Go all the way north and turn the corner east to find Anora, unfortunately her door is sealed shut by magic. Speak with Lady Dace who says that she cannot change her vote because her father made the deal with Harrowmont. Head over to the Mage Laboratory and speak with Senior Enchanter Leorah. Go west now and up the hall to the left where some archers are practicing. Back in the hall, follow the path east around the corner and enter the first room where the Jailor resides. Fight your way to another Fade Portal at the end of the hall and then quickly turn into the Burning Man so you don't die. This will trigger another random encounter where everyone gets badly injured.
So head North to the Architect's Lab Map Location 2. Ser Jory and Daveth join the party so make sure they are properly equipped then exit at the western side of camp into the Korcari Wilds. Before you enter the mine you might want to clear out the East side of the map. Make your way to the Fade Pedestal and choose The Burning Tower. Kill the Guard and then go east to run into two Mabari. Proceed to the larder to find your father dying. You may present a counter offer where you have various levels of Persuasion and Intimidation choices.
Use the Fade Portal then Mouse Hole, then another Fade Portal. In order to fully upgrade the keep you will need complete several tasks. Of what do I speak? Down the hall you are attacked from both sides, so back up and funnel them in to make things easier on yourself. Speak with Wynne to learn about the darkspawn and then turn the corner and speak with the Tranquil to learn about enchantments. Irenia in the Chantry is the last person to serve the Notice of Death to, you can turn the quest in just outside.
Head to the dump spot outside the Chantry then move around the corner to another body bag, dump it as well. Tell him you're Kristoff's new commanding officer and he will hand you a key. Thedas is a world in which race and class combine to determine social class. Most all stuns and freezes are going to get resisted or he is just immune. Head south to find Fergus in his room.
She will tell you that when the rock wall came down they found an old entrance to the deep roads underneath Vigil's Keep. You will need to complete a main story mission before you can continue on with the second party of clearing out the basement. Duncan intervenes and takes you with him as your mother decides to stand and fight to the death. The Deep Roads will take you through multiple maps just teeming with darkspawn, and a few particularly nice pieces of armor, while you look for the lost paragon, Branka, You'll eventually face a horde of darkspawn at the heart of the Deep Roads, and face a question of morality on the future of the golem program. Speak with Lord Dace and either help him or not. It just makes it harder to read, especially when you are trying to quickly find information. You could be 40 or more hours into the game before getting to the spot where you can get your specialization.
Duncan comes and you are on your way to being a Grey Warden. Turn into a Spirit and use the Spirit Door. Here you meet a Bronto, that while large in appearance, is actually a big stunnable baby. If you have Velanna in your party you can have her perform the joining now back at the keep. First I will say that the book itself looks really nice.
As well, much like the Siege of Denerim in the core game, you will have an army picker that you can use right now to deploy more troops to help you out. Turn to the groups and Cone of Cold them to make it a little less grueling, back track a bit and funnel them if need be. Once you've dealt with these enemies talk with Velanna in the Dalish camp and convince her that it was the darkspawn and not the humans that hurt her clan. Leave and go to Camp, speak with Morrigan to discover the truth about Flemeth then re-enter the hut without Morrigan in the party. He doesn't talk very much but putting him in your party in terms of combat isn't a bad idea at all, he is a war hero after all. They will both tell you that in order to become a mage you must survive a ritual called the Harrowing. The grease on the ground can slow you down so avoid it.
If you choose to do so, the Guardian will attack you with two ash wraiths. There is nothing there that pertains to the main mission, but there are some side quests for the area you can do and lots of loot to find. This time when you take the portal you meet the Demon head on. As your fighting the experimental subject a bunch of dragonlings will show up. Mages, on the other hand, are cloistered by the Chantry: they have access to the Fade, the unconscious realm that is the home of spirits, and a single lapse in vigilance could cause them to be possessed by demons. The Armor Stand lets you put on a Guard Uniform. Cross the bridge to find out that the tower has been taken.