2023-03-30

Gaming News: Fria Ligan Releases New Free Tabletop License!


Fria Ligan, also know as Free League Publishing—known for such games as Mutant Year Zero, Forbidden Lands, Alien RPG, CoriolisBlade Runner RPG, Twilight 2000 (4th edition), Tales Of The Loop, Vaesen, The One Ring (2nd edition), and Symbaroum, among the others—released a new license for usage of their flagship Year Zero Engine (used in all of the listed games except The One Ring and Symbaroum).

The license is called "Free Tabletop License" (FTL in short) and is accompanied by SRD file containing everything you need to run or write a game using either Year Zero Engine dice pool (like Alien or Forbidden Lands) or dice step (Blade Runner, Twilight 2000) variants.

Additionally, Fria Ligan also provided a separate license for publishers wishing to create adventures and supplements for Dragonbane—English version of Sweedish Drakar och Demoner.

Year Zero Engine had been previously made available for third party creators using terms of Open Gaming License—until... How to say it nicely? Until Wizards Of The Coast tried to supersede OGL 1.0 and OGL 1.0a with OGL 1.1, causing massive public concerns among gamers and publishers over the new licensee and later the way the situation was handled. 

Both licenses and the YZE SRD can be found >here<


2023-03-26

Fantasy NPC: Monks Of Saint Ivor's Monastery

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Monks Of Saint Ivor's Monastery

The monastery that was formed around the teachings of Saint Ivor's The Serene is quite eclectic (some would say eccentric) and permissible place, where those who made a modest donation can pursue calm, contemplative life, study writings, tend to the gardens, admire art collections, meditate, or participate in internal social life.

The daily activities and spiritual life of the monks is gently overseen by the good Abbot Serenity. The mundane needs are tended to by the monks of lesser standings (those who could not donate to the monastery's coffers nor offer expertise in worthwhile skills) and a number of servants.

Those who enter the monastery with intent to stay, shed they former name and take a new one, symbolizing their new self and new pursuits. Usually, there is about 20 to 30 monks in the full standing in the monastery at any one time, though (almost) anyone is free to leave, except of those in whose name families made special arrangements.

The majority of monks in full standing—donators—is composed primarily of former merchants and minor aristocrats, artists, and scholars, who were enticed by promises of peaceful and spiritually fulfilling life far from the dangers, turmoil, and hustle of mundane life. They have their share of quirks and peculiarities, but they pale when compared to secrets of the more colorful monks.

Brother Vinegar, The Embalmer (CE human male)
Peculiarities and overall creepiness of brother Vinegar—a middle-aged but still well built balding man who tends to stare at his speakers with a disturbingly unblinking gaze—are considered by his confraters to be tied to his utter and complete dedication to tending to the dead monks. Which is not completely inaccurate, but the truth is much more grisly. Before coming to the monastery, the future brother Vinegar—a traveling merchant at that time—was also a murderer, a serial killer who picked a random victim every few months. He tells himself that he is reformed by now, keeping his urges in check, but that is a lie. The last victim he killed bore blood of a fey and brought upon brother Vinegar a terrible curse — he suffer threefold the harm he causes to any other living being. He left behind his past life not out of regret or remorse but because his survival instincts overcome his murderous urges. He found a safe haven from his past and future temptations here in the monastery. Now he meagerly sates his old habits by handling the preparation of corpses of dead monks for their interment.

Sister Inkblot, The Librarian (N astomoi? female?)
A inky-black silhouette of a woman, dotted with specks of silver making her resemble a hole in the world revealing the night sky beneath. She does not speak, communicating in writing or by projecting her thoughts to those nearby. She seems to read text instantly with her touch and has perfect recall of the location (if not full content) of the books kept in the main library. 

She arrived to the monastery long ago and offered the abbot a book—one look inside made him accept her and made her assistant to the old and ailing librarian, and in a few years the latter's long-expected death put her in her current position.

