The second edition of Blue Rose (2017) uses the Adventure Game Engine (AGE). (For the first edition, using the True20 System, see this page.)
Joe Carriker of Green Ronin has provided in-house errata via the Ronin Army forums and personal email, with permission to add that text here. Those entries are credited accordingly. Those errata, as well as many of my comments on this page, will be incorporated into the next print run and the PDF.
UPDATE: Official errata (v.1.0, Sept. 2018) can be downloaded here. I have edited this page to mark which changes have been incorporated into that document (as "Errata v.1.0").
[Credits] (p. 1)
Under Interior Art, delete the final comma. Add "Stephanie Pui-Mun Law" (whose covers from the True20 Blue Rose line are reprinted on pp. 113-114 and 258-259).
P. 1: Add Chris Pramas to Second Edition Design credit.
P. 1: Add this line somewhere convenient: Adventure Game Engine (AGE) created by Chris Pramas.
P. 1: Somewhere in the credits, please add:
Errata Assistance: Tim Emrick
[Joe Carriker, personal email, 10/9/2017; Errata v.1.0.]
Table of Contents (p. 2)
p. 3, Chapter 7: "Pirates Isles" should be "PIrate Isles". [Errata v.1.0.] (See notes to pp. 233-236.)
Introduction (p. 4)
No notes.
PLAYER'S SECTION
Chapter 1: Gameplay Basics (p. 12)
No notes.
Chapter 2: Character Creation (p. 29)
pp. 32-41, Races: This book gives optional rules for reducing the randomness of character creation for abilities (p. 31, Ability Options) but not for race benefits. If the Narrator wishes to allow players to "buy" race benefits, see the Fantasy AGE Basic Rulebook (p. 18, Buying Race and Background Benefits) for suggestions. As Blue Rose already allows players to choose their background, that optional rule can be simplified as follows: A player may choose one of their race's ability score increases and one of the other listed benefits.
pp. 37-38, Playing a Rhydan:
Further to this thread ("Psychic Contact", #6154), I have a couple of questions about rhydan characters.
My first question concerns languages that a rhydan can speak, and it follows from these bits of rules text:
p. 37, Playing a Rhydan: "You do not choose a background as rhydan do not mature in humanoid society."
p. 38, Playing a Rhydan: "...you cannot speak out loud, although you can communicate through Psychic Contact. You can still understand spoken languages you hear normally."
p. 41, Backgrounds: "...background also determines the languages your character understands."
p. 105, Psychic Contact: "While in psychic contact [...] you can communicate at the rate of normal speech, 'hearing' each other’s thoughts. You can also send a single sensory image or impression rather than speaking."
As I understand it, rhydan cannot speak nor learn any languages, even Aldin, as languages are only gained in a Background, which no rhydan has. So can they only communicate via sensory images and impressions in Psychic Contact, and not understand anything anyone says to them in any language?
My second question concerns another ambiguously worded rule:
p. 37, Playing a Rhydan: "Although rhydan make good adepts because of their psychic talent, they can belong to any class."
p. 37 again: "You gain the Novice degree of the Psychic talent [...] You may improve the talent normally."
...however, Psychic requires the character be an Adept. Does the item in the Race section override the prerequisite, meaning rhydan can become Master Psychics regardless of their class? [hyper, Ronin Army forums: "Ruling questions: Rhydan, Languages and Psychic," 7/29/2017]
We've gone ahead and added the following sentence to the last bullet point for Rhydan on p.37: “You understand and can read Aldin plus one additional language of your choice.”
And yes, "You can improve this normally" means you can continue to advance the Talent when whatever class you have (not just Adept) gives you the option to do so. [Joe Carriker, Ronin Army forums: "Re: Ruling questions: Rhydan, Languages and Psychic," 8/10/2017; p. 37 change included in Errata v.1.0.]
pp. 40-41, Playing a Vata:
p. 40: Insert a Speed bullet point in the Playing a Vata section, directly before the final bullet point. Should read:
Your Speed is equal to 10 + Dexterity (minus armor penalty, if applicable).
[Joe Carriker, personal email, 9/1/2017; Errata v.1.0.]
pp. 41-43, Background: Chapter 6 includes one additional background not listed here: Wolf-Kin (p. 174).
