home.social

#frialigan — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #frialigan, aggregated by home.social.

fetched live
  1. The Bah-Koom

    The Shlorping Abomination for Dragonbane RPG.

    The Bah-Koom spends most of its time sleeping, but when it wakes it strikes fear into the heart of small animals and mortal kin alike. It normally feeds on creatures of Small size or smaller because its lack of teeth makes it difficult to do any serious damage to humans or other medium size creatures. It does spell certain doom for pets, some wildlife, and the occasional halfling.

    The Bah-Koom has an oddly shaped head, not unlike that of a hammerhead shark that is more mouth than anything else. It has rows upon rows of spikey razor-sharp teeth that point backwards to prevent prey from escaping. Its bulbous, oddly shaped head is connected to a barrel-shaped body by a long tubular neck. Prey can sometimes be seen passing though the neck which stretches to accommodate most creatures. At the back of the creature is a long, rat-like tail that ends in a cartilage ball with a stinger.

    It spends an inordinate amount of time sleeping, usually in a quiet, dark corner or back of a cave. When in comes to life the horrendous noise it makes is enough to frighten most creatures. It doesn’t move terribly fast and larger creatures are never on the menu. It moves via ridges on the underside of its body, similar to that of a snake. It will always attempt to flee at the sight of a Large creature or larger.

    Ferocity: 2 Size: Medium
    Movement: 8  Armor: 2 (Natural)  HP: 12

    MONSTER ATTACKS

    D6 Attacks:

    1. Roar! The Bah-Koom comes to life with an unearthly howl. All creatures within 30 meters who have never heard it before must make a WIL roll. If failed, roll on the Fear Table.
    2. Slurp: The creature attempts to inhale any one creature or object within 2 meters. Make an opposed STR roll vs 12. If the creature wins, it successfully inhales a small sized creature or smaller. If the creature is Medium size or larger, the creature will attempt to slurp up a weapon, object, or random item. On rare occasions it has inhaled an entire adventurer’s pack. See “In the creature’s gut” for what happens next.
    3. Spew: The Bah-Koom goes from suck to blow, expelling chunks of bone, fur, feathers, small coins, and other random tiny objects in a cone 2 meters wide at the base and 6 meters wide at the end. It does 1d6 damage and blinds the targets for one round. Successful Evade rolls place the creature is moved to the closest edge out of the cone.
    4. Sting: The creature attempts to zap one target within 4 meters with its tail. The stinger delivers 1d4 piercing damage and a Potency 10 Paralytic Poison (See Dragonbane rules for details.) If armor blocks the damage, no poison is injected.
    5. Flail Profusely: The Bah-Koom does what has been described at its panic dance that is confusing more than dangerous. Any creature within 4 meters is struck with the head or tail for 1d6 Bludgeoning damage. Any creature witnessing this behavior for the first time can be mesmerized by the movements and must make a WIL roll or become Confused.
    6. Adorable Shlorp: The Bah-Koom sniffs and sucks its way around the target as if tasting it. This does no damage to Medium or Larger creatures other than possibly cleaning their clothes. It looks up at the target creature with sad puppy dog eyes as if begging for mercy. Small creatures have a chance to become stuck in the creature’s mouth and Slurped the next round. (See 2 above.) If applied to a Medium or larger creature and is not attacked on the subsequent round, The Bah-Koom will whine and move away at double its normal speed in and effort to flee.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  2. The Bah-Koom


    The Shlorping Abomination for Dragonbane RPG.

    The Bah-Koom spends most of its time sleeping, but when it wakes it strikes fear into the heart of small animals and mortal kin alike. It normally feeds on creatures of Small size or smaller because its lack of teeth makes it difficult to do any serious damage to humans or other medium size creatures. It does spell certain doom for pets, some wildlife, and the occasional halfling.

    The Bah-Koom has an oddly shaped head, not unlike that of a hammerhead shark that is more mouth than anything else. It has rows upon rows of spikey razor-sharp teeth that point backwards to prevent prey from escaping. Its bulbous, oddly shaped head is connected to a barrel-shaped body by a long tubular neck. Prey can sometimes be seen passing though the neck which stretches to accommodate most creatures. At the back of the creature is a long, rat-like tail that ends in a cartilage ball with a stinger.

    It spends an inordinate amount of time sleeping, usually in a quiet, dark corner or back of a cave. When in comes to life the horrendous noise it makes is enough to frighten most creatures. It doesn’t move terribly fast and larger creatures are never on the menu. It moves via ridges on the underside of its body, similar to that of a snake. It will always attempt to flee at the sight of a Large creature or larger.

    Ferocity: 2 Size: Medium
    Movement: 8  Armor: 2 (Natural)  HP: 12

    MONSTER ATTACKS

    D6 Attacks:

    1. Roar! The Bah-Koom comes to life with an unearthly howl. All creatures within 30 meters who have never heard it before must make a WIL roll. If failed, roll on the Fear Table.
    2. Slurp: The creature attempts to inhale any one creature or object within 2 meters. Make an opposed STR roll vs 12. If the creature wins, it successfully inhales a small sized creature or smaller. If the creature is Medium size or larger, the creature will attempt to slurp up a weapon, object, or random item. On rare occasions it has inhaled an entire adventurer’s pack. See “In the creature’s gut” for what happens next.
    3. Spew: The Bah-Koom goes from suck to blow, expelling chunks of bone, fur, feathers, small coins, and other random tiny objects in a cone 2 meters wide at the base and 6 meters wide at the end. It does 1d6 damage and blinds the targets for one round. Successful Evade rolls place the creature is moved to the closest edge out of the cone.
    4. Sting: The creature attempts to zap one target within 4 meters with its tail. The stinger delivers 1d4 piercing damage and a Potency 10 Paralytic Poison (See Dragonbane rules for details.) If armor blocks the damage, no poison is injected.
    5. Flail Profusely: The Bah-Koom does what has been described at its panic dance that is confusing more than dangerous. Any creature within 4 meters is struck with the head or tail for 1d6 Bludgeoning damage. Any creature witnessing this behavior for the first time can be mesmerized by the movements and must make a WIL roll or become Confused.
    6. Adorable Shlorp: The Bah-Koom sniffs and sucks its way around the target as if tasting it. This does no damage to Medium or Larger creatures other than possibly cleaning their clothes. It looks up at the target creature with sad puppy dog eyes as if begging for mercy. Small creatures have a chance to become stuck in the creature’s mouth and Slurped the next round. (See 2 above.) If applied to a Medium or larger creature and is not attacked on the subsequent round, The Bah-Koom will whine and move away at double its normal speed in and effort to flee.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  3. Monday Monster: Coychure

    For use with the Dragonbane RPG.

    Coychure

    Description:
    Once someone encounters the Coychure, they can’t unsee it. Some have gone so far as to beg Mentalists to erase it from their minds. This nocturnal predator causes other cryptids to flee at the very sight of it.

    It is unclear where this creature originated. Some say it is a demon, others say it was hatched in a mad Archmage’s laboratory. Deep research, as best that can be done by scholars at present, suggests that more than one of these beasts indicate they came from a pocket dimension or subplane. One victim driven mad by the Coychure claimed that it came from a strange puzzle box along with other nightmares.

    Its most striking feature are its two mouths, one lupine, the other more human. Its eyes are similar to a bee, set farther back on the skull. It has a body of a coyote, wings like a vulture, warped, distorted limbs similar to vulture talons. The Coychure’s tail is almost reptilian, but also similar to a fish. Its body is covered in a mix of fur, feathers, and scales making its actual body very difficult to identify.

    One interesting thing about this monster is that its flesh and even bone dissolves when it is slain, making any sort of identification impossible. Once slain the creature turns to a sizzling puddle of goo withing one Stretch. Contact with the goo deals 1d4 acid damage and burns for one Stretch unless neutralized or washed off.

    Resistance:
    The Coychure is immune to effects requiring a WIL roll such as Fear or mind control. Also immune to acid and poison. Takes half damage from non-magical fire, cold, slashing, and piercing attacks.

    Nimble: Coychure Evades attacks at skill level 14.

    Wings: The Coychure may take its movement in the air.
    Swimming: The Coychure swims at normal movement speed and can hold its breath underwater for a full Stretch.

    Aura of Terror: The first time a creature steps within 10 meters of the Coychure it must make a WIL roll. Failure means a roll on the Fear Table. Creatures who have seen the Coychure before have a Boon to this roll.

    Ferocity: 2  Size: Medium
    Movement: 12  Armor: 3 Natural HP: 22

    MONSTER ATTACKS

    D6 Attacks:

    1. Existential Dread Howl: Anyone within 30 meters must make a WIL roll with a Bane regardless of having seen the creature. Failure means rolling on the Fear Table.
    2. Bite-Bite: One target within 2 meters is bitten twice for 2d4 piercing damage.
    3. Swooping Talon Rake: One target within 4 meters is hit for 1d8 slashing damage and is knocked prone at the start of their turn.
    4. Gibbering Nonsense: All creatures within 8 meters must make a WIL roll to fend off a psychic attack. Failure means becoming Dazed. If already Dazed, the GM may choose another condition.
    5. That Tail: The Coychure flies up into the air slapping one character within 4 meters with an attack that does 1d4 piercing damage and injects a Potency 12 Paralyzing Poison. If armor negates the damage, no poison is delivered.
    6. Drag-N-Drop: The Coychure attempts to grab one character or creature (Medium or smaller) and carry it into the air 1d12 meters and in a direction of the GM’s choosing before dropping them for an appropriate amount of fall damage and starting the turn prone. An Opposed STR roll vs a 14 may be made to resist being picked up and dropped early.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  4. Monday Monster: Coychure


    For use with the Dragonbane RPG.

    Coychure

    Description:
    Once someone encounters the Coychure, they can’t unsee it. Some have gone so far as to beg Mentalists to erase it from their minds. This nocturnal predator causes other cryptids to flee at the very sight of it.

