Monday, July 7, 2025

Monday Morning's Uninvited Guest: The Black Dog of the Swamp Cryptid Dossier: The Raguroo (Black Dog Spirit)

 

Monday Morning's Uninvited Guest: The Black Dog of the Swamp
Cryptid Dossier: The Raguroo (Black Dog Spirit)

Good Monday morning, dear readers. The Shreveport cypress swamp, usually a balm for the soul with its misty beauty, felt less like a sanctuary and more like a stage for something… else this dawn. My coffee is brewing, and I'm clinging to its warmth, trying to shake off the lingering chill of what unfolded just hours ago.

You know my mornings usually start with the lively (and sometimes cranky) presence of the uncles. Today was no different in that regard – Uncle Jerry, bright-eyed and bushy-tailed at 5 AM, while Uncle Bill, still feeling the effects of his 10:30 PM "wake-up call" last night, was predictably gruff. And me? Still trying to process the concept of "morning" at 5:30 AM, attempting to make coffee amidst their simultaneous attempts at conversation.

But this morning, the usual domestic chaos was overshadowed by something far more primal. We had an uninvited guest.




It all started subtly, a low, guttural growl that seemed to vibrate through the very logs of the cabin. Then, a chilling howl, not of a wolf, but something deeper, more ancient, echoed from the swamp. The air grew heavy, thick with a cold dread that had nothing to do with the morning mist. And then, through the cypress trees, with eyes that burned like twin coals in the gloom, it appeared.

A Black Dog. Not a physical creature, but a spectral, hulking form, darker than the deepest shadow, moving with an unnatural silence that defied the rustle of leaves or the splash of water. It circled the cabin, its glowing red eyes fixed on us. It felt like something ripped straight from the old legends, the kind my grandmother used to tell about the spectral hounds of Anglia, England – omens of death, guardians of dark places, creatures born of the Devil's own breath.

But this was no mere English phantom. This was the swamp's own terror. This was the Raguroo.

The Cajuns whisper tales of the Rougarou, a cursed human, transformed into a werewolf-like beast for transgressions against sacred vows. They say it hunts, its eyes burning red, its form terrifying. What we saw this morning was the spectral, wandering spirit of such a creature, a cursed soul forever bound to this swamp, manifesting as the legendary Black Dog. It wasn't trying to break down the door; it was a haunting, a chilling presence that promised ill tidings and a deep, unsettling dread. It felt like it could pass through the very walls, a silent, terrifying judgment.

The uncles, for once, were quiet. Even Uncle Bill's crankiness was replaced by a wide-eyed stare. We just watched, frozen, as it slowly faded back into the mist, leaving behind an oppressive silence and the lingering scent of ozone and fear.

It seems our peaceful cabin in the swamp now has a new, terrifying neighbor. And this one doesn't care for coffee or conversation. Just the chilling reminder that some curses, some legends, are far more real than we ever dared to imagine.

For those brave (or foolish) enough to face such a terror, here are its known characteristics and abilities, adapted for common RPG systems:

System: Monsters Monsters 2.7 (MM2.7)

  • Monster Rating (MR): 50

  • Description: The spectral manifestation of a cursed Rougarou, a human bound to the swamp, now appearing as a terrifying, silent black dog with glowing red eyes. Its presence brings ill fortune and paralyzing fear. It cannot truly be killed, only temporarily banished or bound.

  • Special Abilities:

    • Spectral Form: Immune to non-magical physical attacks. Magical attacks or blessed/holy items inflict only half damage.

    • Terrifying Presence: Any character seeing the Raguroo must make a CON check (or similar save). Failure results in the character being paralyzed by fear for 1 round.

    • Glow-Eyed Stare: The Raguroo can fix its burning gaze on a single target. The target must make a LUCK save or suffer 1 point of temporary CON loss per round they are stared at, representing spiritual drain. If CON drops to 0, the character is paralyzed by fear.

    • Ethereal Bite: Attacks as a normal monster (MR 50), but its damage is spiritual/fear-based, causing temporary CON loss (1d6 points per successful hit).

    • Silent Movement: Moves with unnatural silence, granting it a +4 bonus to surprise rolls against unaware targets.

    • Phase Through Matter: Can move through solid objects and ignore physical barriers.

  • Weaknesses:

    • Holy/Blessed Items: Weapons or items imbued with divine power inflict full damage (not halved).

    • Sunlight: In direct, unfiltered sunlight, the Raguroo's MR is halved (25), and all its Special Abilities are reduced in effectiveness (e.g., CON loss halved, save DCs easier).

    • Exorcism/Ritual: A specific, complex ritual (requiring a successful INT check by a spellcaster, difficulty determined by GM) can temporarily banish it for 1d6 days.

    • True Name: If its original human name is discovered and spoken aloud with conviction, the Raguroo is banished for 1d6 weeks.