P. 41: “Background Descriptions” header: add the sentence “Also see the Wolf-Kin background on p.174.” to the end of the final paragraph. [Joe Carriker, personal email, 10/9/2017; Errata v.1.0.]
pp. 46-48, Expert: Under Level 1, Expert's Armor:
I just started playing Blue Rose as an Expert, and noticed something about the Expert's Armour (1st level) class ability. It lets you ignore the armour penalty for light armour, which is cool. But light armour has a penalty of 0, so everyone can do that.
Have I missed something or is that just a minor fail given it was ported from Dragon Age which has a greater variety of light armour? [Corone, Ronin Army forums: "Experts and Armour," 9/21/2017]
Whoops! Yup, that's a mechanic that suffered in the conversion from FAGE to Blue Rose AGE (or BRAGE if you will). We are changing this mechanic for Experts to the following:
“Sidestep: You gain a +1 Defense when you are not wearing armor.”
Rather than something that makes Experts wear armor more often, we figured we'd give them some small impetus to not do so, since our Experts are just as often scholars and nobles as they are rogues. Plus, rhydan Experts will be very grateful for the change. [Joe Carriker, Ronin Army forums: "Re: Experts and Armour," 9/22/2017; Errata v.1.0.]
The Level 17 subheader is missing:
p. 48: Insert a “Level 17” header between “Heroes Armor” and “New Talent” under Level 16, so the New Talent is now under Level 17. [Joe Carriker, personal email, 9/1/2017; Errata v.1.0.]
p. 60, Monstrous Bonds: This sidebar mentions animal familiars and animal companions, but does not note where to find the rules for them. Animal companions are acquired through the Beast Friend specialization (p. 80). See also the Animal Companions sidebar (p. 322) about using the companions reward with animals.
I've gone through the PDF a few times now, and I can't seem to find any rules for familiars. It's definitely stated that familiars exist, in fact they are referred to several times... But no where is there a description of how the telepathic bond works. It's known that killing a familiar harms the owner, but where is this actually described? I was expecting to see a ported version of the True20 rules, which IIRC were basically a lighter, less complicated version of D&D familiars. This doesn't seem like the kind of thin[g] that is supposed to be done ad-hoc. [Abramelin, Ronin Army forums: "Familiar rules?" 1/21/2017]
Familiars should use the same rules given for Animal Companions. A less powerful familiar--more of a pet than a magically-bonded creature--can be modeled using Animal Training (p. 70) and the companion reward, but would still require the hero to spend time during play finding, training, and bonding with the animal. Neither of these solutions really seem to be an option for a starting character under the rules as written, unlike the True20 rules.
The telepathic bond uses the Psychic Contact arcanum (p. 105). A Relationship of Intensity 1 or more between master and animal would improve the link, as it makes arcana easier to use on the subject (see Intensity & Arcana, p. 63). As far as hurting the master by killing the familiar (or vice versa), that's pretty well covered by the Deathcry rules (p. 106).
See also p. 148 about familiars.
We'll be doing a book that will include more specific rules for familiars. [Joe Carriker, personal email, 9/1/2017]
Chapter 3: Focuses, Talents, & Specializations (p. 67)
pp. 67-69, Ability Focuses: See the notes to p. 235 (Ships of Aldea) about using the Sailing focus.
Note that the Psychic focus is listed under both Communication and Perception. Per Chapter 4: Arcana, the Animism focus can also be used with either Communication or Perception, depending on the arcanum used. Another example of using a focus with a different ability is the Nature Reading arcanum (p. 104), which can be used with the Natural Lore focus.
pp. 69-78, Talents: Chapter 7 includes one additional talent not listed here: Tree Climbing (Class: Any; p. 230).
P. 70: Left column: Add the following sentence just above the “Talents” header: “In addition, the Tree-Climbing Talent can be found on p.230.” [Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 71, Artificer:
I received Blue Rose not long ago, and did a quick read-thru to see the changes to the basic Fantasy Ages that were made and noticed the Artificer talent. This is a skill I know at least one of my player will take for any character, but while looking for rules on how to craft the specified items unlocked by the talent, I found nothing. Am I missing something? Am I just supposed to come with an appropriate TN and cost for every arcane infusion in the book? [vincegetorix, Ronin Army forums: "Artificer talent," 7/10/2017]
There's a table for crafting masterwork items on page 323.