    It is unclear where this creature originated. Some say it is a demon, others say it was hatched in a mad Archmage’s laboratory. Deep research, as best that can be done by scholars at present, suggests that more than one of these beasts indicate they came from a pocket dimension or subplane. One victim driven mad by the Coychure claimed that it came from a strange puzzle box along with other nightmares.

    Its most striking feature are its two mouths, one lupine, the other more human. Its eyes are similar to a bee, set farther back on the skull. It has a body of a coyote, wings like a vulture, warped, distorted limbs similar to vulture talons. The Coychure’s tail is almost reptilian, but also similar to a fish. Its body is covered in a mix of fur, feathers, and scales making its actual body very difficult to identify.

    One interesting thing about this monster is that its flesh and even bone dissolves when it is slain, making any sort of identification impossible. Once slain the creature turns to a sizzling puddle of goo withing one Stretch. Contact with the goo deals 1d4 acid damage and burns for one Stretch unless neutralized or washed off.

    Resistance:
    The Coychure is immune to effects requiring a WIL roll such as Fear or mind control. Also immune to acid and poison. Takes half damage from non-magical fire, cold, slashing, and piercing attacks.

    Nimble: Coychure Evades attacks at skill level 14.

    Wings: The Coychure may take its movement in the air.
    Swimming: The Coychure swims at normal movement speed and can hold its breath underwater for a full Stretch.

    Aura of Terror: The first time a creature steps within 10 meters of the Coychure it must make a WIL roll. Failure means a roll on the Fear Table. Creatures who have seen the Coychure before have a Boon to this roll.

    Ferocity: 2  Size: Medium
    Movement: 12  Armor: 3 Natural HP: 22

    MONSTER ATTACKS

    D6 Attacks:

    1. Existential Dread Howl: Anyone within 30 meters must make a WIL roll with a Bane regardless of having seen the creature. Failure means rolling on the Fear Table.
    2. Bite-Bite: One target within 2 meters is bitten twice for 2d4 piercing damage.
    3. Swooping Talon Rake: One target within 4 meters is hit for 1d8 slashing damage and is knocked prone at the start of their turn.
    4. Gibbering Nonsense: All creatures within 8 meters must make a WIL roll to fend off a psychic attack. Failure means becoming Dazed. If already Dazed, the GM may choose another condition.
    5. That Tail: The Coychure flies up into the air slapping one character within 4 meters with an attack that does 1d4 piercing damage and injects a Potency 12 Paralyzing Poison. If armor negates the damage, no poison is delivered.
    6. Drag-N-Drop: The Coychure attempts to grab one character or creature (Medium or smaller) and carry it into the air 1d12 meters and in a direction of the GM’s choosing before dropping them for an appropriate amount of fall damage and starting the turn prone. An Opposed STR roll vs a 14 may be made to resist being picked up and dropped early.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  5. Monday Monster: Coychure


    For use with the Dragonbane RPG.

    Coychure

    Description:
    Once someone encounters the Coychure, they can’t unsee it. Some have gone so far as to beg Mentalists to erase it from their minds. This nocturnal predator causes other cryptids to flee at the very sight of it.

    It is unclear where this creature originated. Some say it is a demon, others say it was hatched in a mad Archmage’s laboratory. Deep research, as best that can be done by scholars at present, suggests that more than one of these beasts indicate they came from a pocket dimension or subplane. One victim driven mad by the Coychure claimed that it came from a strange puzzle box along with other nightmares.

    Its most striking feature are its two mouths, one lupine, the other more human. Its eyes are similar to a bee, set farther back on the skull. It has a body of a coyote, wings like a vulture, warped, distorted limbs similar to vulture talons. The Coychure’s tail is almost reptilian, but also similar to a fish. Its body is covered in a mix of fur, feathers, and scales making its actual body very difficult to identify.

    One interesting thing about this monster is that its flesh and even bone dissolves when it is slain, making any sort of identification impossible. Once slain the creature turns to a sizzling puddle of goo withing one Stretch. Contact with the goo deals 1d4 acid damage and burns for one Stretch unless neutralized or washed off.

    Resistance:
    The Coychure is immune to effects requiring a WIL roll such as Fear or mind control. Also immune to acid and poison. Takes half damage from non-magical fire, cold, slashing, and piercing attacks.

    Nimble: Coychure Evades attacks at skill level 14.

    Wings: The Coychure may take its movement in the air.
    Swimming: The Coychure swims at normal movement speed and can hold its breath underwater for a full Stretch.

    Aura of Terror: The first time a creature steps within 10 meters of the Coychure it must make a WIL roll. Failure means a roll on the Fear Table. Creatures who have seen the Coychure before have a Boon to this roll.

    Ferocity: 2  Size: Medium
    Movement: 12  Armor: 3 Natural HP: 22

    MONSTER ATTACKS

    D6 Attacks:

    1. Existential Dread Howl: Anyone within 30 meters must make a WIL roll with a Bane regardless of having seen the creature. Failure means rolling on the Fear Table.
    2. Bite-Bite: One target within 2 meters is bitten twice for 2d4 piercing damage.
    3. Swooping Talon Rake: One target within 4 meters is hit for 1d8 slashing damage and is knocked prone at the start of their turn.
    4. Gibbering Nonsense: All creatures within 8 meters must make a WIL roll to fend off a psychic attack. Failure means becoming Dazed. If already Dazed, the GM may choose another condition.
    5. That Tail: The Coychure flies up into the air slapping one character within 4 meters with an attack that does 1d4 piercing damage and injects a Potency 12 Paralyzing Poison. If armor negates the damage, no poison is delivered.
    6. Drag-N-Drop: The Coychure attempts to grab one character or creature (Medium or smaller) and carry it into the air 1d12 meters and in a direction of the GM’s choosing before dropping them for an appropriate amount of fall damage and starting the turn prone. An Opposed STR roll vs a 14 may be made to resist being picked up and dropped early.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  6. Monday Monster: Coychure


    For use with the Dragonbane RPG.

    Coychure

    Description:
    Once someone encounters the Coychure, they can’t unsee it. Some have gone so far as to beg Mentalists to erase it from their minds. This nocturnal predator causes other cryptids to flee at the very sight of it.

    It is unclear where this creature originated. Some say it is a demon, others say it was hatched in a mad Archmage’s laboratory. Deep research, as best that can be done by scholars at present, suggests that more than one of these beasts indicate they came from a pocket dimension or subplane. One victim driven mad by the Coychure claimed that it came from a strange puzzle box along with other nightmares.

    Its most striking feature are its two mouths, one lupine, the other more human. Its eyes are similar to a bee, set farther back on the skull. It has a body of a coyote, wings like a vulture, warped, distorted limbs similar to vulture talons. The Coychure’s tail is almost reptilian, but also similar to a fish. Its body is covered in a mix of fur, feathers, and scales making its actual body very difficult to identify.

    One interesting thing about this monster is that its flesh and even bone dissolves when it is slain, making any sort of identification impossible. Once slain the creature turns to a sizzling puddle of goo withing one Stretch. Contact with the goo deals 1d4 acid damage and burns for one Stretch unless neutralized or washed off.

    Resistance:
    The Coychure is immune to effects requiring a WIL roll such as Fear or mind control. Also immune to acid and poison. Takes half damage from non-magical fire, cold, slashing, and piercing attacks.

    Nimble: Coychure Evades attacks at skill level 14.

    Wings: The Coychure may take its movement in the air.
    Swimming: The Coychure swims at normal movement speed and can hold its breath underwater for a full Stretch.

    Aura of Terror: The first time a creature steps within 10 meters of the Coychure it must make a WIL roll. Failure means a roll on the Fear Table. Creatures who have seen the Coychure before have a Boon to this roll.

    Ferocity: 2  Size: Medium
    Movement: 12  Armor: 3 Natural HP: 22

    MONSTER ATTACKS

    D6 Attacks:

    1. Existential Dread Howl: Anyone within 30 meters must make a WIL roll with a Bane regardless of having seen the creature. Failure means rolling on the Fear Table.
    2. Bite-Bite: One target within 2 meters is bitten twice for 2d4 piercing damage.
    3. Swooping Talon Rake: One target within 4 meters is hit for 1d8 slashing damage and is knocked prone at the start of their turn.
    4. Gibbering Nonsense: All creatures within 8 meters must make a WIL roll to fend off a psychic attack. Failure means becoming Dazed. If already Dazed, the GM may choose another condition.
    5. That Tail: The Coychure flies up into the air slapping one character within 4 meters with an attack that does 1d4 piercing damage and injects a Potency 12 Paralyzing Poison. If armor negates the damage, no poison is delivered.
    6. Drag-N-Drop: The Coychure attempts to grab one character or creature (Medium or smaller) and carry it into the air 1d12 meters and in a direction of the GM’s choosing before dropping them for an appropriate amount of fall damage and starting the turn prone. An Opposed STR roll vs a 14 may be made to resist being picked up and dropped early.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  7. Monday Monster: Coychure


    For use with the Dragonbane RPG.

    Coychure

    Description:
    Once someone encounters the Coychure, they can’t unsee it. Some have gone so far as to beg Mentalists to erase it from their minds. This nocturnal predator causes other cryptids to flee at the very sight of it.

    It is unclear where this creature originated. Some say it is a demon, others say it was hatched in a mad Archmage’s laboratory. Deep research, as best that can be done by scholars at present, suggests that more than one of these beasts indicate they came from a pocket dimension or subplane. One victim driven mad by the Coychure claimed that it came from a strange puzzle box along with other nightmares.

    Its most striking feature are its two mouths, one lupine, the other more human. Its eyes are similar to a bee, set farther back on the skull. It has a body of a coyote, wings like a vulture, warped, distorted limbs similar to vulture talons. The Coychure’s tail is almost reptilian, but also similar to a fish. Its body is covered in a mix of fur, feathers, and scales making its actual body very difficult to identify.

    One interesting thing about this monster is that its flesh and even bone dissolves when it is slain, making any sort of identification impossible. Once slain the creature turns to a sizzling puddle of goo withing one Stretch. Contact with the goo deals 1d4 acid damage and burns for one Stretch unless neutralized or washed off.

