Appendix

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Languages of Galtia

Low Magic Spells

High Magic Spells

Gods and Powers

Domain Blessings

Miracles

Example of Play: Bringing it all together

GM: After dispatching the goblin archer, the five of you reach the end of a long, partially finished tunnel. Up ahead you see it opens up into a cavernous room. A flickering campfire burns in a ring of stones, illuminating the center of the cave. Half a dozen goblins are loudly eating and drinking around the fire. What do you do?

Emma (Laurel): We already know they aren't sociable. I say we take them by surprise.

Jace (Baldrick): I'm good with that.

Rob (Brawn): Nodding. "Let's get as close as we can." Quietly, everyone. We should turn off the lights.

Alex (Vincent): I can do that, Vincent says, dispelling his two Torchlight spells.

GM: Ok, everyone roll your Stealth. You can do a Group Effort.

Everyone rolls, and the GM collects their numbers.

GM: You move in unison through the now darkened hall without drawing attention to yourselves. You get about thirty feet from the nearest goblin, just at the edge of the light.

Rob (Brawn): Quietly. "Get into positions, we'll form a line. And Baldrick. Do the roar."

Jace (Baldrick): Baldrick grins widely, his white teeth and fangs a faint reflection in the low light. He steps up, sees his companions giving him nods. And inhales. "RAAAAAAAWWWWRRRRRRRRRR!"

GM: That's your War Cry ability, right? Give me an Influence check using Intimidate.

Jace (Baldrick): I have +1 Edge on my roll for my Fury, but only +1 to the check. 11 and 19. Take the highest for a 20. Let's roll!

GM: Wowza. Baldrick steps out of the gloom, teeth bared and bellows out a roar that echoes through this cave and beyond. All six goblins drop what they are holding and start grabbing for weapons in a panic. They will all have to make a morale check at the start of their turn. Roll initiatives and call them out!

Everyone rolls and calls out numbers.

ROUND 1

GM: Calliope, your 18 gets it. Go. I've numbered the goblins #1 through #6, #1 is closest to you.

Skyler (Calliope): I'm going to fly up along the ceiling, staying stealthy to circle behind the farthest goblin. 21 on stealth. I'm also out of actions.

GM: No one seems to spot you. You can fly at half speed, for a total of 12 spaces. You easily dart over them through the smoke of the fire and get behind the far goblin. Brawn, you are next.

Rob (Brawn): it looks like the tunnel gradually opens into the room, leaving a line four spaces wide. "Let's get into a defensive line," he'll say, and take the right-center position. If anyone rushes me they'll get my sword. I have two reactions left.

GM: Brawn is ready with sword and shield. Baldrick, your war cry was a combined action but that went off in the surprise round. You are back up.

Jace (Baldrick): I move up to the right of Brawn and start snarling and beating on my chest. It's Frenzy time! I rolled a 16, +3 Discipline which meets the DL15.

The rest of the party groans.

Rob (Brawn): Remember to hit the goblins, and not me this time!

GM: Laurel, Baldrick is starting to froth at the mouth. What do you do?

Emma (Laurel): I think the same as Brawn. I'll move to his left and reserve my two actions.

GM: Vincent, go.

Alex (Vincent): I move up left of Laurel, but it's time to unleash on these guys. I see they are numbered 1-6, and Calliope is behind #4, with #1 being the closest. I'm going to lock #1 in place. I point my wand at him and cast Location Lock. 17 on the die, +6 gives me a 23 against his Magic Defense. it will last 6 rounds.

GM: You beat his defense easily. Crushing forces of gravity start pulling down on him, making it difficult to stand. He won't be moving anywhere. Nicely done.

Alex (Vincent): I'll then point at #2 and let loose a bolt of force. I only rolled a 9, +6 for 15. It's 1-6+1.

GM: His DB is 14 and he can't parry your bolt. So, 1 over his DB, +2 is 2 points of damage. And it is their turn. First off, morale checks. It's an even fight, no one is downed, so no roll modifiers. <rolling six times quickly> 10, 11, 15, 1 & 10. Tough break. But that does mean #4 routs. #1 stands in place, pulling against gravity itself. #2, slightly injured is going to charge straight at Vincent. Laurel, he doesn't engage with you as he runs up to Vincent, so that provokes a Reaction. He will parry, DB16.

Emma (Laurel): Thrusting with my rapier. 16 on the die for 23. That will be 7 damage and 1 bleed.

GM: He screeches in pain, not expecting your quick attack. He uses his last action to stab Vincent with a scimitar. 9 on the die, +6 is 15.

Alex (Vincent): DB16, that's a miss.