Also, here is where having the older version is handy. The True20 Blue Rose comes with DC for crafting elixirs, then you can adjust the amount with the formula I came up with for my game: TN = DC * 2 / 5 + 7
So we'd get...
Enhancing Elixir, DC 12 to TN 11
Healing Elixir, DC 12 to TN 11
Recovery Elixir, DC 20 to TN 15
Stamina Elixir, DC 25 to TN 17
Stimulation Elixir, DC 10 to TN 11*
Suppression Elixir, DC 25 to TN 17
*The True20 version includes the use of ranks so you'd have to figure something out there.
Stones do not include a DC to make. Instead, it uses cost and required known arcana. So we're out of luck there. [Sentinel Ark, Ronin Army forums: "Re: Artificer talent," 7/10/2017]
I guess until we get an errata [...], I'll go with something like this:
Elixir: Advanced Crafting TN 13 test, Threshold 10, 1 hour per test, 15 silver/elixir.
Stones: Advanced Crafting TN 15 test, Threshold 15, 1 Day per test, 5 Gold/stone, stones recharge at dawn.
Weapons: Advanced Crafting TN 17 test, Threshold 20, 1 Day per test, 20 gold/weapon, may require special components.
I'm sure we'll have better crafting rules once the Companion hits the shelves. [vincegetorix, Ronin Army forums: "Re: Artificer talent," 7/10/2017]
P. 71: “Artificer” header: Add the following to the body text, after “(see Arcane Items in Chapter 11)”: Please add: “The following items can be created without a test unless the Narrator wants there to be a chance of failure.”
“Novice” entry: Add “This takes one day.” at the end of the entry.
“Journeyman” entry: Add “This takes three days.” at the end of the entry.
“Master” entry: Add “This takes one week.” at the end of the entry.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 82, Commander: "Also, Experts possessing this specialization can now take the Command talent if they wish." should be moved from Class to the Novice section. That talent is not a requirement for the specialization, so should not appear under Class or Requirement. [Confirmed by Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 82, Diplomat: Under Novice, "andor" should be "or". [Errata v.1.0.]
p. 84, Knight Talent:
P.84: “Knight Talent” header, “Journeyman” entry: change “...from the Lances groupgroup.” to “...from the Lances weapon group.” [Joe Carriker, personal email, 9/1/2017; Errata v.1.0.]
p. 88, Sharpshooter: The new Volley stunt should be presented in table form, as was done for Inspire for Commander (p. 82) and Foretell for Seer (p. 87). [Errata v.1.0.]
p. 89, Spirit Dancer Talent:
P. 89: “Spirit Dancer Talent”: Add the following to the end of the Requirements entry: “(Meditative).”
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
Chapter 4: Arcana (p. 90)
p. 94, Talent: Some arcana's effects vary depending on which arcane talent was used to acquire it (e.g., Body Control, Psychic Contact). If a character learns one of these arcana through any other kind of talent (such as Arcane Potential or Wild Arcane), they should choose one of the associated disciplines for the purposes of limiting that arcanum's use.
For example, the Spirit Dancer specialization is open to all classes, but requires the Body Control arcanum. Adepts can learn this arcanum through three different arcane talents, but experts and warriors cannot learn any arcane talents unless their race grants it. (Vata can choose any one arcane talent, and all rhydan have the Psychic talent [which is not one of the three associated with Body Control].) In this case, the intent is clearly to use Body Control on one's self as part of the Dance, so most non-adepts seeking to become Spirit Dancers should treat that arcanum as if it were limited to the Meditative talent.
An adept, on the other hand, can use such cross-disciplinary arcana with as many of the associated talents as they possess. There is no need to learn the arcanum again for each associated talent. This is implicit in the fact that each of the six arcane talents grants Psychic Shield and Second Sight, but if the adept already knows those arcana, they learn other arcana instead. (Also, Adversaries with arcana in Chapter 12 omit the details of exactly which arcanum was acquired through which talent.)
pp. 96-97, Body Control:
P.96: “Body Control” arcanum:
“Sleeping” subheader: Add “TN 7 or 9” to the subheader. Also, change the following sentence: “...rest normally despite distractions or difficult conditions,...” to: “...rest normally despite distractions (TN 7) or difficult conditions (TN 9),...”