System: Tunnels and Trolls Deluxe RPG (T&T Deluxe)

  • Monster Rating (MR): 70

  • Adds: +5 (for its supernatural strength and speed in combat)

  • Hits: 60 (Its spectral nature makes it incredibly resilient to conventional harm)

  • Special Attacks:

    • Spectral Bite: The Raguroo attacks with its ethereal jaws, dealing 2d6+2 points of CON damage (temporary). If a character's CON drops to 0 from this attack, they are paralyzed by overwhelming fear for 1d6 rounds.

    • Chilling Howl: Once per combat, the Raguroo can unleash a terrifying howl. All characters within 30 feet must make a LUCK save. Failure results in the character being paralyzed by fear for 1d6 rounds.

    • Phase Through Matter: The Raguroo can move through solid objects (walls, doors, etc.) as if they were not there. It cannot attack while phasing.

  • Special Defenses:

    • Spirit Form: Immune to damage from non-magical weapons. Only magic weapons, offensive spells, or blessed/holy items can harm it. All damage from these sources is halved after calculation.

    • Fear Aura: Any character starting their turn within 10 feet of the Raguroo must make a LUCK save. Failure results in the loss of 1 point of CHA (temporary, representing sanity drain).

  • Immunities: Normal weapons, poison, sleep, charm, mundane traps.

  • Vulnerabilities:

    • Holy Water: A direct splash of holy water inflicts 1d6 points of damage (not halved).

    • Blessed Weapons: Weapons that have been specifically blessed or consecrated inflict their normal damage (not halved) against the Raguroo.

    • Exorcism Spells: Powerful exorcism or banishment spells (GM's discretion on specific spells and their effects) can temporarily banish the Raguroo.

  • Speed: 20 (Unnaturally fast and fluid movement)

  • Loot: None (It is a spirit)

  • Description: The spectral manifestation of a cursed Rougarou, a human who committed grave sins and now wanders the swamp as a terrifying black dog with glowing red eyes. Its presence brings ill fortune and paralyzing fear. It cannot truly be killed, only temporarily banished or bound by specific means.



Description: Earl C. Hedges Jr., known to some as Captain Hedges, and to the uncles as simply "Earl," is the pragmatic and resourceful resident of the log cabin in the Shreveport cypress swamp. While not a professional adventurer or a seasoned monster hunter, his daily life in the bayou, combined with his quick wit and surprising resilience, makes him a capable individual when faced with the supernatural. He's a man who values his coffee, his family, and the quiet beauty of his surroundings, but isn't afraid to confront the strange and unsettling when it comes knocking (or howling) at his door. Unbeknownst to most, Earl also carries a primal secret: the blood of the Tygerian Were-Tiger flows in his veins, a heritage that grants him formidable abilities when truly pushed. His chosen path as a Ranger/Hunter/Sentinel further hones his natural instincts and combat prowess in the wild.

System: Monsters Monsters 2.7 (MM2.7)

  • Character Level: 3

  • Profession: Ranger/Hunter/Sentinel

    • MASS (Monster Adeptness Skill System) Note: As a Ranger/Hunter/Sentinel, Earl gains specialized knowledge and proficiency in wilderness survival, tracking, and vigilance against threats. This profession enhances his ability to operate effectively in natural environments and anticipate danger.

  • Attributes:

    • STR: 12 (16 in Were-Tiger Form)

    • CON: 14 (18 in Were-Tiger Form)

    • DEX: 10 (14 in Were-Tiger Form)

    • INT: 13

    • WIS: 11

    • CHA: 10

    • LUCK: 12

  • Hit Points (HP): 14 (Increased by CON bonus in Were-Tiger Form)

  • Armor Class (AC): 1 (Light clothing); 3 (Tough Hide in Were-Tiger Form)

  • Weapon:

    • Human Form: Frying Pan (Improvised Weapon, Damage: 1d6, MR 5)

    • Human Form (Firearms): Shotgun (Damage: 3d6, MR 20, 2 shots before reload) - Proficient with Firearms.

    • Were-Tiger Form: Claws (Damage: 2d6, MR 15), Bite (Damage: 2d8, MR 20)

  • Skills:

    • Survival (Wilderness/Swamp): +4 (Expert in navigating, tracking, and finding resources in wild and swampy environments)

    • Cooking: +4 (Expert in comfort food, especially ham & mac and cheese!)

    • Lore (Local Legends): +2 (Has heard tales of local cryptids and folklore)

    • First Aid: +1 (Basic medical knowledge for minor injuries)

    • Observation: +2 (Notices subtle changes in his environment)

    • Firearms Proficiency: +3 (Skilled in the use of various firearms, including shotguns)

    • Tracking: +3 (Ability to follow trails and signs in the wilderness)

    • Vigilance: +2 (Heightened awareness of surroundings, difficult to surprise)

  • Special Abilities:

    • Bayou Resilience: Due to living in the swamp, gains a +1 bonus to CON checks against environmental effects (heat, humidity, minor illnesses).