    Resistance:
    The Coychure is immune to effects requiring a WIL roll such as Fear or mind control. Also immune to acid and poison. Takes half damage from non-magical fire, cold, slashing, and piercing attacks.

    Nimble: Coychure Evades attacks at skill level 14.

    Wings: The Coychure may take its movement in the air.
    Swimming: The Coychure swims at normal movement speed and can hold its breath underwater for a full Stretch.

    Aura of Terror: The first time a creature steps within 10 meters of the Coychure it must make a WIL roll. Failure means a roll on the Fear Table. Creatures who have seen the Coychure before have a Boon to this roll.

    Ferocity: 2  Size: Medium
    Movement: 12  Armor: 3 Natural HP: 22

    MONSTER ATTACKS

    D6 Attacks:

    1. Existential Dread Howl: Anyone within 30 meters must make a WIL roll with a Bane regardless of having seen the creature. Failure means rolling on the Fear Table.
    2. Bite-Bite: One target within 2 meters is bitten twice for 2d4 piercing damage.
    3. Swooping Talon Rake: One target within 4 meters is hit for 1d8 slashing damage and is knocked prone at the start of their turn.
    4. Gibbering Nonsense: All creatures within 8 meters must make a WIL roll to fend off a psychic attack. Failure means becoming Dazed. If already Dazed, the GM may choose another condition.
    5. That Tail: The Coychure flies up into the air slapping one character within 4 meters with an attack that does 1d4 piercing damage and injects a Potency 12 Paralyzing Poison. If armor negates the damage, no poison is delivered.
    6. Drag-N-Drop: The Coychure attempts to grab one character or creature (Medium or smaller) and carry it into the air 1d12 meters and in a direction of the GM’s choosing before dropping them for an appropriate amount of fall damage and starting the turn prone. An Opposed STR roll vs a 14 may be made to resist being picked up and dropped early.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  8. Monday Monster: Gorvult

    Compatible with Dragonbane RPG.


    Description: A large, black, hairy beast that glides seamlessly between the trees and lands on prey from above. It is the terror of the night in deep forest/jungle areas.

    Ferocity: 2             Size: Large
    Movement: 12 (Flying) Armor: 2 (Natural)            HP: 36

    Has wings, can fly. When flying at night is treated as having 14 Sneaking.

    Gorvult Attacks:

    D6 Attacks:

    1: Big, Big Bite: Inflicts 2d8 piercing damage on one target within 2 meters.

    2: Big, Big Crunch: The Gorvult leaps high into the air and comes down with all of its weight on one target inflicting 2d6 bludgeoning damage and knocking the opponent prone on their turn.

    3: How Good Is Your Armor? The Gorvult makes excited noises and jumps up and down on one target within 4 meters 1d6 times inflicting 1d6 bludgeoning damage each time. Each bounce counts as a separate attack when parrying. A successful EVADE avoids the attack entirely. One successful bounce leaves the character prone on the start of their turn.

    4: Big Wallop! The Gorvult swings both fists together striking up to 2 adjacent characters within 2 meters for 1d8 bludgeoning damage each. Characters struck by the attack are knocked prone until the start of their turn.

    5: Thump Thump: Gorvult grabs one character within 2 meters by the ankle and slamming them against the ground 1d4 times for 1d6 bludgeoning damage each time. Armor bonuses do not apply. After the first slam, the character can make a free attempt to wriggle out of the creature’s grasp with an opposed STR roll. (Gorvult has a 16 for purposes of this check.) Characters hit with this attack also suffer the Dazed condition.

    6: Snatch and Drop: Gorvult grabs one character within 2 meters with its talons and soars skyward 45 meters before dropping them. Standard falling damage applies.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign
  9. Monday Monster: Gorvult


    Compatible with Dragonbane RPG.


    Description: A large, black, hairy beast that glides seamlessly between the trees and lands on prey from above. It is the terror of the night in deep forest/jungle areas.

    Ferocity: 2             Size: Large
    Movement: 12 (Flying) Armor: 2 (Natural)            HP: 36

    Has wings, can fly. When flying at night is treated as having 14 Sneaking.

    Gorvult Attacks:

    D6 Attacks:

    1: Big, Big Bite: Inflicts 2d8 piercing damage on one target within 2 meters.

    2: Big, Big Crunch: The Gorvult leaps high into the air and comes down with all of its weight on one target inflicting 2d6 bludgeoning damage and knocking the opponent prone on their turn.

    3: How Good Is Your Armor? The Gorvult makes excited noises and jumps up and down on one target within 4 meters 1d6 times inflicting 1d6 bludgeoning damage each time. Each bounce counts as a separate attack when parrying. A successful EVADE avoids the attack entirely. One successful bounce leaves the character prone on the start of their turn.

    4: Big Wallop! The Gorvult swings both fists together striking up to 2 adjacent characters within 2 meters for 1d8 bludgeoning damage each. Characters struck by the attack are knocked prone until the start of their turn.

    5: Thump Thump: Gorvult grabs one character within 2 meters by the ankle and slamming them against the ground 1d4 times for 1d6 bludgeoning damage each time. Armor bonuses do not apply. After the first slam, the character can make a free attempt to wriggle out of the creature’s grasp with an opposed STR roll. (Gorvult has a 16 for purposes of this check.) Characters hit with this attack also suffer the Dazed condition.

    6: Snatch and Drop: Gorvult grabs one character within 2 meters with its talons and soars skyward 45 meters before dropping them. Standard falling damage applies.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign
  10. Monday Monster: Gorvult


    Compatible with Dragonbane RPG.


    Description: A large, black, hairy beast that glides seamlessly between the trees and lands on prey from above. It is the terror of the night in deep forest/jungle areas.

    Ferocity: 2             Size: Large
    Movement: 12 (Flying) Armor: 2 (Natural)            HP: 36

    Has wings, can fly. When flying at night is treated as having 14 Sneaking.

    Gorvult Attacks:

    D6 Attacks:

    1: Big, Big Bite: Inflicts 2d8 piercing damage on one target within 2 meters.

    2: Big, Big Crunch: The Gorvult leaps high into the air and comes down with all of its weight on one target inflicting 2d6 bludgeoning damage and knocking the opponent prone on their turn.

    3: How Good Is Your Armor? The Gorvult makes excited noises and jumps up and down on one target within 4 meters 1d6 times inflicting 1d6 bludgeoning damage each time. Each bounce counts as a separate attack when parrying. A successful EVADE avoids the attack entirely. One successful bounce leaves the character prone on the start of their turn.

    4: Big Wallop! The Gorvult swings both fists together striking up to 2 adjacent characters within 2 meters for 1d8 bludgeoning damage each. Characters struck by the attack are knocked prone until the start of their turn.

    5: Thump Thump: Gorvult grabs one character within 2 meters by the ankle and slamming them against the ground 1d4 times for 1d6 bludgeoning damage each time. Armor bonuses do not apply. After the first slam, the character can make a free attempt to wriggle out of the creature’s grasp with an opposed STR roll. (Gorvult has a 16 for purposes of this check.) Characters hit with this attack also suffer the Dazed condition.

    6: Snatch and Drop: Gorvult grabs one character within 2 meters with its talons and soars skyward 45 meters before dropping them. Standard falling damage applies.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign
  11. Monday Monster: Gorvult


    Compatible with Dragonbane RPG.


    Description: A large, black, hairy beast that glides seamlessly between the trees and lands on prey from above. It is the terror of the night in deep forest/jungle areas.

    Ferocity: 2             Size: Large
    Movement: 12 (Flying) Armor: 2 (Natural)            HP: 36

    Has wings, can fly. When flying at night is treated as having 14 Sneaking.

    Gorvult Attacks:

    D6 Attacks:

    1: Big, Big Bite: Inflicts 2d8 piercing damage on one target within 2 meters.

    2: Big, Big Crunch: The Gorvult leaps high into the air and comes down with all of its weight on one target inflicting 2d6 bludgeoning damage and knocking the opponent prone on their turn.

    3: How Good Is Your Armor? The Gorvult makes excited noises and jumps up and down on one target within 4 meters 1d6 times inflicting 1d6 bludgeoning damage each time. Each bounce counts as a separate attack when parrying. A successful EVADE avoids the attack entirely. One successful bounce leaves the character prone on the start of their turn.

    4: Big Wallop! The Gorvult swings both fists together striking up to 2 adjacent characters within 2 meters for 1d8 bludgeoning damage each. Characters struck by the attack are knocked prone until the start of their turn.

    5: Thump Thump: Gorvult grabs one character within 2 meters by the ankle and slamming them against the ground 1d4 times for 1d6 bludgeoning damage each time. Armor bonuses do not apply. After the first slam, the character can make a free attempt to wriggle out of the creature’s grasp with an opposed STR roll. (Gorvult has a 16 for purposes of this check.) Characters hit with this attack also suffer the Dazed condition.

    6: Snatch and Drop: Gorvult grabs one character within 2 meters with its talons and soars skyward 45 meters before dropping them. Standard falling damage applies.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign
  12. Monday Monster: Gorvult


    Compatible with Dragonbane RPG.


    Description: A large, black, hairy beast that glides seamlessly between the trees and lands on prey from above. It is the terror of the night in deep forest/jungle areas.

    Ferocity: 2             Size: Large
    Movement: 12 (Flying) Armor: 2 (Natural)            HP: 36

    Has wings, can fly. When flying at night is treated as having 14 Sneaking.

    Gorvult Attacks:

    D6 Attacks:

    1: Big, Big Bite: Inflicts 2d8 piercing damage on one target within 2 meters.

    2: Big, Big Crunch: The Gorvult leaps high into the air and comes down with all of its weight on one target inflicting 2d6 bludgeoning damage and knocking the opponent prone on their turn.