“Slow Breathing” subheader: Add “TN 9” to the subheader.
P.97:
“Ignore Pain or Injury” subheader: Add “TN 11” to the subheader.
“Body Awareness” subheader: Add “TN 11” to the subheader.
“Resist Fear” subheader: Add “TN 11” to the subheader.
“Speed Recovery” subheader: Add “TN 11” to the subheader.
“Feign Death” subheader: Add “TN 13” to the subheader.
“Overcome Disease or Poison” subheader: Add “TN varies” to the subheader.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 97, Cold Shaping:
Cold Shaping is contradictory on Fatigue - the Arcana Summary Table p.92 says "Test result"; Cold Shaping itself p.97 says "Fatigue: None".
I'm not feeling helped by the general set of Fatigue targets for Shaping... [From the summary table: Test result (Wind), Test TN (Earth, Fire, Light, Manipulate Object, Move Object, Water), TN 11 (Plant), TN 15 (Weather), TN 17 (Wind Walking).]
Not helped by the way that some Shapings you go by Outcome (from a fixed TN to cast) - e.g. Cold - vs. others where you must increase the main Test TN to get more out of the Arcanum (e.g. Earth). And a few Arcana have the main TN depends on the effect, but not all effects state the TN. [Caribet, Ronin Army forums, "Cold Shaping Fatigue," 5/20/2017]
Personally, I would default by presuming that the text itself is correct and that the table is mistaken. [isaacpriestley, Ronin Army forums, "re: Cold Shaping Fatigue," 5/20/2017]
Developer Jack Norris has indicated that the table is correct. [Jack, Ronin Army forums, "re: Cold Shaping Fatigue," 5/20/2017] Joe Carriker has confirmed this and added the following additional notes:
[P. 97:] “Cold Shaping” arcanum: Change “TN: 11” to “TN: Varies (see description)”; Change “Fatigue: None” entry to “Fatigue: Test TN”.
“Frostbite” subheader: Add “TN 11” to the subheader. Also, change the following sentence: “With a successful TN 11 test…” to “With a successful arcana test…”
“Freeze Water” subheader: Add “TN 9” to the subheader.
“Reduce Fire” subheader: Add “TN 9” to the subheader.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 98, Shift Earth: There is an error in the calculation of the TN for increased area. If the TN is increased by +2 for each additional 150-foot by 150-foot square, then a 900-foot by 900-foot area would have a TN of (9 [base] + [35 additional squares x 2]) = 79! If, instead, increasing the dimensions of each side of the square by 150 feet raises the TN by +2, then the final TN is (9 + [5 added increments x 2]) = 19. The latter calculation is closer to the printed TN of 21, so seems to be the designer's intent.
P.98: “Shift Earth” subheader: Replace the sentence starting with “With a successful arcane test,...” to the end of the paragraph, with the following sentence:
With a successful arcane test, you can move a 10-foot deep square of earth 150-feet on each side. Expanding the size of this square by 150-feet both in length and in width increases the TN by an additional +2. This can create a square of up to 900 feet on a side, at TN 19, the maximum increase for this arcanum.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 99, Fire Shaping: No TN is given for Light.
The "Light" option under "Fire Shaping" (Blue Rose p99) says this:
"With a minor action, you can create a glowing spot of arcane fire that sheds light but no heat, illuminating a 20-foot radius. Every 2 points of Outcome on the test allows you to increase the radius of the illumination by 10 feet. The point of light moves where you direct it within your line of sight as a minor action. Creating light is not fatiguing."
The "Test TN" says "Various (see description)". "Light" doesn't seem to give a target number. Is it 9? 11? Any ideas? [isaacpriestley, Ronin Army forums: "Target TN of Fire Shaping: Light?" 5/12/2017]
Joe Carriker replied on the boards (“This is a standard arcana test at a TN 9.”) but has since elaborated upon his response:
“Ignite Fire” subheader: Add “TN 13” to the subheader. Change the following sentence: “...on fire with a successful TN 13 Fire Shaping test.” to “...on fire with a successful arcana test.”
