short on time today. But for reference, I've decided Gallagher Wulff will have four sons and a daughter - two of these I've been able to find actual names for and one I already made up.
 
Deep Roads Expedition Tables

You have a five-year cooldown between expeditions. You must spend a major action and an economy point on the expedition regardless, but you may spend up to three economy points. You must send at least 5 men.

Bonuses:

Led by a Great Actor: +20
Led by a Great Warrior: +30 (Does not stack with Great Actor)
Sent 50 or more men: +5
Sent 500 or more men: +10
Sent 5000 or more men: +15
Sent an artifact that applies: +5
Spent an additional economy point: +5 (per point)
Not led by a named PC: -10


So You Want To Be an Adventurer?

Step 1: Into the Darkness
Roll d100

1-40= Crit Failure (You're Dead, Son. Move to Step 4, with a -40)

41-80= Minor Failure (Move to Step 2 with a -10 Roll)

81-95= Success (Move to Step 2)
96-100= Crit Success (Move to Step 2 with a +5 roll)

Step 2: Don't you know? You never split the party!
Roll d100

1-10= Crit Failure (You're Dead, Son. Move to Step 4, with a -60)

11-60= Failure (Move to Step 4)

61-95= Success (Move to Step 3)

96-100= Crit Success (Move to Step 3 with a +5 roll)

Step 3: Looking for Treasure
Roll d100

1-5= Crit Failure (You're Dead, Son. Move to Step 4, with a -30)

6-50= Failure (Move to Step 4)

51-90= Success (Move to Step 5)

91-100= Crit Success (Move to Step 5 with a +10 roll)


Step 4: Run You Fools
Roll d100
*Note*: In any case where you lose your leader, you lose your artifact(s) as well.
1-10= You lose EVERYTHING.

11-20= You lose your leader, and 75% of your forces

21-30= You lose your leader, and 50% of your forces

31-40= You lose your leader, and 25% of your forces

41-50= You lose your leader.

51-60= You lose 100% of your forces, but your leader survives.

61-70= You lose 75% of your forces, but your leader survives.

71-80= You lose 50% of your forces, but your leader survives.

81-90= You lose 25% of your forces, but your leader survives.

91-100= You lose any artifacts you dispatched.

STEP 5: The Loot
roll d100
1-40: Failure, you find nothing.

41-60: Pick something from the following list.
  • 1 boost
  • Artifact Armor
  • Artifact Weapon
  • Utility Artifact

61-80: Pick one from the list below, or two from the list above.
  • Golem Control Rod and Golem
  • Autocrossbow
  • Lyrium Well
  • Flamethrower
81:-100 Pick one from the list below, or two from the list above.
  • 5 boosts
  • An Ancient Dwarven technology (Lyrium Well schematics, Golem schematics, Autocrossbow Schematics, Flamethrower Schematics)
So hang on which rolls do the modifiers apply to?
 
Deep Roads Expedition Tables

You have a five-year cooldown between expeditions. You must spend a major action and an economy point on the expedition regardless, but you may spend up to three economy points. You must send at least 5 men.

Bonuses:

Led by a Great Actor: +20
Led by a Great Warrior: +30 (Does not stack with Great Actor)
Sent 50 or more men: +5
Sent 500 or more men: +10
Sent 5000 or more men: +15
Sent an artifact that applies: +5
Spent an additional economy point: +5 (per point)
Not led by a named PC: -10


So You Want To Be an Adventurer?