    3: How Good Is Your Armor? The Gorvult makes excited noises and jumps up and down on one target within 4 meters 1d6 times inflicting 1d6 bludgeoning damage each time. Each bounce counts as a separate attack when parrying. A successful EVADE avoids the attack entirely. One successful bounce leaves the character prone on the start of their turn.

    4: Big Wallop! The Gorvult swings both fists together striking up to 2 adjacent characters within 2 meters for 1d8 bludgeoning damage each. Characters struck by the attack are knocked prone until the start of their turn.

    5: Thump Thump: Gorvult grabs one character within 2 meters by the ankle and slamming them against the ground 1d4 times for 1d6 bludgeoning damage each time. Armor bonuses do not apply. After the first slam, the character can make a free attempt to wriggle out of the creature’s grasp with an opposed STR roll. (Gorvult has a 16 for purposes of this check.) Characters hit with this attack also suffer the Dazed condition.

    6: Snatch and Drop: Gorvult grabs one character within 2 meters with its talons and soars skyward 45 meters before dropping them. Standard falling damage applies.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign
  13. Monday Monster: X-Rex

    Compatible with Dragonbane RPG.

    TYRANNOSAURUS X

    Description: It has a scaly hide and large mouth full of razor-sharp teeth as its dinosaur cousin would. It shares the same height and rough build as well—with one critical difference. It has long, ape-like arms ending in wicked claws, making it the true king of the apex predators.

    It is unclear whether or not the X-Rex was created in an advanced science laboratory or by magic. Regardless, the creature didn’t stay contained long. Could there be a draconic, aquatic, or winged variant running around somewhere?

    Ferocity: 2             Size: Huge.
    Movement: 20     Armor: 4 Natural           HP: 66

    MONSTER ATTACKS

    D6 Attacks:

    1.  Terrifying Roar: A fierce, deafening roar blasts everyone within 30 meters radius of the creature and forces them to make a Fear Roll.
    2. Ferocious Bite: The creature’s huge maw descends upon up to two adjacent creatures within 4 meters of it for 3d10 Slashing Damage plus 1d6 bleeding damage per turn until a successful CON roll is made. All Parry attempts are made with a Bane on this attack.
    3. Claw Swipe: The creature swings its massive arms at up to 4 adjacent creatures within 2 meters dealing 2d10 slashing +1d6 bleeding damage and knocking them prone at the start of their turn. Affected characters also take an additional 1d4 durability damage to their armor every time this attack hits.
    4. Pounce and Maul: The X-Rex leaps into the air and lands on one opponent within 4 meters dealing 2d10 slashing damage +1d6 bleeding. The target creature is pinned under the weight of the X-Rex allowing for a Ferocious Bite attack on the creature’s next action unless it is distracted or the victim makes an opposed STR check vs 16 to wiggle free. (AGI may be substituted for STR if higher.) This attack can’t be parried.
    5. Thrash About: The monster lashes out at every target within 4 meters dealing 1d10 slashing + 1d6 bleeding damage and begin their next turn prone. A successful EVADE moves the character back 4 meters to the nearest edge away from the creature. This attack can’t be parried.
    6. Playing With Its Food: The Rex grabs one creature within 4 meters and launches them into the air. (Characters may attempt a free Acrobatics roll to tumble out of the way.) Launched characters then have a chance to find themselves in the creature’s mouth, taking 3d10 Slashing Damage +1d6 bleeding damage per round AND are trapped in the Rex’s mouth at the beginning of their next turn. An opposed STR roll vs 16 allows the character to break free of the creature’s jaws and start their turn on the ground next to the Rex.

    *Bleeding damage can be stopped in a number of ways. If the player makes a successful CON roll at the start of their turn, no further action is needed. If the character or ally uses the Healing Skill on their turn as an action, they can stop the bleeding. Magic healing via potion, spell, or item automatically stops the bleeding. The bleeding can also be stopped without any roll during a Stretch Rest. The damage stops as soon as pressure is applied, presumably at the start of the rest.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter
  14. The Curse of the Yak.

    1d12 Yak Based Detrimental Magical Side Effects:

    Whether the mage was cursed by the Yak Witch or simply had a spell backfire in the Great Forest of the Yak, here are 12 Yak related spell mishaps:

    1. The caster is covered in long, thick, shaggy fur. It can be shaved off. But will it grow back?
    2. The caster grows Yak horns that remain for a week.
    3. The caster sprouts a long fluffy tail with a tuft of fur on the end. It remains until removed.
    4. The caster’s top incisor and canine teeth fall out permanently. (Look it up.)
    5. The unfortunate caster (regardless of gender) sprouts udders and can produce delicious Yak milk. This effect is permanent unless removed magically. Clothing might be a bit of a challenge.
    6. The caster’s entire head is replaced with a purple Yak’s head for one Shift. The unfortunate victim can still speak normally, only in a cartoony voice. Bane on all Charisma based rolls until it wears off.
    7. Everything appears normal, except the caster can only make noises and grunt like a Yak. The poor character may not speak or cast spells for a full Stretch.
    8. Yack! The caster vomits uncontrollably for a full Stretch. Even if the character’s stomach was previously empty, the stuff just keeps coming.
    9. Yackity Yack! The character starts speaking every thought, rambling endlessly and can’t stop talking for a full Stretch. Stopping is painful. If the character tries to stop before the 10 minutes lapses, they take 1 point of damage. To make a coherent line or cast a spell with a verbal component, the character must make a WIL roll with a Bane each round such an action is attempted. Especially mean GM’s might inflict this on the player as an option.
    10. Whatever it is I think I see… Friend and foe alike all look like Yaks for a full Shift. Awareness and Spot Hidden Rolls are made with a Bane.
    11. The unfortunate caster along with all of their gear, is turned mostly into a Yak, only with the character’s head atop a Yak’s shaggy body. Luckily it wears off after a Shift.
    12. The poor caster is permanently turned into a Yak until the curse is removed.
    Photo by Gildo Cancelli on Pexels.com This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #1d12tables #D12table #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #yak
  15. Magic Monday: 3 Forest Magic Items

    The Magical Golden Pinecone: When held up and the magic word is spoken aloud, the pinecone gives off a magical light capable of illuminating the area equal to one torch. The light can be activated and deactivated at will. After one Shift of use, the pinecone must remain off for a shift before it can be used again.

    The pinecone may also be used to summon 2d6 small woodland animals such as squirrels, rabbits, lemmings, chipmunks, etc. If any attempt to harm one of the critters is made by anyone in the area, they all immediately vanish. The animals follow the summoner around but do not obey any commands or perform any tricks, nor can they be taken on as familiars. However they can be fed, adored, snuggled, loved, and generally fawned over and will not attack anyone. The little animals disappear after one Shift. If the GM allows, the animal time may be substituted for a Memento if those rules are used.

    If planted in the ground, the pinecone will grow into a magical golden pine tree 18 meters tall that glows faintly at night, providing shelter for three travelers and any number of small animals of the forest. This effect is permanent and the pinecone is lost. There is a 5% chance the magical pine tree will produce another Magical Pinecone when it first sprouts up. When sheltering under the pine, all effects of exhaustion, natural heat, natural cold, precipitation, poison, and disease are nullified. However, the magical golden pine is still a tree and can be burned, cut down, etc.

    Bed of Pine Needles: This item appears as a bedroll consisting of hundreds of pine needles knitted together. It can be carried in the same fashion as a sleeping fur or blanket

     Resting on this bed for a full shift allows ONE character to remove all regular damage and cures poison, disease, exhaustion, and severe injuries. (Does not remove permanent conditions.)

    The bed will shed lots of needles depending on the amount of healing done. It may not be used on more than two consecutive Shifts. The shedding of dead needles will continue for one shift after use. The needles are messy, inconvenient, and provide anyone tracking the character a Boon on their roll while the bed sheds.

    If a deceased character who died within the last Shift is placed on the bed, they are resurrected with full HP, full WP, but one permanent lasting condition and the bed is permanently destroyed.

    If two characters lay together on the bed for whatever reason, romantic or otherwise, they will be fully rested, but no healing.

    The Magical Stick: This deceptively simple stick is actually a magic wand of immense power. It contains 12 WP which renew every day (4 Shifts) which can be used to cast spells from the wand AND/OR as the user sees fit. Spells cast using any WP from the wand have the following effects:

    IF the casting roll for the spell is a DRAGON, the spell goes off 100% as intended with no ill effects. Count your blessings.

    IF the spell is cast successfully, roll on the effects table below:

    1. Spell is cast at double the effect, including any range, damage, and cost. Nothing strange happens, probably. Although it might seem as if something happened.
    2. Spell is cast successfully, but flowers spring from the caster’s ears and nose. The flowers wilt and fall out after one stretch.
    3. Stick sprays fireworks everywhere. Anyone within 10 meters around, including the caster is hit for 1d4 damage and temporarily blinded for one round. (Evade/Block as normal.) The intended spell effects are nowhere to be found.
    4. Spell goes off as intended, but the caster is stricken with unpleasant frequent flatulence for one Stretch giving a Bane on any Charisma based checks and Stealth.
    5. Spell goes off as intended, but caster and all of their gear (except Stick) turns plaid in color for one Shift giving a Bane on any Charisma based checks and Stealth.
    6. Spell goes off as intended, but caster’s arm and leg bones turn to gelatin for one Stretch, preventing any movement. The caster can still speak and cast spells as normal. Movement is restricted to crawling along at 2 meters per round.
    7. Spell fails, and everything that the caster says for one Stretch comes out a double loud volume as if yelling no matter how quiet they try to be.
    8. Spell fails and instead summons 3d6 plush animals that appear all around the caster. They can’t move or speak (they’re plush,) but they are somewhat comforting.
    9. Spell fails, but an Ogre is summoned. The Ogre isn’t hostile, just confused. He’s likely unarmed and might be eating lunch or taking a bath. He is returned to his home unharmed after one Stretch. Repeats of this result summon the same Ogre every time. His name is Krunk. He’s actually a pretty laid-back guy if no one attacks him. He has no idea why he keeps getting summoned, though. He still goes back at the end of a Stretch, regardless.
    10.  Spell fails and a thicket of one-meter-tall thorn bushes sprout up in a six-meter radius around the caster. Anyone in the area must make an Acrobatics roll or be trapped in the mess, taking 1d4 damage and an additional 1d4 damage for every 2 meters moved. This effect can be Evaded, placing the character at the nearest outer edge of the thicket. The thicket is permanent, but can be chopped down, burned, etc. as normal. The caster is safe unless they try to leave the briar patch.
    11. Spell works twice as well as intended, but any targets and the caster are stricken Prone with uncontrollable laughter for the following round preventing any action other than possibly rolling on the ground laughing. Everyone returns to normal after one round.
    12. The Spell fails and the caster along with almost all of their gear is turned into sentient pudding for one Shift. The character can still see, speak, and move at 4 meters per round at most. Casting, fighting, and anything requiring manipulating objects (other than Stick) are not possible. No known magic can reverse this effect. Don’t worry, Stick is fine. Casting with a Bane can be attempted using Stick, but duplicates of this result might make the effect permanent.