“Increase Fire” subheader: Add “TN 10+” to the subheader.
“Light” subheader: Add “TN 9” to the subheader.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 100, Heart Reading:
“Emotional Atmosphere” subheader: Add “TN 11” to the subheader. Delete the “TN 11” entry in the first sentence.
“Truth Reading” subheader: Add “TN Opposed” to the subheader.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 101, Light Shaping:
“Illuminate” subheader: Add “TN 7+” to the subheader.
“Darken” subheader: Add “TN 9+” to the subheader.
“Images” subheader: Add “TN 11+” to the subheader.
“Invisibility” subheader: Add “TN 11” to the subheader.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 103, Mind Shaping:
“Remove Psychic Influence” subheader: Add “TN Opposed” to subheader.
“Alter Psyche” subheader: Add “TN 11 or Opposed” to subheader.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 103-104, Move Object:
“Grabbing Creatures” subheader: Add “TN Defense” to subheader.
“Striking with Objects” subheader: Add “TN varies” to subheader.
“Moving Multiple Objects” subheader: Add “TN varies” to subheader.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 104, Nature Reading:
“Identify” subheader: Add “TN 9” to subheader. Change text from “With a successful TN 9 test…” to “With a successful arcana test…”
“Predict Weather” subheader: Add “TN 13” to subheader. Change text from “...and a successful TN 13 test…” to “...and a successful arcana test…”
“Nature Knowledge” subheader: Add “TN 11” to the subheader. Change text from “...and a successful TN 11 test…” to “...and a successful arcana test…”
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 104, Object Reading:
“Active Reading” subheader: Add “TN varies” to the subheader.
“Spontaneous Reading” subheader: Add “TN varies” to the subheader.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 104-105, Plant Shaping:
“Plant Growth” subheader: Add “TN 7” to the subheader.
“Plant Healing” subheader: Add “TN 13” to the subheader. Change text from “...and make a TN 13 Plant Shaping test…” to “...and make an arcana test…”
“Woodcrafting” subheader: Add “TN varies” to the subheader
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
pp. 105-106, Psychic Contact:
P.105: “Psychic Contact” header, 1st para: Change “...subject’s Perception (Psychic) or Psychic Shield test.” to “...subject’s Perception (Psychic) or Second Sight test.” [Joe Carriker, personal email, 9/1/2017; Errata v.1.0.]
“Ejecting an Intruder” subheader: Add “TN Opposed” to the subheader.
"Rapport” subheader: Add “TN None” to the subheader.
“Deathcry” subheader: Add “TN None” to the subheader.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
pp. 107-108, Second Sight:
“Sense Arcana” subheader: Add “TN 11 or Opposed” to the subheader.
“Sense Psychic Contact” subheader: Add “TN Opposed” to the subheader.
“Read Arcane Signature” subheader: Add “TN 13” to the subheader.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 108, Sense Minds: In the second sentence of the main text, "with within" should be "within".
pp. 108-109, Visions: The second paragraph under Danger Sense is actually a continuation of the Spontaneous Visions text. Move the Danger Sense sidebar and first paragraph to the end of this arcanum's description.
“Spontaneous Visions” subheader: Add “TN varies” to the subheader.
“Danger Sense” subheader: Add “TN 11” to the subheader.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 110, Water Shaping:
“Splash” subheader: Add “TN 7” to the subheader.
"Shape Flow” subheader: Add “TN 11” to the subheader. Change the sentence: “...with a successful TN 11 arcane test…” to “...with a successful arcana test…”
“Lower Water” subheader: Add “TN 11” to the subheader. Change the sentence: “...with a successful TN 11 Water Shaping test…” to “...with a successful arcana test…”
“Raise Water” subheader: Add “TN 11” to the subheader. Change the sentence: “...with a successful TN 11 Water Shaping test…” to “...with a successful arcana test…”
[Joe Carriker, personal email, 10/10/2017]
THE WORLD OF ALDEA
Chapter 5: What Has Gone Before (p. 116)
No notes.