Step 1: Into the Darkness
Roll d100

1-40= Crit Failure (You're Dead, Son. Move to Step 4, with a -40)

41-80= Minor Failure (Move to Step 2 with a -10 Roll)

81-95= Success (Move to Step 2)
96-100= Crit Success (Move to Step 2 with a +5 roll)

Step 2: Don't you know? You never split the party!
Roll d100

1-10= Crit Failure (You're Dead, Son. Move to Step 4, with a -60)

11-60= Failure (Move to Step 4)

61-95= Success (Move to Step 3)

96-100= Crit Success (Move to Step 3 with a +5 roll)

Step 3: Looking for Treasure
Roll d100

1-5= Crit Failure (You're Dead, Son. Move to Step 4, with a -30)

6-50= Failure (Move to Step 4)

51-90= Success (Move to Step 5)

91-100= Crit Success (Move to Step 5 with a +10 roll)


Step 4: Run You Fools
Roll d100
*Note*: In any case where you lose your leader, you lose your artifact(s) as well.
1-10= You lose EVERYTHING.

11-20= You lose your leader, and 75% of your forces

21-30= You lose your leader, and 50% of your forces

31-40= You lose your leader, and 25% of your forces

41-50= You lose your leader.

51-60= You lose 100% of your forces, but your leader survives.

61-70= You lose 75% of your forces, but your leader survives.

71-80= You lose 50% of your forces, but your leader survives.

81-90= You lose 25% of your forces, but your leader survives.

91-100= You lose any artifacts you dispatched.

STEP 5: The Loot
roll d100
1-40: Failure, you find nothing.

41-60: Pick something from the following list.
  • 1 boost
  • Artifact Armor
  • Artifact Weapon
  • Utility Artifact

61-80: Pick one from the list below, or two from the list above.
  • Golem Control Rod and Golem
  • Autocrossbow
  • Lyrium Well
  • Flamethrower
81:-100 Pick one from the list below, or two from the list above.
  • 5 boosts
  • An Ancient Dwarven technology (Lyrium Well schematics, Golem schematics, Autocrossbow Schematics, Flamethrower Schematics)
Okay, so very roughly:
Step 1: 60% base chance to succeed
Step 2: 40% base chance to succeed
Step 3: 40% base chance to succeed
Step 4: 50% base chance to succeed
Step 5: 60% base chance to succeed

Compounding is more difficult because the various modifiers each step may incur, but if we ignore that, you got (3/5) * (2/5) * (2/5) * (1/2) * (3/5) = 36/1250 probability to win an artifact. That's err 2.9% base chance

Edit: Oh wait, misread 'lost artifacts dispatched' with 'lost artifacts gained'. Re-calc-ing.
Edit: there

Damn, 4 is arguably the most important step since it calc your loss (losing a great actor would be very pricey. Losing artifacts already dispatched would be pricey as well)

EDIT: This just underline how successful Hawke's expedition was (and how crazy idea that is)
 
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Okay, so very roughly:
Step 1: 60% base chance to succeed
Step 2: 40% base chance to succeed
Step 3: 40% base chance to succeed
Step 4: 50% base chance to succeed
Step 5: 60% base chance to succeed

Compounding is more difficult because the various modifiers each step may incur, but if we ignore that, you got (3/5) * (2/5) * (2/5) * (1/2) * (3/5) = 36/1250 probability to win an artifact. That's err 2.9% base chance

Edit: Oh wait, misread 'lost artifacts dispatched' with 'lost artifacts gained'. Re-calc-ing.
Edit: there


Damn, 4 is arguably the most important step since it calc your loss (losing a great actor would be very pricey. Losing artifacts already dispatched would be pricey as well)

EDIT: This just underline how successful Hawke's expedition was (and how crazy idea that is)
Such was the point.

I don't want it to be easy or simple, but it is possible, especially if you prepare well and spare no expense.
 
At some point the issue becomes coordinating all the people you shoved into a claustrophobic subterranean tunnel, and throwing more men at it doesn't help.
Moreover, a larger force is more likely to attract the attention of Darkspawn which leads to issues of it's own. A smaller force is better because it's more likely to be missed by the Darkspawn which are pretty much the only thing you need to worry about in the Deep Roads.
 
[earlier post deleted due to misunderstanding but below is still good info so reposted]

Each added modifier is actually quite good. Adding 10% modifier for example, will almost double you chance to make out with an artifact. At 40% modifier, the multiplier is about 7 times.
 
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