Sister Inkblot is known to slip some books to unexpecting monks on occasions, seemingly according to what she thinks would be the best for the would-be reader at that time, though other think that is less a matter of wisdom, and more of pranks. She is known to be protective of the books, and detests anyone who would cause any damage to the collection, but at the same time, she was seen destroying some unidentified books and writing herself, when she thought that no one sees her.

Sister Pearl (NG dwarf female)
A rather young dwarven redhead who was born a princes and fled her family lands to avoid an arranged marriage. To her surprise, not long after she heard about her own wedding taking place—apparently her family, her husband, or someone else, arranged for a pretender to take her place... And sent assassins after her to prevent her from revealing the truth. She managed to avoid them, barely, and decided to seek refuge far away from her homelands.

Now she lives in the monastery, hiding her true identity, and fulfilling herself as a wood-working artist and a sculptor. She is still wary of newcomers, not completely convinced that the killers lost her track as her continued existence threatens the status quo back home.

She never revealed her identity to the abbot, but she paid for her way in with a gorgeous pearl necklace—and he managed to secretly determine its origins, though how much does he know is hard to say.

Brother Keyhole (LN human male/CE possessing qlippoth spirit)
The future brother Keyhole was a promising young lawyer. He had the misfortune to receive an oversight of an inheritance case that involved a manor that belonged to a deceased practitioner of dark arts, a certain number of occult devices of various types, and a bunch of misguided potential heirs struggling with each other. In the end, after the dust settled, and the bodies were buried, the manor and the remaining objects passed to a distant relative, and the now clearly insane solicitor was quietly sent by his relatives to a monastery far away to "recuperate".

Sadly, no one recognized that the poor sod became possessed by an alien intelligence from before the dawn time released from, or maybe conjured, by one of the occult artifacts from the collection he handled, an entity whose very nature is inimical and incomprehensible to mortal life. Thankfully, the spirit trapped within the brother Keyhole's is either very weak, or maybe it is just a shard of greater being, with very limited ability to affect the world—it can watch and listen, compel its host to walk for short periods of time, and occasionally take over his left arm, doing such things as stealing things or striking others. It can also prevents brother Keyhole from speaking coherently. By now he has learned that trying to warn others is pointless, as the sentences he utters become a jumbled ungrammatical mass of words.

Brother Graceful (N half-elf male)
An underaged heir to a deceased ruler, Graceful was passed into abbot Serenity's care as a young child by his uncle, accompanied by a substantial donation, as a way of non-violently removing him from the line of succession. The deposed prince knows little of the world beyond the walls of monastery beyond what he learned from books and tales of other monks, though he is vaguely aware of his origins and fantasizes of regaining his throne. In fact, he started to secretly study arcane arts from various books and grimoires that he managed to find in the monastery's library—he plans to reanimate corpses of the dead monks lingering in the crypts below and lead them as an army against his uncle. Currently, he needs to acquire a supply of onyx gems, necessary for him to master necromancy to a sufficient degree. For now, he is still limited to animating skeletal remains of chickens and other fowl, which are often served to donator monks for dinner, for a short time.

Surprisingly, while abbot Serenity is somehow aware of Graceful's magical interests, which he considers a harmless pastime, as he still views youthful prince as a child he was not long ago, he knows nothing of the latter's necromantic pursuits. Certainly, he would not be pleased with the idea of hundreds of his spare bodies walking out on him.

Postulant Scale (kobold of indeterminate gender and alignment)
Abbot Serenity was understandably reluctant to accept a kobold into the ranks of his monks. It didn't stop Scale from confidently entering the monastery and staying. The royal ransom that the kobold brought on a small cart and offered to the abbot didn't hurt, though, and helped ease the abbot's doubts. Now postulant Scale lives among the monks, occasionally hunting rats in the monastery's vast larders, sometimes seen eating bugs in the gardens.

