Showing posts with label Weak Points. Show all posts
Showing posts with label Weak Points. Show all posts

Thursday, November 9, 2017

Edge Creeper [Wermspittle]


“Intelligence is the ability of a living creature to perform pointless or unnatural acts."

Arkady Strugatsky​


Edge Creeper
No. Enc.: 1d4
Alignment: Neutral
Movement: 90' (30')
Armor Class: 7 (as Studded Leather)
Hit Dice: 2 [Advance as Magic-User/Thief Dual-Class]
Attacks: 1
Damage: (by Spell)
Save: MU2
Morale: 8

Special: See in all directions, Immune to Sleep, Use Detect Invisible at will, Move Silently gains bonus of +10%, Find Traps gains +20% bonus however they cannot remove traps, cannot be back-stabbed, ignore all damage rolls of 1 or 2.


Silent, patient, playful...these beings are as much animal as vegetable and yet not quite either. Their tall, central body mass is very flexible and they easily contort themselves to get into tight spaces. Their sturdy four legs allow them to clamber about through rubble, debris, or uneven terrain with the seemingly effortless grace of a deer. Eyes of several types and sizes form apparently at will or at random all over their main body, allowing the Edge Creepers to see in nearly every direction. They have displayed a deep and abiding interest in discovering and uncovering all manner of concealed doors, secret passages, lingering booby-traps, unexploded bombs, mines, and so on. Sometimes they leave markers or Warning Signs, but other times they seem satisfied with merely leaving a formerly hidden thing exposed. So far the Wall Guard have not been able to enlist their help along the Inner Ramparts or the Outer Precincts.

Little more is known about them, aside from the few encountered so far have all been spell-casters with an intense interest in the Black Zones and the Glow Field. They seem to avoid the White Orchard for some reason, but may have some sort of affinity for or connection to the Cold Roads. It is rumored that the Edge Creepers first appeared in Wermspittle by way of the Cold Roads, though there are some who are convinced that they first entered by way of the Glow Field or the White Orchard...so far no one knows, so there is a potentially lucrative opportunity for someone to go forth and discover the answers so many Experts and Academics are arguing about...



The creation of something new is not accomplished by the intellect but by the play instinct acting from inner necessity. The creative mind plays with the objects it loves.
Carl Jung

Monday, February 27, 2017

Warning Signs (Wermspittle)



"The uncertain bridge now before me was posted with a warning sign, but I took the risk and crossed again to the south bank where traces of life reappeared. Furtive, shambling creatures stared cryptically in my direction, and more normal faces eyed me coldly and curiously."

H. P. Lovecraft


Whether they are stamped out of cheap sheet-metal by the hundred according to exacting Pruztian specifications, molded from zinn by hand by the apprentices of master craftsmen in the traditional Franzikaner style, or are simply peel-and-stick decals issued by the Registrar of Transitional, Transgressive or Invasive Spaces, the yellow diamond-shaped Warning Signs are a very familiar sight to anyone who has been in Wermspittle for more than a few hours.

Scavengers, Foragers and others of their ilk post these signs wherever they discover a Weak Point, Soft Spot or similar such site of intraspatial bleedthrough. They warn of nearby Maelstroms, Vortices, Black Zones, and locations where Transitions and/or Transpositions are more likely to happen, such as around the perimeter of the Glowfield, along the fringes of Abingdon Grove, or at every known entrance to the Jumbles where Sickly Yellow Phantoms watch over the fallen monuments and rampantly overgrown Sybelline Grottoes as they perform endless series of unasked for divinations and unheeded oracles in eerie silence.

Under no circumstances should the Six Yellow Signs known to the Phantoms ever be mistaken for the Warning Signs designating dangerous, strange spaces. Yes, they are yellow, but that is the fault of some nameless faceless bureaucrat and despite the best efforts of well-meaning civic-minded mobs and delegations this has not changed in over six hundred years, nor is it likely to ever change.

The Warning Signs placed about the Inner Ramparts are all much more sturdily-constructed than the civilian versions found elsewhere, in order to withstand frequent exposure to Black Smoke and other forms of eldritch ordnance.