Showing posts with label Zilgor's Repose. Show all posts
Showing posts with label Zilgor's Repose. Show all posts

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. 

Friday, December 23, 2011

Circles Turn: The Complete Series

Porky has now completed his 5-part Circles Turn series in which he provides a fictionalized account of the recent expedition of three stalwart adventurers as they sought to delve the depths of Zilgor's Repose.

The Cleave, Gruff and Wilt bravely dared to enter this notorious place in search of treasure.

They faced blood-thirsty worms, confronted the scittering-chittering arachnomites and won past the initial hazards only to run afoul of an ancient, diabolical trap.


Zilgor's Repose has claimed a terrible price. Again.

But there are those who still seek treasure or to learn the secret of this ancient crypt.

Perhaps others will be more fortunate...

...there are always others drawn to this place. There have been others who have returned with rare jewels and rich loot. And all adventurers think that it will be they who are the lucky ones...

Circles Turn
The Complete Saga is now available in one consolidated post, or you can click through the story one episode at a time, whichever works best for you.
Zilgor's Repose

Saturday, December 17, 2011

Circles Turn: Porky's Visit to Zilgor's Repose

Porky has sent in an intrepid trio of grave-robbers Brave Adventurers to explore Zilgor's Repose. Instead of just doing a play report, Porky is delivering the details of his group's depredations  investigations and vandalization  examinations of this old, old tomb in the form of a serialized short-story.

Part One of his group's exploits can be found at Porky's Blog.