    • Coffee-Fueled Resolve: Once per day, after consuming coffee, gains a temporary +1 to WIS for 1 hour, representing improved focus and mental clarity.

    • Tygerian Were-Tiger Form (Transformation): Once per day, Earl can transform into a powerful, tiger-like humanoid. This transformation takes 1 round. In this form, his physical attributes (STR, CON, DEX) increase as noted above. He gains natural armor (AC 3) and powerful natural weapons (claws, bite). This form lasts for 1d6+CON rounds or until he chooses to revert. Reverting causes 1d4 points of CON damage from strain.

    • Heightened Senses (Were-Tiger Form): In Were-Tiger Form, gains a +2 bonus to WIS checks for perception (smell, hearing, low-light vision).

  • Weaknesses:

    • Morning Cranky: Before first coffee, suffers a -1 penalty to CHA and INT checks.

    • Paperwork Aversion: Suffers a -2 penalty to LUCK saves when dealing with bureaucratic tasks.

    • Silver Vulnerability (Were-Tiger Form): In Were-Tiger Form, takes double damage from silver weapons.

System: Tunnels and Trolls Deluxe RPG (T&T Deluxe)

  • Level: 3

  • Profession: Ranger/Hunter/Sentinel

    • Talents Note: Earl's profession grants him inherent aptitudes for the wilderness. His "Swamp Survivalist," "Tracker," and "Keen Watch" talents are direct reflections of his training and experience in this role, allowing him to excel in natural environments and anticipate threats.

  • Attributes:

    • STR: 12 (16 in Were-Tiger Form)

    • INT: 13

    • WIZ: 11

    • DEX: 10 (14 in Were-Tiger Form)

    • CON: 14 (18 in Were-Tiger Form)

    • CHA: 10

    • LK: 12

  • Personal Adds: 3 (Calculated from base STR, DEX, LK); +7 in Were-Tiger Form (from increased STR, DEX, LK)

  • Combat Adds: +3 (From Personal Adds); +7 in Were-Tiger Form

  • HP (Hits): 14 (Increased by CON bonus in Were-Tiger Form)

  • Weapons:

    • Human Form: Frying Pan: 1d6 (Improvised, useful for close range)

    • Human Form (Firearms): Shotgun: 3d6 (Ranged, 2 shots, then reload 1 combat round). Earl is proficient with firearms, adding his DEX bonus to attack rolls with them.

    • Were-Tiger Form: Claws: 2d6+2, Bite: 2d8+2

  • Armor: Light Clothing (AC 0); Natural Hide (AC 3) in Were-Tiger Form

  • Talents:

    • Swamp Survivalist: +3 to LK rolls for navigating, tracking, and finding resources in wild and swampy terrain.

    • Comfort Cook: +2 to INT rolls when preparing meals, especially comforting ones.

    • Local Lore: +1 to INT rolls when recalling information about local legends, cryptids, or unusual occurrences.

    • Basic First Aid: Can attempt a WIZ roll (DC 15) to stabilize a wounded ally, restoring 1d6 HP (once per person per day).

    • Firearms Expert: Adds his DEX bonus to attack rolls with firearms.

    • Tracker: +2 to LK rolls for following trails and signs.

    • Keen Watch: +2 to WIZ rolls for detecting ambushes or hidden threats.

  • Special Abilities:

    • Resilient Spirit: Gains a +1 bonus to CON when making saves against fear effects or environmental stressors.

    • Pre-Coffee Grumbles: Before the first cup of coffee, all CHA and INT rolls suffer a -1 penalty.

    • Tygerian Were-Tiger Form (Transformation): Once per day, Earl can transform into a powerful, tiger-like humanoid. This transformation takes 1 combat round. In this form, his physical attributes (STR, DEX, CON) increase as noted above, and his Personal Adds and Combat Adds are recalculated. He gains natural armor (AC 3) and powerful natural weapons (claws, bite). This form lasts for 1d6+CON rounds or until he chooses to revert. Reverting causes 1d4 points of CON damage from strain.

    • Keen Senses (Were-Tiger Form): In Were-Tiger Form, gains a +2 bonus to WIZ rolls for perception (smell, hearing, low-light vision).

  • Magic: None (Unless specified by player/GM)

  • Money: 50 gp (Starting funds, varies by campaign)

  • Equipment: Coffee pot, various cooking utensils, basic cabin supplies, a well-worn rocking chair.

  • Vulnerability (Were-Tiger Form): Takes double damage from silver weapons in Were-Tiger Form.