GM: Goblin #3 runs up and engages with Laurel, getting in line next to #2. He had to spend an action for the extra movement and engagement. He'll swing with his scimitar.

Emma (Laurel): I parry, 23.

Rob (Brawn): Also, he engaged with her, not me, and I have reach. I'd like a reaction attack.

GM: Roll it. DB 15.

Rob (Brawn): 6, +6 is 15. Miss. Drat!

GM: Attacking Laurel. 10 on the die, total of 16 that will miss.

Emma (Laurel): That triggers my Riposte.

GM: And he's out of actions. Roll it, DB14.

Emma (Laurel): Dang, 7+7 is 14. No damage.

GM: He just dodges under your blade. Then #4 spins, coming face to face with Calliope. He is startled, but routing, so he ducks under her and runs.

Skyler (Calliope): I don't have any reactions, so he gets by me easily. #5 actually has a short bow at hand. Everyone is neatly lined up, except for Brawn. He's firing at you Brawn.

Rob (Brawn): I parry with my heater shield, that will be 23.

GM: 19 on the die, +6 for 25. The arrow shatters on your shield, jarring your arm for 2 damage.

Rob (Brawn): Got it.

GM: He is shooting you a second time. Lucky for you, 2 on the die. Roll initiatives! 

ROUND 2

Everyone rolls. Rob got an 18 beating everyone. Baldrick rolled a 1, losing an action for the round.

GM: Brawn is up!

Rob (Brawn): Not loving getting shot. We gotta take care of the front-line guys first though. I'll tag team with Laurel's goblin, holding my position.

GM: He'll parry you, 17.

Rob (Brawn): Ugh, natural 1. That's a mishap. 11 on the mishap. I provoke him.

GM: The goblin will take you up on that offer.

Rob (Brawn): I'll eat it, I still want to attack. And saving my shield for the archer. DB18.

GM: Luck prevails, 4 on the die. At least he already parried. 14 DB.

Rob (Brawn): I make my second attack. 9, +7 for 16. 2 damage.

GM: Baldrick, you are up.

Jace (Baldrick): With just one action, I'll bash him. I assume he parries. 16 on the die, +8, +1 for Frenzy is 25. That's gonna be 8+2, 10 crushing damage and 2 stun. How does that feel?

GM: Oh, he doesn't like that. He yells in pain as you crunch him in the side. Laurel, go.

Emma (Laurel): By my count, gobbo #3 already attacked and parried. I'm going to try to get the pressure off Vincent and attack his.

GM: It will parry your first strike. 17.

Emma (Laurel): 24 on hit. That's 7 damage and another bleed.

GM: He had already taken 7 as you pierce his side, opening up a second bleeder. He goes down hard.

Everyone: Yeah!

GM: Vincent, you are up.

Alex (Vincent): Thank you Laurel. Vincent will point his wand at that archer and shout in a resonating voice. "DROP YOUR BOW!" That will be a 22 magic attack as I command him.

GM: Not even a contest. He throws it down like it is a viper trying to bite him.

Alex (Vincent): Excellent. Then I'll blast him. Oh, another 16 on the die for 22! I believe that will be 7 force damage and 1 stun.

GM: Oh, that is rough. He staggers back from your blast. Calliope.

Skyler (Calliope): Well, since my first mark has gone and run off, I'm going to fly right up behind Mister Bowless for a back attack. 3...9... and 18. Plus my ambush, which makes it a critical hit. Aw, 17, upper right arm. But still, that's 6 damage and 1 bleed.

GM: He jerks back in surprise as you rake your tiny blade down his arm, opening up a bleeder. It's their turn. #1 is still struggling in place, watching in fear. #2 is down and dying. #3 has already acted this round. #4 has fled. #5 is disarmed but has two actions. He draws his own scimitar and turns to face the fairy and swings.

Skyler (Calliope): I dodge. DB19.

GM: 6 on the die. He's done. So, it comes down to #6 facing the raging troll. Oh wait, no he's stunned for both his actions. Roll initiatives!

ROUND 3

Alex (Vincent): Natural 19, so 23!

GM: you got it. Go.

Alex (Vincent): I'm going to circle behind #3. He's facing Laurel and Brawn. Does he turn for me. <smiling innocently>.

GM: Smart move. No, he's going to stay facing the swords.

Alex (Vincent): Tempting. I'll let you guys have fun. I blast the one by Calliope again. I do believe it is a back shot now. <GM nods grimly>. 2, 4, 20. 3 on the hit location, so lower left leg.

GM: DB14.

Alex (Vincent): That's 26, so 12 over. I can get up to double my normal damage, so it all goes through. Plus 2 stun.