Chapter 6: Kingdom of the Blue Rose (p. 130)
p. 131, The Arrangement of Lore: Despite what the second paragraph here says, none of these pieces of lore includes any bold text. The complete list is:
p. 132, A Rose Amidst the Thorns
p. 143, Rhy is for Rhyming
p. 153, Night Tearing at My Lover's heart
p. 187, Clever Cobbler Corae
p. 221, Leaves Fall and Grass Grows
pp. 133-134, Rhydan Awakening; and pp. 134-135, The Company: "Psychic Contact" does not need to be capitalized here. [Errata v.1.0.]
p. 134, Rhy is for Rhyming:
P.134: “Rhy is for Rhyming” sidebar: Bold the name “Plumtail” in the second paragraph of non-italicized text. [Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 148, Familiars: See notes to p. 60, Monstrous Bonds.
p. 149, The Primordials, the Gods of Twilight: These four gods are illustrated on p. 117.
pp. 151-152, The Exarchs of Shadow: These seven gods are identical in name and portfolio to the Exarchs of Gehenna, in Green Ronin's The Book of Fiends (for d20; pp. 83-84).
p. 153, Night Tearing at my Lover’s Heart:
P.153: “Night Tearing at my Lover’s Heart” sidebar: Bold the following words in the non-italicized text:
15th of Atholon: Merisse, Society.
2nd of Maurenel: Master Desh (1st instance)
4th of Maurenel: Night’s Embrace, King Hadleeth
23rd of Selenar: Selene’s Circle
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 154. Spirit Dancer Sects: Delete "(Chapter 3)". [Errata v.1.0].
The Society of Leaves and Grass is mentioned in "Clever Cobbler Corae" (p. 187) and "Leaves Fall and Grass grows" (p. 221). For Night's Embrace, see "Night Tearing at My Lover's Heart" (p. 153).
p. 161, The City of Aldis [map]: In the map key, insert "the" after "The Temple of". [Errata v.1.0.]
There is no scale given for this map. Based on the Aldis map in the original True20 World of Aldea sourcebook (p. 18), the city is approximately 2.5 miles across from east to west. This means that 1 mile is approximately 2.5 inches on the new map (or 5 inches on the City of Aldis poster map).
p. 181, Gaelinir's Necklace: The main text describes this ring of islands as being roughly 40 miles in diameter, but the map depicts the circle as being only half that size.
p. 181, Gaelinir's Necklace header: Change the sentence: “...roughly circular patch of water forty miles in diameter…” to “...roughly circular patch of water twenty miles in diameter…” [Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 187, Clever Cobbler Corae:
Bold the name “Clever Corae” in the 1st para of non-italicized text.
Bold the name “Plumtail” in the 8th para of non-italicized text.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 189, [map]: [From Errata 1.0]: Change "Marshae to "Mashae".
Chapter 7: Lands Beyond (p. 190)
p. 198, Hylan Kerris, Hierophant of Jarzon: In the third paragraph, the text states that Hylan lost his left eye, but the portrait shows a patch over his right eye.
Either flip image, or change text description. [Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 214, Notable Refuge Characters: Tren: Insert a space after the fourth sentence. [Errata v.1.0.]
p. 215, The Stone Forest: In the fourth sentence of the second paragraph, "is thick shards of black glass with" should be "is thick with shards of black glass and". [Errata v.1.0.]
p. 221, Leaves Fall and Grass Grows:
In the non-italicized body, change the following italicized terms to bold please: Weeping Crag, River Three, Sister Groves, Sunward Vale. [Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 222, The Doom of Faernia [sic]: The header should reach "The Doom of Faenaria". [Errata v.1.0.]
pp. 230-231, The Forest Communion Ritual: This edition contains no rules for alignment (Light-, Twilight- or Shadow-aligned). Consider all corrupt characters, shadowspawn (except night people), and darkfiends to be Shadow-aligned.
pp. 230-231, The Forest Communion Ritual: Change the following text: “At the end of the ritual, everyone who is either Light- or Twilight-aligned returns…” to “At the end of the ritual, everyone who has not embraced their Corruption returns…”
Change all references to “Shadow-alignment” to “Shadow-taint(ed)” as appropriate for the sentence. [Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
pp. 233-236, PIrates Isles [sic]: Change the header to "Pirate Isles" to match the main text (third paragraph) and maps (pp. 189 and 233, and the poster map). [Errata v.1.0.]