A common gossip among the monks surmises that Scale betrayed a dragon to dragon-hunting adventurers for a share of the hoard, and now hides from the rest of kobold tribe. Or maybe betrayed dragon-hunting adventurers to a dragon for a share of the hoard and now hides from the adventurers. Or maybe both. A more ridiculous gossip claims that Scale might actually be a dragon shapeshifted into kobold to disguise among the humanoids who came to the monastery to study the teachings of Saint Ivor The Serene.


The monks generally tend to have one or more Knowledge and Profession skills, Perception, Sense Motive, and Stealth between +5 and +10, plus other skills that fit their backstory at similar levels. Their AC is typically 10-12, their saving throws are in +1 to +5 range, and hit points are between 4 and 30. They don't wear armor or weapons, though a few of them might keep a sword and a chain shirt in their quarters. Some of them might even know how to use them.


2023-03-19

Fantasy NPC: Abbot Serenity

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Abbot Serenity

The abbot is an older, balding man, coated in a burgundy frock, with a thick gold chain worn around the neck.

CR 3; 800 XP
LE Medium Undead
Init +2Senses darkvision 60 ft.Perception +10

Defense
AC 15, touch 14, flat-footed 13 (+2 deflection, +2 Dex, +1 natural)
hp 32 (5d8+10)
Fort +3, Ref +3, Will +6
Defensive Abilities as long as the abbey standsImmune channel energy, undead traits
Weakness can't cross running water

Offense
Speed 30 ft., climb 30 ft.
Melee 2 slams +6 (1d6+3) or shillelagh +6 (2d6+5)
Ranged thrown book or mug +5 (1d4+2)
Special Attacks 
Spell-Like Abilities (CL 5th; concentration +7)
Constant—greater magic fang, shield of faith
At Will—speak with dead (CL 20th, concentration +22, monks and postulants only)

Statistics
Str 14, Dex 14, Con —, Int 19, Wis 15, Cha 15
Base Atk +3; CMB +5; CMD 19
Feats Skill Focus (Perform [oratory]), Skill Focus (Profession [administration]), Skill Focus (Stealth)
Skills Bluff +10, Climb +10, Diplomacy +10, Knowledge (religion) +12, Perception +10, Perform (oratory) +10, Profession (administration) +10, Sense Motive +10, Stealth +13
Language Common, Duc, Infernal; speak with dead

Notable Gear magic rod (acts like shillelagh), monastery's resources

As Long As The Abbey Stands (Su) If reduced to 0 or less hit points or otherwise destroyed, Abbot Serenity's body turns into dust and his spirit flees, inhabiting and reanimating one of the mummified monk's bodies within the crypts beneath the abbey within 1d4 rounds. Abbot Serenity wearing a new body suffers –2 penalty to all ability and skill checks, and to attack and damage rolls for the next 24 hours. There are hundreds of suitable cadavers remaining so going through all of them might be tedious prospect. As long as he is within the boundaries of the monastery grounds, Abbot Serenity is immune to channel energy damage and effects and can't be commanded or controlled.

Face Of The Order (Su) Abbot Serenity visage is a potent illusion that masks his frame, alignment, and undead state, requiring true seeing or effect of similar potency to see through.

Speak With Dead (Sp) Abbot Serenity can use speak with dead (CL 20th) to communicate with a corpse of any dead monk or postulant that spent at least a month within the monastery. He often interviews corpses before they are embalmed to learn useful or interesting secrets and juicy gossip.


Abbot Serenity is the head of monastery dedicated to the memory of Saint Ivor The Serene, who lauded contemplative pursuit of serenity and detachment from burdens of mundane as the way of life. Seekers of peace and sanctuary are welcome to the monastery, leaving their past and old names behind, though being able to contribute to its daily operations, either by donation or work is expected—the monastery won't maintain by itself.

While the monastic rule stresses contemplation and detachment, it says nothing about ascetism. In fact, part of the teachings note that excess attempts at denial of mundane needs are as dangerous to pursuit of enlightenment and internal peace as overindulgence in pleasures of flesh, if not more. The monks, at least those who are ranked as donators, spend their time in pleasant, though not excessive comforts, contemplating gardens, works of art, and reading scholarly (and not so scholarly) texts, free of worries of mundane life. Those who could not donate have to contribute part of their time working in gardens, kitchens, baths, and laundries, but at least have security regarding their place to live and food.