GM: No need. You blast a hole in his leg, taking it out from under him and he drops.

Alex (Vincent): I'll shoot again, this time at the locked down guy. That's another 15, total of 22. So, 7 damage and 1 stun.

GM: Calliope, go.

Skyler (Calliope): Well, it looks like #1 is facing Vincent, so now I get a back attack again.

GM: Sighs. Yes.

Skyler (Calliope): <Grinning>. 1, 4, ooh and there it is. 14. +6 for my ambush, that's another crit. 12, for a back hit. Still, 6 more damage and 1 bleed. I should just hit him again don't you think? Got a 17 that time, another crit. Still in the back.

GM: Calliope flies right up behind #1 and stabs him twice, finding a seam in the guy's armor, her tiny blade diving deep into flesh. He yelps, then gurgles, then collapses.

Skyler (Calliope): Yippeee!

GM: Brawn, go.

Rob (Brawn): I'll all-out attack then.

GM: He parries your first one, 17.

Rob (Brawn): Ok, first attack total is 16, so miss. Second attack is, oh, oh, and there's MY natural 20. 18 for upper arm. That's 13 damage, one bleed, one stun, and a major wound.

GM: You don't quite sever the arm, but it quits functioning as it gushes blood. He looks at you, confusion on his face, as he slumps to the ground. Baldrick.

Jace (Baldrick): I press attack.

GM: He parries and retreats.

Jace (Baldrick): Grrr, 7 on the die for 14. Miss. I'll do my second attack even though it's at minus one Edge.

GM: He is going to parry a second time. 

Jace (Baldrick): That's better, 19 and 14. So 14+8 is 22. Minus 17 is 5+2, so 7 damage and one stun.

GM: And, he goes down. The field is clear. #4 is long gone at this point. Baldrick will need to come out of his rage now. 

Jace (Baldrick): Fine, fine. That was short-lived. 13 on the die. I got it. Baldrick will kick the goblin a few times as he calms back down.

GM: The cave falls quiet except for the crackle of the fire and the groans of the dying.

Alex (Vincent): Should we chase the runner? What all do we see here now?

Damage Type & Effect

Table: Damage Type & Effect
Damage Type Damage Effect
Crush S, S, B
Slash B, S
Pierce B, B, S
Crush/Pierce BS, B, S
Crush/Slash BS, S, B
Force S
Fire/Cold S
Electricity S
B=Bleeding, S=Stun, BS=Bleeding & Stun

Size Modifiers

Table: Size Modifiers
Height (feet) Pace Base Base Size
(rounded) Mod Strength Dexterity Category
25 40 30 2 Colossal
24 38 29 3 Giant
23 36 28 3 Giant
22 34 27 3 Giant
21 32 26 3 Giant
20 30 25 4 Giant
19 28 24 5 Huge
18 26 23 5 Huge
17 24 22 5 Huge
16 22 21 5 Huge
15 20 20 5 Huge
14 18 19 6 Large
13 16 18 6 Large
12 14 17 6 Large
11 12 16 6 Large
10 10 15 6 Large
9 8 14 6 Medium
8 6 13 7 Medium
7 4 12 8 Medium
6 2 11 9 Medium
5 0 10 10 Medium
4 -2 8 12 Small
3 -4 6 14 Small
2 -6 4 16 Very Small
1 -8 2 18 Very Small
6"-11" -10 0 20 Tiny
<6" -12 -2 22 Minuscule

Stat Bonuses

Table: Stat Bonuses
1 -5
2 -4
3 -4
4 -3
5 -3
6 -2
7 -2
8 -1
9 -1
10 0
11 0
12 1
13 1
14 2
15 2
16 3
17 3
18 4
19 4
20 5
21 5
22 6
23 6
24 7
25 7
26 8
27 8
28 9
29 9
30 10

Racial Heights

Table: Racial Heights
Roll d20 Cro

Heights

Dwarf

Heights

Elf

Heights

Fairie

Heights

Ferresti

Heights

Gnoll

Heights

Goblin

Heights

Human

Heights

Kobold

Heights

Merfolk

Heights

Ottrali

Heights

Troll

Heights

1 4' 1" 3' 1" Roll 1d6

and subtract

rom 5' 6"

10" 5' 5" Roll 1d6

and subtract

from 6' 6"

3' 1" Roll 1d6

and subtract from 4' 7"