On the map on. p. 233, "Marshae" should be "Mashae". [Errata v.1.0.]
p. 235, Laren's Town: In the third paragraph, "practice" should be "practices"; "who's" should be "whose". [Errata v.1.0.]
p. 235, Ships of Aldea: The list of Ability Focuses (pp. 67-69) and the Mariner background (p. 42) list Sailing as a Dexterity focus, not Intelligence.
Under Skiff, the text for Crew, speed, and cost should be bold.
This sidebar appears to be the only place in the rulebook that gives actual prices for anything. The prices of ships could probably be omitted here, as few heroes are likely to purchase a boat outright with money.
“Ships of Aldea” sidebar, “Ships” subheader: delete the cost (in sp) at the end of each ship description. [Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 240, Alurah, the Mother of Whispers: In the second paragraph, insert "to" after "ability". [Errata v.1.0.]
NARRATOR'S SECTION
pp. 258-259 [splash art]: Move the title to the left-hand page, as was done by Player's Section (pp. 10-11) and The World of Aldea (pp. 113-114).
Chapter 8: The Narrator's Art (p. 260)
pp. 260-261, Creating Adventures: Italicize "Shadows of Tanglewood", as is done on pp. 260 and 364. [Errata v.1.0.]
pp. 264-265, One Hundred Adventure Ideas: Under #2, change "run" to "runs" ("couple" is singular). [Errata v.1.0.]
Under #100, all of "100" should be bold. [Errata v.1.0.]
p. 269, Adventures and Psychic Arcana: In the first sentence, delete the space after "MInd Reading". [Errata v.1.0.]
Chapter 9: The Blue Rose Series (p. 284)
p. 291, Bandit Lords: Insert "to" after "agreed". [Errata v.1.0.]
p. 296, Leaving the Orchard: In the second paragraph, "fair" should be "fare". [Errata v.1.0.]
Chapter 10: Running the Game (p. 305)
pp. 305-306, Which Abilities and Focuses Apply?: In the last paragraph, "Arcana Arcane Lore" should be "Arcane Lore". [Errata v.1.0.]
pp. 307-308, Advanced Tests: In the example, "Arcana Arcane Lore" should be "Arcane Lore". [Errata v.1.0.]
p. 313, Walking the Royal Road: For more about the Shadowscapes Tarot, see the artist's website: http://www.shadowscapes.com/Tarot/
Chapter 11: Rewards (p. 316)
pp. 324-327, Arcane Items: See the notes to p. 71, Artificer, about the difficulty of crafting arcane items.
Chapter 12: Adversaries (p. 328)
pp. 331-336, Beasts: The entries for cat, drake, raven, and weasel mention their use as familiars. See the notes to Monstrous Bonds (p. 60).
p. 333, Dog [stat block]: Under Loyal, "loves" should be "loved". [Errata v.1.0.]
p. 334, Raven: Change "racking" to "raking". [Errata v.1.0.]
p. 335, Snake, Venomous [stat block]: Under Venomous Bite Stunt, the text states that any bite attack deals Health damage, and gives no Stunt Point cost for this effect. In addition, Favored Stunts does not list this stunt. Therefore, delete "Stunt" from "Venomous Bite Stunt". [Errata v.1.0.]
p. 336, Snake: Change "Vipers" to "Venomous snakes", to match the stat block (p. 335). [Errata v.1.0.]
p. 337, Rhy-fen [stat block]: Under Echolocation, insert "the" before "absence". [Errata v.1.0.]
p. 338, Rhy-wolf [stat block]: Under Arcana, delete the comma at the end of the line. [Errata v.1.0.]