    IF the spell roll using WP from Stick fails, any/all spell effects are automatically reflected back on the caster AND roll on the effects table.

    IF the roll is a Demon, roll on the Spell Mishap table from the Dragonbane rules TWICE and apply both effects.

    Attempts to lose, break, give away, burn, or disenchant The Magical Stick result in it returning to the owner the next day regardless. It is not sentient as far as anyone knows.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter
  16. THE GOAT MAN

    Description:
    A towering, hairy humanoid with the head of a black-eyed goat. Its almond-shaped eyes are glossy and depthless, reflecting no light. The mouth hangs too wide, too slack, as if unhinged. Its fingers are long and rake-like, ending in splintered claws. It smells of damp earth, rot, and wet fur. It does not speak, but sometimes it laughs.

    Resistance: Immune to fear. Takes half damage from non-magical fire.
    Ferocity: 2 Size: Large
    Movement: 12 Armor: 3 (matted hide and dense muscle) HP: 32

    MONSTER ATTACKS

    D6 Attacks:

    1. Horn Gore: The Goat Man lowers its head and drives forward doing 1d12 Bludgeoning damage. If the victim suffers damage, they are knocked prone at the start of their turn..
    2. Claw Rake: A sweeping strike at 2 opponents withing 2 meters with elongated rake-like fingers doing 1d10 Slashing damage to each target.
    3. Severe Rend: The Goat Man focuses entirely on one target within arm’s reach with an overwhelming slashing attack that does 2d6 Slashing damage.
    4. Chunk Bite: The gaping mouth clamps down and tears away flesh on one character for 1d8 slashing damage. If damage penetrates armor, the victim must a Fear Check due to shock and revulsion.
    5. Black-Eyed Stare: The Goat Man locks eyes with one target within 10 meters must make a Fear Roll.
    6. Disheartening Presence: All characters within 24 meters must make a Fear Roll as the creature emits an unearthly howl-scream that frightens all nearby wildlife and strikes terror into the hearts of all who hear it.

    Combat Note: The Goat Man is meant to be a shadowy mystery above anything else. If reduced to half HP or if one combatant is dropped to 0 HP (or even appears to be deceased) the Goat Man will attempt to flee and/or hide from any and all pursuers. Sneaking 14.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #MonsterMonday #Roleplaying #Roleplayingblog #Roleplayingblogger #Roleplayingcommunity #Roleplayinggame #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #Ttrpgamenight #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgnewplayers #Ttrpgplayer #Ttrpgwriter #DoD #Dragonbane #MarchMonster #MonsterMarch
  17. THE GOAT MAN


    Description:
    A towering, hairy humanoid with the head of a black-eyed goat. Its almond-shaped eyes are glossy and depthless, reflecting no light. The mouth hangs too wide, too slack, as if unhinged. Its fingers are long and rake-like, ending in splintered claws. It smells of damp earth, rot, and wet fur. It does not speak, but sometimes it laughs.

    Resistance: Immune to fear. Takes half damage from non-magical fire.
    Ferocity: 2 Size: Large
    Movement: 12 Armor: 3 (matted hide and dense muscle) HP: 32

    MONSTER ATTACKS

    D6 Attacks:

    1. Horn Gore: The Goat Man lowers its head and drives forward doing 1d12 Bludgeoning damage. If the victim suffers damage, they are knocked prone at the start of their turn..
    2. Claw Rake: A sweeping strike at 2 opponents withing 2 meters with elongated rake-like fingers doing 1d10 Slashing damage to each target.
    3. Severe Rend: The Goat Man focuses entirely on one target within arm’s reach with an overwhelming slashing attack that does 2d6 Slashing damage.
    4. Chunk Bite: The gaping mouth clamps down and tears away flesh on one character for 1d8 slashing damage. If damage penetrates armor, the victim must a Fear Check due to shock and revulsion.
    5. Black-Eyed Stare: The Goat Man locks eyes with one target within 10 meters must make a Fear Roll.
    6. Disheartening Presence: All characters within 24 meters must make a Fear Roll as the creature emits an unearthly howl-scream that frightens all nearby wildlife and strikes terror into the hearts of all who hear it.

    Combat Note: The Goat Man is meant to be a shadowy mystery above anything else. If reduced to half HP or if one combatant is dropped to 0 HP (or even appears to be deceased) the Goat Man will attempt to flee and/or hide from any and all pursuers. Sneaking 14.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #MonsterMonday #Roleplaying #Roleplayingblog #Roleplayingblogger #Roleplayingcommunity #Roleplayinggame #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #Ttrpgamenight #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgnewplayers #Ttrpgplayer #Ttrpgwriter #DoD #Dragonbane #MarchMonster #MonsterMarch
  18. Dark Skeletal Samurai

    Description:
    An approximately 2.5-meter-tall skeleton in full traditional O-yoroi armor and kabuto. They are most often armed with an oversized katana or Bisento. Never a missile weapon. (See below.)

    Resistance:
    Take half damage from non-magical weapons. Immune to illusion and mind-control effects. Unlike traditional undead or demons, they are NOT affected by spells and effects specific to those types.

    Clever Mages may make a Spellcasting roll (Boon for Illusionists) to sense something is off with these monsters. Non spellcasters may make an Awareness Roll at the start of the battle or a WIL roll upon striking the creature for the first time or any Dragon roll in melee. Successful rolls reveal that this creature is basically a solid illusion similar to a construct held together with magic.

    When this creature is destroyed it turns into six slips of paper covered in sigils. If deciphered by a Mage, it will reveal that the magic used to create this creature is a forbidden knowledge spell that is a hybrid of Necromancy, Demonology, and Illusion. The spell cannot be recreated just using the paper leftover from the creation.

    Ferocity: 3  Size: L
    Movement: 10  Armor: 6  HP: 12

    MONSTER ATTACKS

    D6 Attacks:

    1. Overhead Melee Smash: One target within 4 meters is struck with a mighty top-down blow that inflicts 2d10 slashing damage and knocks the opponent back 2 meters and prone. If the area the target is knocked into is occupied by a solid object such as a wall, furniture, debris, etc. they take an additional 1d4 bludgeoning damage. (Armor does not negate the additional damage.)
    2. Impaling Thrust: One target within 4 meters is struck with the point of the Skeleton’s weapon for 2d8 Piercing damage plus Disheartened. (If already Disheartened, choose another condition.)
    3. Sweeping Strike: 2 targets within 4 meters of the Skeleton are slashed for 1d8 damage each and knocked prone at the beginning of their turn. If the targets EVADE successfully they are placed backward an additional 2 meters as long as terrain allows.
    4. Whirling Blade Defense: All creatures within 2 meters are slashed for 1d8 damage each and must back up 2 meters.
    5. Stare of the Void: The Skeleton makes direct eye contact with one creature within 10 meters who must succeed on a WIL check or roll on the Fear table.
    6. Breath of the Skeletal Void: The Skeleton exhales a 4-meter by 4-meter by 4-meter cloud of pure darkness in front of itself that persists for 1d4 rounds. Those inside the cloud are treated as being in pitch black darkness that no torch or mundane light source can penetrate. Monsters see normally in the dark. Characters within the cloud may make a WIL roll to dispel the effect immediately IF they suspect it is illusion magic.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #MonsterMonday #Roleplaying #Roleplayingblog #Roleplayingblogger #Roleplayingcommunity #Roleplayinggame #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #Ttrpgamenight #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgnewplayers #Ttrpgplayer #Ttrpgwriter #DoD #Dragonbane #MarchMonster #MonsterMarch
  19. Dragonbane: Trudvang Now Live on Kickstarter

    from Free League Publishing.

    Free League Publishing has officially launched the Kickstarter campaign for Dragonbane: Trudvang, a stand-alone tabletop role-playing game set in the mythic world of Trudvang. The campaign reached full funding within four minutes of launch, surpassing its initial goal of 25,000 USD and climbing past 150,000 USD within the first 30 minutes.

    Link to the Kickstarter here.

    Developed under license from CMON and built on Free League’s award-winning Dragonbane fantasy RPG system, Dragonbane: Trudvang brings players into a richly imagined world inspired by Nordic mythology. The project introduces four masterfully illustrated hardback volumes that present the setting in depth, offering players a realm of shadowed forests, wrathful gods, ancient mysteries, and dreadful beasts.

    A few months after the Kickstarter concludes, backers will receive early access to Beta PDFs of all four books. This allows players to begin exploring Trudvang and running adventures well ahead of the official release.

    Early backers who pledge for a physical reward within the first 48 hours of launch will receive an exclusive bonus art print featuring new Core Rulebook cover art by legendary fantasy artist Paul Bonner. The bonus applies to pledge tiers that include physical rewards.