3' 8" 5' 0" 4' 5" 6' 5"
2 4' 2" 3' 2" 5' 6" 10" 5' 6" 6' 6" 3' 2" 4' 7" 3' 8" 5' 0" 4' 6" 6' 6"
3 4' 3" 3' 3" 5' 6" 10" 5' 6" 6' 6" 3' 2" 4' 8" 3' 9" 5' 1" 4' 6" 6' 6"
4 4' 4" 3' 4" 5' 7" 10" 5' 7" 6' 7" 3' 3" 4' 9" 3' 9" 5' 1" 4' 7" 6' 7"
5 4' 5" 3' 5" 5' 7" 11" 5' 7" 6' 7" 3' 3" 5' 3' 10" 5' 2" 4' 7" 6' 7"
6 4' 6" 3' 6" 5' 8" 11" 5' 8" 6' 8" 3' 4" 5' 1" 3' 10" 5' 2" 4' 8" 6' 8"
7 4' 7" 3' 7" 5' 8" 11" 5' 8" 6' 8" 3' 4" 5' 2" 3' 11" 5' 3" 4' 8" 6' 8"
8 4' 8" 3' 8" 5' 8" 11" 5' 8" 6' 9" 3' 5" 5' 3" 3' 11" 5' 3" 4' 9" 6' 9"
9 4' 9" 3' 9" 5' 8" 12" 5' 9" 6' 9" 3' 5" 5' 4" 4' 5' 4" 4' 9" 6' 9"
10 5' 0" 4' 0" 5' 8" 12" 5' 9" 7' 0" 3' 6" 5' 5" 4' 5' 5" 5' 0" 6' 10"
11 5' 1" 4' 1" 5' 8" 12" 5' 10" 7' 0" 3' 6" 5' 6" 4' 1" 5' 5" 5' 0" 6' 10"
12 5' 2" 4' 2" 5' 9" 12" 5' 10" 7' 1" 3' 7" 5' 7" 4' 1" 5' 7" 5' 1" 6' 11"
13 5' 3" 4' 3" 5' 9" 13" 5' 11" 7' 1" 3' 7" 5' 8" 4' 2" 5' 6" 5' 1" 6' 11"
14 5' 4" 4' 4" 5' 9" 13" 5' 11" 7' 2" 3' 8" 5' 9" 4' 2" 5' 6" 5' 2" 7' 0"
15 5' 5" 4' 5" 5' 9" 13" 6' 7' 2" 3' 8" 5' 10" 4' 3" 5' 7" 5' 2" 7' 0"
16 5' 6" 4' 6" 5' 9" 13" 6' 7' 3" 3' 9" 5' 11" 4' 3" 5' 7" 5' 3" 7' 1"
17 5' 7" 4' 7" 5' 9" 14" 6' 1" 7' 3" 3' 9" 6' 4' 4" 5' 8" 5' 3" 7' 1"
18 5' 8" 4' 8" 5' 10" 14" 6' 1" 7' 4" 3' 10" 6' 1" 4' 4" 5' 8" 5' 4" 7' 2"
19 5' 9" 4' 9" 5' 11" 14" 6' 2" 7' 4" 3' 10" 6' 2" 4' 5" 5' 8" 5' 4" 7' 2"
20 5' 10" 4' 10" 6' 0" 14" 6' 3" Roll 1d6 and

add to 7' 4"

3' 11" Roll 1d6 and

add to 6' 2"

4' 5" 5' 8" 5' 5" Roll 1d6 and

add to 7'2"

Attack Mishaps

Attack Mishaps
1-5 Weapon takes 1 damage.

Missile weapons break strings on ones.

6-7 Drop weapon. Roll drop location.
8-10 Strike adjacent ally. Use Luck to decide.

Ranged attacks can target any ally in range. If no targets available, lose the action.

11-19 Open up defenses and provoke attack.
20 Injure self. Take 1 HP damage.

Off Target and Drop Resulsts

Table: Off Target & Drop Results
1-2 3-4 5-6
15-16 17-20 7-8
13-14 11-12 9-10

Spell Casting Mishaps

Spell Casting Mishaps
1 Mental Block. Complete casting failure. Lose magic. Casting this spell is at -1 Edge until after a full rest.
2-3 Mana Spike. Internalize the spell, lose magic and take 2 Stun.
4-6 Mana Burn. Lose magic and take 1 HP damage.
7-10 Botch spell. The spell fails and produces a loud bang. Magic is lost.
11-14 Botch spell. The spell fails and produces a bright flash of light. Magic is lost.
15-17 Lose control. The spell fails, but magic is not lost.
18-19 Mishandle spell. Spell requires an additional action to complete.

Treat this action as a Preparation action. Roll spell attack again at -1 Edge.

20 Errant Spell.

For Directed spells, roll for off-target. Then roll spell attack on the first target in range in that line. If no available targets, spell goes off at maximum range. For Indirect spells, all targets in range roll Luck, lowest becomes new target. Include self in the roll.