Pack Tactics is a wolf quality (see p. 336), not a rhy-wolf quality. It seems appropriate for a Narrator character encountered with a pack, however. [From Errata v.1.0]: Add this: Note: At the Narrator's discretion, rhy-wolves runnign with normal wolves may access their Pack Tactics special quality.
p. 334, Fey Noble [stat block]: Under Inherent Power, "half" should be "halve". [Errata v.1.0.]
p. 345, Beastfolk: [From Errata v.1.0]: Change "massses" to "masses".
p. 351, Wyvern [stat block]: Under Poison Sting Stunt, delete the period after "encounter,". [Errata v.1.0.]
pp. 353-354, Lich: According to the Embracing Corruption rules (pp. 58-59), a corrupt adept who embraces corruption changes the test abilities of all their arcana to their Corruption score. However, the sample lich has not been given a Corruption score.
"Moderate" seems rather low for the Threat Level of such a powerful foe.
Threat level should be "Major," not "Moderate." [Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
pp. 353-357, Vampire: In the main text on p. 356, change "Some vampires are arise" to "Some vampires arise". Change the period at the end of that sentence to a semi-colon so that the next clause is not a fragment. [Errata v.1.0.]
p. 357, Porphyria: In the third paragraph, delete the space after "Self-Discipline". [Errata v.1.0.]
Change all instances of the word “porphyria” to “fang sickness”. [Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 357, Master Vampire [stat block]: In the Weapon entries, delete the asterisk after "Bite"; there is no explanatory footnote given, and no other Adversary stat blocks use this notation. [Errata v.1.0.]
pp. 359-362, Darkfiends: For more about the Circles and Stations of darkfiends, see the Hordes of Gehenna chapters in Green Ronin's The Book of Fiends (for d20). That sourcebook includes numerous examples of Watchers, Whisperers, Soldiers, and Servitors for Narrators seeking more variety among their darkfiends.
p. 360, Whisperer [stat block]: The last line of each column should not be indented. [Errata v.1.0.]
p. 361, Envy: Change "owntheir" to "own". [Errata v.1.0.]
p. 362, Pride: Add a period to the end of this paragraph. [Errata v.1.0.]
Shadows of Tanglewood (p. 364)
p. 368, 5a, 5b. Servants' Room: The second sentence is phrased as read-aloud text rather than text for the Narrator.
Change the text of this section to the following: “Bits and pieces of old, unremarkable furniture litter these rooms, presumably once having belonged to the manor’s serving staff.” [Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 370, Fighting Dartis: In the Stunts table, the "3" in the SP Cost column should not be bold, or blue. [Errata v.1.0.]
p. 371, The Ebban Mask:
P.371: “The Ebban Mask” sidebar: Add the following bullet point:
Characters in the thrall of the Mask gain the benefits of having Embraced their Corruption, even if they have not done so.
[Joe Carriker, personal email, 10/10/2017; Errata v.1.0.]
p. 371, Dartis [stat block]: Under Enhanced Arcana, "(following)" should be "(at left)".
The Aftermath text (same page) states that Dartis has 2 Corruption, which will reduce his Constitution and Willpower (see Effects of Corruption, p. 58). Presumably these penalties do not apply while he wears the Ebban Mask?
Yes. While in thrall to the mask, a character is considered to have the benefits of having Embraced Corruption, even if they haven't in reality. We should add a bullet point to the Ebban Mask sidebar saying "Characters in the thrall of the Mask gain the benefits of having Embraced their Corruption, even if they have not done so." [Joe Carriker, personal email, 9/1/2017]
p. 372, Journal Handout #1: There should be no line break after "their distance, but". [Errata v.1.0.]
Stunt Reference (p. 374)
No notes.
Action Reference (p. 376)
No notes.
Play Aids (p. 377)
No notes.
Character Sheet (p. 378)
No notes.
Index (p. 380)
No notes.
[Poster map]
On the world map, "Marshae" in the Pirate Isles (lower right hand corner) should be "Mashae". [Errata v.1.0.] (See notes to pp. 233-236.)
The City of Aldis map lacks a scale. Based on the Aldis map in the original True20 World of Aldea sourcebook (p. 18), the city is approximately 2.5 miles across from east to west. This means that 1 mile is approximately 5 inches on the new poster map (or 2.5 inches on the City of Aldis map on p. 161).
Tim's Appendices
See Blue Rose AGE (Tim's Appendices) for additional aids for Blue Rose (including tables summarizing talents and specializations).