    Across four beautifully crafted volumes, players can journey through the realm of Dragonbane: Trudvang and uncover its many secrets, including:

    • Dragonbane: Trudvang Core Rulebook: A complete ruleset built on the award-winning Dragonbane system, introducing new kin such as Stormlander humans and Korpikalli elves, additional professions and lifepaths, ranked heroic abilities, and unique magic wielded by vitner weavers and dimwalkers
    • The World of Trudvang: A richly illustrated deep dive into the realm’s history, lands, and faiths, spanning the Stormlands and Westmark to Soj and the Great Ice Plains
    • Jorgi’s Bestiary: The classic monster compendium returns, featuring legendary creatures such as brotbeast, byse, hrimtursir, and the ancient yggdras, all fully adapted for Dragonbane
    • The Saga of the Black Star: A revised four-part epic campaign published in English for the first time, sending heroes across Trudvang to confront a looming cosmic threat.

    The Kickstarter campaign also features a high-quality cloth map of Trudvang illustrated by fantasy artist Francesca Baerald. The map is available as a separate add-on or included in select bundles. Collector’s Editions of all four books are being offered exclusively through the campaign and will not be printed again.

    The Trudvang brand and its original content were created by Theodore Bergqvist and Magnus Malmberg of Riotminds as a campaign world for their Swedish edition of Dragonbane, Drakar och Demoner, in the early 2000s. Trudvang later expanded into the separate Trudvang Chronicles RPG and the board game Trudvang Legends by CMON.

    The adaptation of Trudvang to the current version of Dragonbane is being spearheaded by Magnus Seter, a veteran RPG writer whose credits include Cyberpunk 2020, Mutant Chronicles, Forbidden Lands, and Dragonbane. Seter also worked on Trudvang in its early days.

    In the preface to the new edition, Theodore Bergqvist expressed enthusiasm for the project, noting that Trudvang has, in many ways, found its way home again under Free League’s stewardship.

    Dragonbane: Trudvang is slated for release in 2027.

    Fear not, we will be coming back to the Kickstarter in the days and weeks to come as well as previews as soon as they become available.

    Map of Trudvang illustrated by fantasy artist Francesca Baerald. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeagueKickstarter #FreeLeaguePublishing #FriaLigan #MonsterMonday #Roleplaying #Roleplayingblog #Roleplayingblogger #Roleplayingcommunity #Roleplayinggame #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Trudvang #TrudvangChronicles #Ttrpgamenight #TTRPGblog #TTRPGblogger #Ttrpgnewplayers #Ttrpgplayer #Ttrpgwriter #DoD #Dragonbane #gaming #review #TTRPG
  20. Monday Monster…Encounter: The Wuppet.

    It was either this or the Hentai Horror I cooked up.

    Luckily for us, cute and fuzzy won the day.
    Disclaimer: This creature encounter is just for fun and not commercial use. It’s free. It’s fun. Enjoy.

    Real World Note: This creature appeared in the 1970s at a burger and hot dog joint called A&W as part of a promotion aimed at kids. Conveniently, I happened to collect a few of them and sorta fell in love with the idea. They’ve also been produced under the names Wuppel or Wupple. Reminds me of Meeples, which will be another entry some other time.

    As a Dragonbane or other fantasy game encounter:

    They are rarely seen in the wild. A hero should feel blessed to encounter one up close and to befriend one is a true blessing. They are very small balls of floof who wander around on tiny cat-like feet that are tucked up on legs underneath the creature’s fur, somewhat similar to owls. They have two very expressive eyes and two fine antenna that end in tiny bulbs.

    They have no nose or mouth, and it is uncertain how they eat or take in sustenance. Scholars speculate that they are like plants in those regards. Likewise it is believed that the creatures reproduce asexually by spawning another tinier version of themselves from their own bodies. Wuppets have never been encountered in groups.

    Wuppets appear most often as a sign of good tidings should an adventurer be fortunate enough to see one. If someone, most often a bard, mage or scholar, holds goodness in their heart, the Wuppet might be curious enough to approach them. Any signs of hostility and the Wuppet immediately vanishes by simply turning invisible or darting off into its surroundings.

    Wuppets do not engage in combat and have no ability to do so. Most often they communicate with their eyes and by their cute motions. Once in a very rare while they are able to communicate telepathically, but only with a creature or person whom they believe they can trust. When they choose to communicate, most come off as extremely mild mannered and well spoken, almost eloquent. A few sound like cute little anime girls as one might expect from something so unbelievably cute.

    Wuppets have 12 WP and can spend 2 points to cast/use the following abilities:

    • Cure 2d6 HP worth of damage.
    • Remove 1 Condition from 1 creature/character.
    • Create enough food and water to sustain 1 person for one day.
    • Cure a disease from 1 creature/character.
    • Cure poison from 1 creature/character.
    • Remove exhaustion from 1 creature/character.

    Wuppets are extremely powerful casters and have a high degree of empathy. Anything that requires a die roll automatically succeeds. The Wuppet can always sense what someone needs most and will try to provide it.

    Wuppets have no loot and ask for nothing beyond kindness in exchange for their services.

    The message provided by these creatures is very simple. Be nice to others. Stay positive. Have fun. Be good. They can provide a much-needed break from a scary, often brutal world. They offer encouragement, try to foster trust, and will be the nicest little floofballs anyone has ever encountered.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #MonsterMonday #Roleplaying #Roleplayingblog #Roleplayingblogger #Roleplayingcommunity #Roleplayinggame #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #Ttrpgamenight #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgnewplayers #Ttrpgplayer #Ttrpgwriter #DoD #Dragonbane #fuzzball #lightheartedEncounter #wuppel #wuppet #wupple
  21. Monday Monster: Venomous Tengu

    Description:
    Venomous Tengu are anthropomorphic ravens with slick black feathers, hooked beaks, and sharp talons. They lurk in high places and strike with cruel intelligence, spitting toxic venom before closing in to finish weakened prey. Their voices are harsh, mocking, and often echo with unsettling laughter.

    Venomous Tengu are immune to poison.
    Demon: Venomous Tengu are considered demons and are affected by any/all spell effects that target demons for extra damage, etc.

    Ferocity: 2 Size: Medium
    Movement: 12 (flying) Armor: 2 (Natural) HP: 18

    Venomous Tengu Attacks:
    D6 Attacks:
    1. Toxic Spit: Ranged attack up to 10 meters. Deals 2d6 toxic slime damage and inflicts Potency 10 Lethal poison.
    2. Raking Talons: Attacks one target within 2 meters for 2d8 slashing damage as the tengu slashes with both feet in a diving strike.
    3. Hooked Beak: Attacks one target withing 2 meters for 2d10 piercing damage. If this reduces the target to 0 HP, the tengu lets out a triumphant croak heard for several hundred meters and causes everyone withing range to make a Fear check.
    4. Blinding Venom Spray: One target within 6 meters takes 1d6 toxic spittle damage. Target is Blinded for 1d4 rounds.
    5. Wing Buffet: Up to 2 targets within 4 meters take 1d8 bludgeoning damage (armor has no effect) and are knocked back the same number of meters and start their turns prone.
    6. Venom Frenzy: All creatures within 4 meters take 1d8 slashing damage and are inflicted with Weak (Potency 9) Lethal Poison.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #MonsterMonday #Roleplaying #Roleplayingblog #Roleplayingblogger #Roleplayingcommunity #Roleplayinggame #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #Ttrpgamenight #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgnewplayers #Ttrpgplayer #Ttrpgwriter #DoD #Dragonbane
  22. The Twin-Tailed Lemmikyn

    “Where it pauses, chance stumbles.”

    Appearance

    The Lemmikyn is a small, four-legged animal resembling a plump mountain lemming with unusually large, watchful eyes. Its most striking feature is its two foxlike tails, each tipped with pale silver fur that faintly glimmers in low light. Its coat shifts subtly with the weather, dusty gray before storms, off-white in snow, and tawny in autumn forests, making it easy to overlook at first. When startled, both tails flick in opposite directions, as if reacting to different futures. It moves with quick, nervous hops, often stopping to sniff the air or stare intently at nothing at all.

    Nature & Folklore

    The Lemmikyn is not magical in intent, but magical in consequence. It does not curse, attack, or deliberately interfere. Instead, probability bends slightly around it, like a wheel with a loose spoke.

    Common folk sayings include:

    • “Spilled ale follows a Lemmikyn.”
    • “Two tails, no luck.”
    • “If it watches you leave, something stays behind.”

    Scholars debate whether it: attracts bad luck, sheds it like dander, or merely reveals instability in reality already present. Many have speculated that its origins lie in the Spirit World or Fairy Realm.

    The Lemmikyn seems drawn to crossroads, mountain trails, forest edges, and liminal places, anywhere decisions are made.

    Behavior

    • Solitary or found in pairs (rarely.)
    • Active at dawn and dusk.
    • Flees combat unless cornered.
    • Watches travelers from a short distance, sometimes following for an hour or more before vanishing.

    If chased or captured, misfortune accelerates.

    Weird Luck Wake (Core Gimmick)

    While a Lemmikyn is near the party or has recently passed through, minor mishaps increase:

    Examples (use sparingly, never all at once):

    • A rope frays sooner than expected.
    • A torch sputters out early.
    • A pack strap snaps.
    • Food spoils overnight.
    • A door sticks, then suddenly flies open.
    • A dropped item rolls just out of reach.

    Important:
    This is never lethal on its own. It’s inconvenience, tension, mood. The players should connect the dots afterward.

    Dragonbane Stat Block:

    *Please note: This creature does not follow the standard Dragonbane Monster formula. It is more akin to an NPC or animal familiar. Truly, it is not meant for combat nor cuddles. Some have speculated that it may in fact be a creature from the Fairy Realm or Spirit World.

    LEMMIKYN
    Ferocity: 1
    Size: Small
    Movement: 12
    Armor: 2 (Natural)
    HP: 8
    Attacks: Nip – 1d6 (only if cornered)

    Skills:
    Evade 16
    Sneaking 16
    Awareness: 15

    Special Abilities:
    Unsteady Fortune
    As long as the Lemmikyn remains nearby (or within the last watch), the GM may once per session:
    Treat a failed roll as a marginal failure with consequences or introduce a minor mishap unrelated to combat. No rerolls are forced. This should feel organic, not punitive.
    Forked Fate Tails
    If the Lemmikyn is directly interacted with (fed, chased, trapped):
    The next notable non-combat roll made by a random party member is rolled with Bane.
    The effect fades once the creature escapes or is left behind.