The monastery is sort of coeducational, with wings for men and women, and intermixing during the day hours. Some dalliances and nightly trysts are expected but at the same time they are supposed to be kept discreet and excessively passionate relationships are frowned upon as disturbing the harmony of the place and its inhabitants.

The dead monks are embalmed and interred in the crypts beneath the monastery—officially as a reminder for the rest of the monks to enjoy their limited lives. In truth, the crypts are the whole purpose of the monastery in the first place, keeping a steady supply of new bodies for the Abbot Serenity to inhabit, once the old one fails or is destroyed—for he is actually Ivor The Serene himself, and his secret was learning how to attune to other people living according to regimens he oversaw and take over their bodies once they are dead and embalmed according to certain strict procedures. His goal is quite simple—maintain his continuous existence, provide him with live entertainment of petty dramas taking place in his monastery (he is not above peeping and eavesdrop on his subordinates from secret passages that riddle the complex), and keep a flow of wealth to maintain this whole scheme. While he wants to keep a certain modicum of drama for own amusement, he doesn't want any big problems that would attract undue attention or worse torn the community apart, however, so he might step in and engage in damage control if need be.


2023-03-12

Fantasy Monster: Clockwork Calendarium

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Clockwork Calendarium
A massive intricately adorned spherical shell on four legs, covered with multiple moving decorative elements representing celestial bodies, weather phenomena, and scenes of the four seasons, switching and shifting as the machine moves around.

CR 10; XP 9,600
N Gargantuan Construct (clockwork)
Init +4; Senses darkvision 60 ft., low-light vision, blindsense 120 ft.; Perception +0
Aura shifting seasons (60 ft.)

Defense
AC 24, touch 14, flat-footed 24 (+4 deflection, +2 dodge, +12 natural, –4 size)
hp 126 (12d10+60)
Fort +8; Ref +10; Will +8
Defensive Abilities hardened 4, shifting seasons; DR 10/adamantine; Immune construct traits; Resist shifting seasons (acid, cold, electricity or fire 30)
Weakness shifting seasons

Offense
Speed 20 ft.
Melee 2 slams +14 (2d6+6)
Space 20 ft.; Reach 10 ft.
Special Attacks shifting seasons

Statistics
Str 22, Dex 10, Con —Int —, Wis 11, Cha 1
Base Atk +12; CMB +22; CMD 38 (42 vs trip)
Feats Improved InitiativeB, Lightning ReflexesB
Skills Perception +0, Stealth +0
SQ winding

Ecology
Environment urban, ruins, plains
Organization solitary
Treasure standard

Special Abilities

Hardened 4 (Su) A clockwork calendarium is instilled with potent magical wards granting it +4 deflection bonus to AC and +4 resistance bonus to its saving throws (already included in the stat block).

Shifting Seasons (Su) Clockwork calendarium's capabilities and weaknesses shift depending on its current seasonal setting: autumn, spring, summer, or winter. When the clockwork calendarium is started by being wound up, its setting is determined by the activator, or set randomly if done by non-sapient being or person unware of the proper procedures, coming into effect after 1d4+1 rounds of delay. Seasonal auras deal no actual damage outside of combat, but many clockwork calendariums are permanently stuck in aggressive or defensive modes.

Autumn: After suffering acid damage, clockwork calendarium shifts into autumn mode on the start of its following turn. In this mode it gains resist acid 30 and vulnerability to cold, and emits a cloud of acrid fog spreading up to 60 feet away from its center, dealing 3d6 points of acid damage per round and impeding vision like fog cloud.

Spring Season: After suffering electricity damage, clockwork calendarium shifts into spring season on the start of its following turn. In this mode it gains resist electricity 30 and vulnerability to fire, and becomes surrounded by rainstorm spreading up to 60 feet away from its center, bestowing –4 penalty to Perception and ranged attack rolls, and dealing 3d6 points of electricity damage from lightning strikes.

