Showing posts with label Kalaramar Difts. Show all posts
Showing posts with label Kalaramar Difts. Show all posts

Friday, June 27, 2014

Mosaic Golem


"No. There's nothing back there. I've looked twice already. There's just a couple of broken statues and some crappy brass-stuff jammed into the wall that I think is supposed to have been some kind of decoration. Hey--what was that?"


Mosaic Golem
No. Enc.: 1d4
Alignment: Chaotic
Movement: 30' (10')
Armor Class: 6[13]
Hit Dice: 6
Attacks: 2 (claws) or 1 (bite)
Damage: 1d6/1d6 or 2d4
Save: F6
Morale: 12 (Unless confronted with the amulet of Jalodt-Karm, then it goes to 4)

Crude humanoid figures molded from an alchemically-derived form of gold alloy and set with hundreds upon hundreds of flakes and chips of green amber, these things were embedded into the walls of various tombs, crypts and other underground locations to serve as patient, vigilant guardians against looters and despoilers.

They wait patiently until someone awakens them from their natural oblivious state by coming within 90' of where they are fixed upon the wall. Upon awakening the Mosaic Golem(s) attack until destroyed.

Upon reaching zero-hit points these constructs collapse into a puddle of molten metal that causes 2d4 damage to anyone who touches it. Once the puddle cools in 3d6 hours, the golem reforms back in-place upon the wall.

The not-gold metal is highly toxic if removed from the golem for more than 1 hour.



On closer examination: "That's not brass you idiot! This thing is made out of...gold!"

Tuesday, June 17, 2014

Jarpha


"Heaven take it away! Hippopotami should not have human hands and carry torches..."
Under the Pyramids
by H.P. Lovecraft and Harry Houdini


Jarpha (Grunt)
No. Enc.: 3d4 (6d4)
Alignment: Neutral
Movement: 60' (20')
Armor Class: 5
Hit Dice: 4+1
Attacks: 1 (weapon)
Damage: 1d6+1 or by weapon
Save: F5
Morale: 4 (Improves by +1 per each pay upgrade)

The Jarpha have spread outwards across myriad worlds and realms. Mercenaries without a world of their own, the Jarpha have a fearsome reputation based on the glories and atrocities of a distant age that their leaders attempt to milk for all its worth. They serve many masters for payment, but only one cause stirs their hearts and gets them to stop complaining or grumbling for a brief moment and that is their devotion to someday claiming a place of their own and settling down to quiet, rustic villages to raise crops, bear real children (not vat-clones), and to pursue various quaint hobbies...none of which any of them have the slightest idea of how to do. No one really knows if it's all some sort of vestigial imprinting left in their systems from their progenitors or something else...


The Jarpha first appeared in Riskail and most recently have been pursuing Zeelia. There are a few knocking about beneath Wermspittle ever since their unit got separated and wandered through a Weak Point. They have been sighted in other settings and campaigns as well...

Monday, December 9, 2013

Ragossa (Monsters of the Kalaramar Drifts)

Ragossa

No. Enc.: 1
Alignment: Neutral
Movement: 90' (30') [can cast Passwall or Levitate up to 3 times per day]
Armor Class: 5 [+2 to defense if using Parry]
Hit Dice: 6
Attacks: 4 or 2 (Either 4 weapons or 2 spells, never both)
Damage: 1d6/1d6/1d6/1d6 or by spell.
Save: MU 10
Morale: 9

Special: True Seeing (120' radius), Telepathy, Immune to visual/gaze effects, Limited Paratemporal Awareness, Move Silently (85%), Consume Sapience (Special), Spell Use.

Parry: A Ragossa can swap-out 2 attacks for 1 Parry, gaining a temporary +2 bonus to their AC and an additional +2 on their Save.

Spells: Can cast Clairvoyance, Clone, Levitate, Mirror Image and Passwall up to three times per day. Can use Aethyric Agitation, Duplicate Weapon, Conjure Paratemporal Surrogate*, Gestural Globs, and Jiggly Scribbles, once per day.

They cast no shadow. They make almost no noise. They have no eyes, yet they discern many things other beings overlook or are incapable of apprehending. The Ragossa are proud of this ability. It almost makes up for their innate illiteracy. They cannot read any form of writing whatsoever. They are incapable of learning how to read, despite incredible innate magical gifts and their peculiar form of Paratemporal Awareness that allows them to discern events and occurrences across dozens of alternate timelines at once. It is for this reason that the Ragossa hold a particular grudge against any who flaunt their ability to read before them. It is also the root of their intense hatred of magical scrolls, spell books and grimoires.

Ragossa consume the sapience and special abilities of any magical item or weapon they wield for more than an hour. The bonuses to hit/damage remain intact, but all else is drained away and lost permanently. But the Ragossa are unable to affect scrolls or other written forms of magic, from which they can draw no sustenance, so they attempt to destroy such things at every opportunity.

A Ragossa should never be summoned unless the conjurer wishes to part with a substantial amount of their personal library. These beings are notoriously greedy in their need to despoil books of magic. All other literature is dull and worthless to them and thus ignored.

The favored tactic of a Ragossa is to lurk in the shadows and observe its prey at a distance. They will use Clairvoyance to learn what they can, then they will select one or more victims to duplicate through use of their Clone spell, using Duplicate Weapon to properly equip them. They will then direct the clones against their originals using Telepathy. If the clones defeat the originals, they will be allowed to take over the identities they've earned. The Ragossa will use its Telepathy to transfer most of the original's memories over to the new clone, a process requiring a Save to avoid insanity. If the clones are defeated, the Ragossa must make a Morale check (-2 for each clone defeated). If they do not flee (using Passwall, Levitate, etc.), the Ragossa will play its trump card spell, Conjure Paratemproal Surrogate, and summon forth a version of the strongest remaining opponent from an alternate timeline. If the Paratemporal Surrogate defeats the original character, it will have the option to swap places with them. If the Paratemporal Surrogate is defeated, the Ragossa will flee.

Ragossa's will always consider an offer to parley if it is backed-up with an offer of magical scrolls or spell books that it can destroy, or magical items it can drain. It is a special weakness in their character that numerous adventurers have exploited to avoid unnecessary hostilities and unpleasantries.


The Kalaramar Drifts lie hundreds of miles past the Ten Thousand Plateaus in a region referred to on most maps as simply 'The Red Wastes.' The lingering legacy of a terrible war, these are broken places, porous and punctured, ripped and ruptured by Weak Points, wandering gates, feral portals and worse. The Red Wastes of the Kalaramar Drifts shift and shimmer across multiple worlds, numerous timelines, other planes and beyond.