    GM Notes (The Secret Sauce)
    The Lemmikyn is best used in hindsight as if almost meant to incite supersition among the party.
    Let players realize later: “Oh, it was that thing.”
    Never overuse it. One appearance every few sessions is perfect
    If slain, bad luck stops immediately, which should feel oddly relieving… and sad.

    Adventure Hooks
    A merchant offers good coin for proof that one was removed from a trade route.
    A village refuses to cut down a tree where one nests.
    A rival party secretly follows one, hoping it will soften up their competition.
    A wizard insists they bring one back alive (this will not go well.)
    One decides to follow the party around, trying to become adopted.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

    #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #MonsterMonday #Roleplaying #Roleplayingblog #Roleplayingblogger #Roleplayingcommunity #Roleplayinggame #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #Ttrpgamenight #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgnewplayers #Ttrpgplayer #Ttrpgwriter #DoD #Dragonbane

  23. Pen and Paper Blog: The Electric State (Netflix)

    Diese Rezension von The Electric State bezieht sich auf den Film auf Netflix und nicht auf das Rollenspiel des schwedischen Verlags Fria Ligan.

    Der Film ist über eine Stunde Gold – dann weitläufig Elektroschrott.

    Nicht das Rollenspiel

    Das Rollenspiel hatte keinen Appeal für mich. Zu nahe an Tales from the Loop, das ich liebe. Die Story ist, in der Beschreibung des Rollenspiels und ohne Vorahnung, völlig schräg und unverständlich. Darum hatte ich, anders als bei fast allem, was Free League Publishing sonst macht, keine Lust auf The Electric State. Roadtrip mit Cartoon-Robotern? Nicht mit mir!
    Simon Stalenhags Bilder sind selbstverständlich toll wie immer, wenn man seinen Stil mag.

    Back to the Future

    Aber dann habe ich den Film entdeckt. Und der Film hat einen grossartigen Start. Millie Bobby Brown, das phänomenale Schauspieltalent. Dieser 1990-Groove, ähnlich wie Stranger Things, aber halt etwas später in der Zeitrechnung. Was perfekt passt, weil Millie Bobby nun auch älter ist. Chris Pratt, der mit Guardians of the Galaxy sowieso der Retro-Sci-Fi-Ulkmann ist und dann diese Roboter… Wie bei Tales from the Loop, modern, aber veraltet, poppig und liebenswert, aber gefährlich. Einfach toll!

    Der Film fühlt sich denn auch so an, wie die 80er-Jahre-Filme, die ich über alles liebe. Ghostbusters, Honey, I shrunk the Kids, Goonies, Unendliche Geschichte und so weiter und so fort. Ein bisschen Toystory, ein bisschen Terminator, ein bisschen E.T. Bis Minute 80 des Films. Dann beginnt der sinnlose Roboter-Invasions-Marvel-Universum-Quatsch, der heutzutage jeden guten Kinofilm versaut.

    2020er-Kino

    Ab dann wird gekämpft und geballert, zerstört und demoliert. Bösewichte und Troopers ploppen aus dem Nichts auf. Tragische Tode, Ungerechtigkeit und viel Knall-Bumm-Bäng, so bekannt, wie eintönig, unnötig und langweilig. Belasst es doch bitte einmal nur bei einer guten Story, einer guten Umsetzung und nur ein wenig Spannung, als jedes Mal die Welt untergehen lassen zu müssen.

    Schön und unschön

    Schön ist der Humor, der aber sparsam eingesetzt wird. Eher überraschend kommt er zwischendurch ins Spiel. Auf totale Blödelei wird verzichtet. Und der Einsatz von Oldtimer-VW-Bussen und hammermässigen Roboterideen, z. B. der Puppentheatermann, sind einfach neu und in meinen Augen genial.

    Unschön ist das Ende. Achtung Spoiler! Denn dann kommen die grossen Robot Wars mit Star Lord in der Hauptrolle. Völlig übertrieben, sinnlos, abtörnend. Explosionen, geworfene Autos, Kamikaze-Drohnen, das Gemetzel kann man im Schnelldurchlauf durchklicken, ohne etwas von der Handlung zu verpassen. Welche Handlung?

    Up-to-date

    Die Moral am Schluss gefällt mir wieder, ist sie doch mit der ganzen KI-Thematik, der Technologisierung, Social-Media und Smartphones aktuell wie eh und je. Und dann, ganz am Ende spielt ein Klavier sanft Wonderwall von Oasis.

    Fazit

    Nach diesem Film glaube ich, dass The Electric State sogar die bessere Fortsetzung für das Rollenspiel sein könnte, als Things from the Flood. Stalenhags Bilder werden hier grandios zum Leben erweckt. Die Umsetzung, die Besetzung, sogar die Story fand ich erfrischend, spannend und gut gemacht. Aber die sinnlose Ausdehnung auf zwei Stunden waren in diesem Fall und einmal mehr völlig unnötig.

    Vielleicht sollten wir nicht nur inhaltlich in die 80er und 90er Jahre zurückkehren und wieder fantasievolle Spielberg-Filme machen, sondern auch mit dem Format. In diesem Fall hätte ein klassischer 90-Minuten-Spielfilm gereicht. Mir hätten schöne Bilder, die Moral und die Geschichte gereicht. Nein, nicht nur gereicht, sondern alles besser gemacht.

    Der Beitrag The Electric State (Netflix) erschien zuerst auf Penandpaper.blog.

    #Pnpde #FreeLeague #FriaLigan #NerdStuff #RollenspielAllgemein #TalesFromTheLoop #TheElectricState #ThingsFromTheFlood

  24. Special ops : Lioness / Twilight : 2000

    Coucou mes p’tites patates agressives! Tiens, je profite de la fin de la saison 2 de Special ops : Lioness pour vous proposer une rapide transposition de ce très bon show dans un univers de jeu de rôle dont je n’avais pas parlé jusqu’alors; Twilight : 2000!

    Alors, Lioness est une série de Taylor Sheridan, sur Paramount+, avec Zoe Saldaña, Nicole Kidman et une belle brochette d’acteurs et d’actrices, nous parlant d’une unité spéciale de la CIA, déployée contre des cibles jugées difficiles à atteindre. Les Lioness sont formées à l’infiltration et l’assassinat de ces cibles, et pour compléter l’équipe, nous avons une bande de vétérans soutenant les exfiltrations bien musclées des agents. C’est du bon gros show d’action, comme Taylor Sheridan sait nous en concocter, mais son écriture ne se limite pas à des échanges musclés, car Joe, le personnage incarné par Zoe Saldaña, est marié, avec également deux adolescentes, et si elle est particulièrement douée dans ce qu’elle fait, nous découvrons aussi ses angoisses, ses doutes, tout cela rejaillissant sur les autres, y compris une responsable des opérations glaçante, jouée par Nicole Kidman. En bref, une série avec des personnages tout en finesse, mêlant la bonne grosse action de terrain et l’espionnage, sur fond géopolitique complexe.

    Et donc Twilight : 2000, un jeu de rôle des années 80, en étant à sa quatrième édition, proposée par Free league publishing, nous plaçant dans un contexte post-troisième guerre mondiale, en incarnant initialement des soldats américains, se débattant avec des ordres contradictoires, tandis que leur pays et leur chaîne de commandement disparaissent. Bon, dans les années 90, fin de la guerre froide, il faut tout réécrire, et la multiplication des conflits à travers le monde encourageront les auteurs à parler de réalité alternative, l’Histoire moderne dépassant facilement leurs prédictions en terme d’horreurs et de guerres. La dernière édition, celle de Free league, est centrée sur la Pologne et la Suède, proposant au contraire d’éviter les conflits en cours, en incarnant des soldats de différentes nations, mais également différents types de civils. L’ensemble est motorisé par le Year Zero Engine de l’éditeur, tout de même un peu plus souple que l’ancien système de Game Designers Workshop, et pour celles et ceux qui connaissent le bestiaux, les règles de gestion des ressources sont assez similaires à celles utilisées pour leur adaptation de the Walking dead, les deux contextes se ressemblant malheureusement beaucoup.

    Et donc, que se passerait-il s’il nous prenait l’envie d’adapter Special ops : Lioness à Twilight : 2000? Eh bien… Pas grand chose en fait. Essentiellement car la CIA, et la thalassocratie états-uniennes s’appuient sur leur capacité de projection supérieure, à base de porte-avions et d’un budget dépassant celui des 26 pays suivants cumulés. On voit dans la série des avions, des véhicules terrestres et des drones mobilisés avec un simple coup de fil. Dans Twilight : 2000, plus de téléphones, plus de gouvernements suffisamment robustes pour faire de la projection globale, c’est la survie dans un environnement post-apocalyptique qui est mise en avant. Cela étant, il existait jadis une version différente du jeu, Merc : 2000, permettant justement d’incarner des individus moins loyaux à une entité politique. C’est probablement de ce côté-ci que nous pourront trouver des unités hyper entraînées comme les Lioness, se déployant tant bien que mal en territoire hostile – c’est à dire dans le reste du monde – et opérant afin de préserver un mode de vie disparaissant inexorablement. Je pense surtout, à travers cette idée de transposition, à l’aspect humain de ces combattants, désormais même plus certains de pouvoir rentrer, isolés face à une multitude d’ennemis, et devant trouver en eux la force de continuer à servir.

    #Contemporain #FriaLigan #JeuDeRôle #Série #TaylorSheridan

  25. Special ops : Lioness / Twilight : 2000

    Coucou mes p’tites patates agressives! Tiens, je profite de la fin de la saison 2 de Special ops : Lioness pour vous proposer une rapide transposition de ce très bon show dans un univers de jeu de rôle dont je n’avais pas parlé jusqu’alors; Twilight : 2000!