Summer: After suffering fire damage, clockwork calendarium shifts into summer mode on the start of its following turn. In this mode it gains resist fire 30 and vulnerability to acid, and emits waves of scorching heat dealing 4d6 points of fire damage within 60 feet.

Winter: After suffering cold damage, clockwork calendarium shifts into winter mode on the start of its following turn. In this mode it gains resist cold 30 and vulnerability to electricity, and emits waves of freezing cold, dealing 3d6 of cold damage and turning the ground into difficult terrain within 60 feet.


Clockwork calendariums were initially constructed as weather manipulating devices but soon their devastating potential was turned to military uses, despite their lack of well-thought control systems.


Constructing Clockwork Calendarium
The creator has to start with a metal frame fitted with clockwork mechanisms costing 10,000 gp.
CL 12th; Price 50,000 gp
Requirements Craft Construct, acid fogcall lightning, cone of coldcontrol weather, fireballgeas/quest, creator must be at least caster level 12th; Skill Craft (clockwork) DC 40; Cost 30,000 gp

2023-03-05

Fantasy Monster: Clockwork Volcano

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Clockwork Volcano

A big, hot, metal cone-shaped contraption on small mechanical legs, spewing acrid smoke and drops of molten stone around.

CR 5; XP 1,600
N Large Construct (clockwork)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 18, touch 11, flat-footed 16 (+2 dodge, +7 natural, –1 size)
hp 63 (6d10+30)
Fort +1; Ref +3; Will +1
Weakness vulnerable to acid

Offense
Speed 10 ft.
Melee 2 slams +10 (1d8+5)
Space 10 ft.; Reach 5 ft.
Special Attacks ballistic barrage, eruption (20-ft. burst, DC 15, 6d6 fire and bludgeoning)

Statistics
Str 20, Dex 10, Con —Int —, Wis 11, Cha 1
Base Atk +6; CMB +12; CMD 22 (28 vs. trip)
Feats Improved InitiativeB, Lightning ReflexesB
Skills Perception +0, Stealth +0
SQ refill, winding

Ecology
Environment urban, ruins
Organization solitary or battery (2–6)
Treasure standard

Special Abilities

Ballistic Barrage (Ex) Under the supervision of a character with Siege Engineer feat, a clockwork volcano can take 2d4 full-round actions of preparation before firing as an indirect-fire siege weapon, using the supervisor's attack bonus for targeting, with range increment of 200 feet. If the supervisor has Master Siege Engineer feat, the preparation time can be reduced to 1d4+1 rounds.

Eruption (Su) A clockwork volcano can spew a ball of molten stone targeting single intersection within 100 feet. The attack deviates 1d6 ×5 feet in the random direction from the intended point, like a missed splash weapon, dealing 6d6 points of bludgeoning and fire damage within 20 feet burst (a successful DC 15 Reflex saving throw halves the damage). It takes 1d4+1 rounds for the clockwork volcano to reset this attack after using. The saving throw DC is Constitution-based and includes +2 racial bonus.

Refill (Ex) A clockwork volcano that shuts down for too long might needs an occasional refill of alchemical ingredients, worth at least 1,000 gp, unless it is regularly wound up and prevented from extended period of inaction that would make its alchemical oven go cold.


Clockwork volcanos are experimental siege weaponry, capable of moving and limited operations of their own, though they still can't really function as a long-range weapon without supervision. When not fighting, clockwork volcanos can be sometimes seen grinding and consuming stones and grit, likely refilling their supply of molten stone.


Constructing Clockwork Volcano
The creator has to start with a metal frame fitted with clockwork mechanisms and repurposed alchemical laboratory costing 2,000 gp.
CL 12th; Price 14,000 gp
Requirements Craft Construct, fireball or flame strike, geas/quest, stone shape, creator must be at least caster level 12th; Skill Craft (clockwork) DC 25; Cost 8,000 gp