On the way to make good a deadly deal with a demon, the group stops in Kirkwall. There they meet up (again) with Grohm, a perfectly well adjusted giant axe wielding barbarian who decides to tag along. After a week of travel the intrepid adventurers arrive at a bloody alter and creepy, bone-filled clearing on the side of a mountain. Dogs and Qunari growl at the ominous magical feel of the place.
Able spends some time studying the grounds and summoning forth dirt (presumably to do his bidding). After this the the four amulet holding catch-twenty-two chumps decide it’s time rejoin the lonely segments. Roselyn performs a healthy ritual involving self mutilation, and a sickly green mist begins to creep in. The now recombined amulet spins in place in the center of the clearing. Undead begin to rise from the bone soaked earth and a battle ensues. Part way through the skirmish, a Rage demon passes through the fade and joins in the fun. The group, clinging to dear life, manages to valiantly slay it.
A terrible magical effect begins to unfold, seemingly sucking all the magical energy from the dead and the surrounding area into the amulet. The mists shatter like glass, and in the center of the clearing a yellow-eyed, pale-skinned, crow-cloaked woman appears. Flemeth , back from the dead at the hands of her daughter, stands before the group. She confirms that the deal made with the four amulet bearers is complete, and the threat of their (imminent) demise has been lifted. Some small words are exchanged after which the Ancient one leaps of a nearby cliff, transforms into a dragon, and soars horrifyingly into the horizon.
After this encounter, the group makes its way back to Kirkwall to lick it’s wounds and find passage via boat back to Denerim to (finally) make good on funerary duties by bringing Cousland’s ashes to their final resting place. On the way, a pretty young dark haired girl of about sixteen crashes into Grohm at a dead sprint on the street. After being helped up she continues to run like the devil was after her. Moments later Templars arrive and ask the group if they had seen the youth. Vitalek tricks them sending them away in the wrong direction.
On a whim, Jubei sets Duke on her trail and tracks her through some alleys to an abandoned building. Jubei poorly attempts diplomacy with the frightened youth. Eventually Dandy Oscar calms her enough to speak with the group (except Elias and Roselyn who wisely remained absent). Vitalek discovers that she is a wild-mage named Selfie. Vitalek pulls Jubei away for a private discussion. He explains that she will almost certainty become an abomination, and if left to her own devices, could potentially kill thousands of innocent people. Her only other option is a magical stilling performed by the Templar that would rob her of magical ability as well as her humanity, rendering her a hollow shell.
Jubei and Vitalek decide that a swift unseen death would be the most merciful option. Jubei enlists the help of Grohm, and the two would-be executioners approach Selfie. Jubei sends in Duke to puppy-attack, in an attempt to distract Selfie from her coming death blow. But the moment he does, she releases a powerful burst of magic nearly killing everyone in the room as well as leaving Duke with a new white stripe from head to tail. Selfie screams an ear shattering wail and vanishes. It is discovered she had become an abomination and plane shifted away. The tattered, bloody, mentally scarred group decides to vacate the scene post haste.