    Alors, Lioness est une série de Taylor Sheridan, sur Paramount+, avec Zoe Saldaña, Nicole Kidman et une belle brochette d’acteurs et d’actrices, nous parlant d’une unité spéciale de la CIA, déployée contre des cibles jugées difficiles à atteindre. Les Lioness sont formées à l’infiltration et l’assassinat de ces cibles, et pour compléter l’équipe, nous avons une bande de vétérans soutenant les exfiltrations bien musclées des agents. C’est du bon gros show d’action, comme Taylor Sheridan sait nous en concocter, mais son écriture ne se limite pas à des échanges musclés, car Joe, le personnage incarné par Zoe Saldaña, est marié, avec également deux adolescentes, et si elle est particulièrement douée dans ce qu’elle fait, nous découvrons aussi ses angoisses, ses doutes, tout cela rejaillissant sur les autres, y compris une responsable des opérations glaçante, jouée par Nicole Kidman. En bref, une série avec des personnages tout en finesse, mêlant la bonne grosse action de terrain et l’espionnage, sur fond géopolitique complexe.

    Et donc Twilight : 2000, un jeu de rôle des années 80, en étant à sa quatrième édition, proposée par Free league publishing, nous plaçant dans un contexte post-troisième guerre mondiale, en incarnant initialement des soldats américains, se débattant avec des ordres contradictoires, tandis que leur pays et leur chaîne de commandement disparaissent. Bon, dans les années 90, fin de la guerre froide, il faut tout réécrire, et la multiplication des conflits à travers le monde encourageront les auteurs à parler de réalité alternative, l’Histoire moderne dépassant facilement leurs prédictions en terme d’horreurs et de guerres. La dernière édition, celle de Free league, est centrée sur la Pologne et la Suède, proposant au contraire d’éviter les conflits en cours, en incarnant des soldats de différentes nations, mais également différents types de civils. L’ensemble est motorisé par le Year Zero Engine de l’éditeur, tout de même un peu plus souple que l’ancien système de Game Designers Workshop, et pour celles et ceux qui connaissent le bestiaux, les règles de gestion des ressources sont assez similaires à celles utilisées pour leur adaptation de the Walking dead, les deux contextes se ressemblant malheureusement beaucoup.

    Et donc, que se passerait-il s’il nous prenait l’envie d’adapter Special ops : Lioness à Twilight : 2000? Eh bien… Pas grand chose en fait. Essentiellement car la CIA, et la thalassocratie états-uniennes s’appuient sur leur capacité de projection supérieure, à base de porte-avions et d’un budget dépassant celui des 26 pays suivants cumulés. On voit dans la série des avions, des véhicules terrestres et des drones mobilisés avec un simple coup de fil. Dans Twilight : 2000, plus de téléphones, plus de gouvernements suffisamment robustes pour faire de la projection globale, c’est la survie dans un environnement post-apocalyptique qui est mise en avant. Cela étant, il existait jadis une version différente du jeu, Merc : 2000, permettant justement d’incarner des individus moins loyaux à une entité politique. C’est probablement de ce côté-ci que nous pourront trouver des unités hyper entraînées comme les Lioness, se déployant tant bien que mal en territoire hostile – c’est à dire dans le reste du monde – et opérant afin de préserver un mode de vie disparaissant inexorablement. Je pense surtout, à travers cette idée de transposition, à l’aspect humain de ces combattants, désormais même plus certains de pouvoir rentrer, isolés face à une multitude d’ennemis, et devant trouver en eux la force de continuer à servir.

    #Contemporain #FriaLigan #JeuDeRôle #Série #TaylorSheridan

  26. Jag och min 7-åring har börjat spela #DrakarOchDemoner #RollSpel från #FriaLigan - helt otroligt bra omrelease, jag spelade originalet för första gången 1985...

  27. Jag och min 7-åring har börjat spela #DrakarOchDemoner #RollSpel från #FriaLigan - helt otroligt bra omrelease, jag spelade originalet för första gången 1985...

  28. Jag och min 7-åring har börjat spela #DrakarOchDemoner #RollSpel från #FriaLigan - helt otroligt bra omrelease, jag spelade originalet för första gången 1985...

  29. Jag och min 7-åring har börjat spela #DrakarOchDemoner #RollSpel från #FriaLigan - helt otroligt bra omrelease, jag spelade originalet för första gången 1985...

  30. Jag och min 7-åring har börjat spela #DrakarOchDemoner #RollSpel från #FriaLigan - helt otroligt bra omrelease, jag spelade originalet för första gången 1985...

  31. 20 - Amazing adventure

    The only (published) adventure I've run this last year is "The Dying Ship" for Coriolis. Premise is straight forward, bits and pieces can easily be changed, NPCs are easy to characterize and the win condition is multifaceted. Ran it using #Stoneburner which was a good fit. Can also see #Mothership being an excellent option if one doesn't want to use Coriolis system for it. 

    Attached is adventure's back cover.

    #coriolis #freeleague #FriaLigan #ttrpg #rpgaday2024

  32. 20 - Amazing adventure

    The only (published) adventure I've run this last year is "The Dying Ship" for Coriolis. Premise is straight forward, bits and pieces can easily be changed, NPCs are easy to characterize and the win condition is multifaceted. Ran it using #Stoneburner which was a good fit. Can also see #Mothership being an excellent option if one doesn't want to use Coriolis system for it. 

    Attached is adventure's back cover.

    #coriolis #freeleague #FriaLigan #ttrpg #rpgaday2024

  33. 20 - Amazing adventure

    The only (published) adventure I've run this last year is "The Dying Ship" for Coriolis. Premise is straight forward, bits and pieces can easily be changed, NPCs are easy to characterize and the win condition is multifaceted. Ran it using #Stoneburner which was a good fit. Can also see #Mothership being an excellent option if one doesn't want to use Coriolis system for it. 

    Attached is adventure's back cover.

    #coriolis #freeleague #FriaLigan #ttrpg #rpgaday2024

  34. 20 - Amazing adventure

    The only (published) adventure I've run this last year is "The Dying Ship" for Coriolis. Premise is straight forward, bits and pieces can easily be changed, NPCs are easy to characterize and the win condition is multifaceted. Ran it using #Stoneburner which was a good fit. Can also see #Mothership being an excellent option if one doesn't want to use Coriolis system for it. 

    Attached is adventure's back cover.

    #coriolis #freeleague #FriaLigan #ttrpg #rpgaday2024

  35. Vill slå ett slag för en #kickstarter

    #Åskfågeln arbetar på ett supplement till #drakarochdemoner #dragonbane som heter Ensamma Vargen - Äventyr i Magnamund. Joe Devers #lonewolf som spelvärld till #frialigan s utgåva av Drakar och Demoner.

    Minns hur jag satt där på 80-talet och spelade igenom böckerna, så det är med stor portion nostalgi som jag har backat denna.

    kickstarter.com/projects/11520

    I skrivande stund så är man uppe i ca 75%, så lite till så går kickstartern i mål och vi kan jaga stretchgoals 😎

  36. Vill slå ett slag för en #kickstarter

    #Åskfågeln arbetar på ett supplement till #drakarochdemoner #dragonbane som heter Ensamma Vargen - Äventyr i Magnamund. Joe Devers #lonewolf som spelvärld till #frialigan s utgåva av Drakar och Demoner.

    Minns hur jag satt där på 80-talet och spelade igenom böckerna, så det är med stor portion nostalgi som jag har backat denna.

    kickstarter.com/projects/11520

    I skrivande stund så är man uppe i ca 75%, så lite till så går kickstartern i mål och vi kan jaga stretchgoals 😎

  37. Vill slå ett slag för en #kickstarter

    #Åskfågeln arbetar på ett supplement till #drakarochdemoner #dragonbane som heter Ensamma Vargen - Äventyr i Magnamund. Joe Devers #lonewolf som spelvärld till #frialigan s utgåva av Drakar och Demoner.

    Minns hur jag satt där på 80-talet och spelade igenom böckerna, så det är med stor portion nostalgi som jag har backat denna.

    kickstarter.com/projects/11520

    I skrivande stund så är man uppe i ca 75%, så lite till så går kickstartern i mål och vi kan jaga stretchgoals 😎

  38. One shot (ma sicuro dura due serate) a #vaesen della #frialigan... Prevedo misteri svelati e birre bevute a go go

  39. One shot (ma sicuro dura due serate) a #vaesen della #frialigan... Prevedo misteri svelati e birre bevute a go go

  40. One shot (ma sicuro dura due serate) a #vaesen della #frialigan... Prevedo misteri svelati e birre bevute a go go

  41. I'm considering using the Forbidden Lands setting. Grim, textured. #forbiddenlands #FriaLigan

  42. I'm considering using the Forbidden Lands setting. Grim, textured. #forbiddenlands #FriaLigan

  43. I'm considering using the Forbidden Lands setting. Grim, textured. #forbiddenlands #FriaLigan

  44. I'm considering using the Forbidden Lands setting. Grim, textured. #forbiddenlands #FriaLigan

  45. @Mr_Stag I can't locate a #FreeLeague or #dragonbane Discord channel or developer rules resource. Any thoughts on this? I'd love to submit a question. #FriaLigan

  46. @Mr_Stag I can't locate a #FreeLeague or #dragonbane Discord channel or developer rules resource. Any thoughts on this? I'd love to submit a question. #FriaLigan

  47. @Mr_Stag I can't locate a #FreeLeague or #dragonbane Discord channel or developer rules resource. Any thoughts on this? I'd love to submit a question. #FriaLigan

  48. @Mr_Stag I can't locate a #FreeLeague or #dragonbane Discord channel or developer rules resource. Any thoughts on this? I'd love to submit a question. #FriaLigan

  49. @Mr_Stag I can't locate a #FreeLeague or #dragonbane Discord channel or developer rules resource. Any thoughts on this? I'd love to submit a question. #FriaLigan