System: Open D6 (Standard Attributes)

  • Raguroo (Black Dog Spirit)

    • Attributes:

      • Dexterity: 4D (For silent movement, phasing, and dodging)

      • Knowledge: 1D (Instinctual, driven by curse)

      • Mechanical: 0D

      • Perception: 5D (Keen senses, detecting fear)

      • Strength: 3D (Spectral bite, imposing presence)

      • Technical: 0D

    • Skills:

      • Intimidation: 6D (From Terrifying Presence/Fear Aura)

      • Stealth: 5D (Silent Movement)

      • Survival (Swamp): 4D (Familiarity with its cursed domain)

    • Special Abilities:

      • Spectral Form: Takes no damage from non-magical physical attacks. Magical attacks or blessed/holy items inflict half damage.

      • Terrifying Presence: Any character seeing the Raguroo must make a Willpower (Spirit) check (Difficulty 15). Failure results in the character being paralyzed by fear for 1 round.

      • Glow-Eyed Stare: The Raguroo can fix its burning gaze on a single target. The target must make a Willpower (Spirit) check (Difficulty 15) or suffer 1 pip of temporary Strength loss per round they are stared at. If Strength drops to 0, the character is paralyzed by fear.

      • Ethereal Bite: Damage is Strength +2D (spectral damage). This damage manifests as temporary Strength loss.

      • Silent Movement: Adds +2D to Stealth rolls.

      • Phase Through Matter: Can move through solid objects (walls, floors, etc.) at its normal Move rate. Cannot attack while phasing.

    • Move: 10 (Fast and fluid)

    • Weaknesses:

      • Holy/Blessed Items: Weapons or items imbued with divine power inflict full damage.

      • Sunlight: In direct, unfiltered sunlight, all attribute dice pools are halved (round down), and Special Abilities are reduced in effectiveness (GM's discretion, e.g., difficulty of fear checks reduced).

      • Exorcism/Ritual: A specific, complex ritual (requiring a successful Knowledge (Arcane Lore) check, Difficulty 20+) can temporarily banish it for 1D days.

      • True Name: If its original human name is discovered and spoken aloud with conviction, the Raguroo is banished for 1D weeks.

  • Bayou Earl

    • Profession: Ranger/Hunter/Sentinel

    • Attributes:

      • Dexterity: 3D (4D in Were-Tiger Form)

      • Knowledge: 3D

      • Mechanical: 2D

      • Perception: 4D (5D in Were-Tiger Form)

      • Strength: 3D (4D in Were-Tiger Form)

      • Technical: 3D

    • Skills:

      • Survival (Swamp): 4D+2 (Knowledge +2D for specialization)

      • Firearms: 4D (Dexterity +1D for proficiency)

      • Tracking: 4D (Perception +1D for proficiency)

      • Stealth: 3D (Dexterity +0D for basic skill)

      • First Aid: 3D (Knowledge +0D for basic skill)

      • Cooking: 3D+1 (Knowledge +1D for specialization)

      • Intimidation (Were-Tiger Form): 4D (Strength +1D for natural presence)

      • Wilderness Lore: 3D (Knowledge +0D for general knowledge)

    • Special Abilities:

      • Bayou Resilience: +1D to Strength or Constitution (GM's choice) rolls against environmental effects (heat, humidity, minor illnesses).

      • Coffee-Fueled Resolve: Once per day, after consuming coffee, gains +1D to Perception for 1 hour.


      • Tygerian Were-Tiger Form (Transformation): Once per day, Earl can transform into a powerful, tiger-like humanoid. This transformation takes 1 round. In this form, his physical attributes (Dexterity, Perception, Strength) increase as noted above. He gains natural armor (adds +2 to Toughness) and powerful natural weapons. This form lasts for 1D rounds or until he chooses to revert. Reverting causes 1 pip of Strength damage from strain.

      • Natural Weapons (Were-Tiger Form): Claws: Strength +1D, Bite: Strength +2D.

      • Heightened Senses (Were-Tiger Form): Adds +1D to Perception rolls for smell, hearing, and low-light vision.

    • Move: 10 (Human); 12 (Were-Tiger)

    • Character Points: 5 (Starting)

    • Force Points: 1 (Starting)

    • Weaknesses:

      • Morning Cranky: Before first coffee, suffers -1D to all social (e.g., Persuasion, Bargain) and mental (e.g., Knowledge, Technical) skill rolls.

      • Paperwork Aversion: Suffers -2D to all rolls directly related to bureaucratic tasks (e.g., Knowledge (Bureaucracy), Technical (Forms)).

      • Silver Vulnerability (Were-Tiger Form): In Were-Tiger Form, takes +1D damage from silver weapons.




Wishing you all a truly peaceful and manageable Monday. I'll be back online to share more adventures and updates on Wednesday. Until then, take care.

Yours Captain Hedges


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