Leaping Oracle; Watch Officer's Mess
In this room, separated from the Muster hall the watch sergeant on duty can enjoy a little privacy and quiet.
Design
This room shaped into the Coral of the temple has stone tiles on the floor, and it is furnished with a Desk, a small dining table, and three chairs.
Entries
North Entry (Trapped)
Locked Stone Door (DC 15 to open, Hardness 14 (BT 28) 56 hp) with a gripilli spear trap
Gripilli Spear Trap - Hazard 1
UNCOMMONCOLORLESSSMALLHAZARDMECHANICALTRAP
A Poisoned spear rigged to jab into a doorway when triggered. | |
Perception | DC 20 |
Skills | DC 14 Theivery (Trained) on the door frame |
STR +0 , DEX +0 , CON +0 , INT +0 , WIS +0 , CHA +0 | |
AC | 19 |
Saving Throws | Fort +11, Ref +3, Will 0 |
HP | 24 - Immunities critical hits, object immunities, precision damage - Resistances Hardness 6 (BT 12) |
Special Abilities | Poisoned Spear (Divination, Mental) Trigger The door is opened; Effect The trap makes a +13 Melee strike on the creature that opened the door; on a hit the spear inflicts piercing damage with a DC 17 Spear Frog Poison effect Spear Frog Poison (Alchemical, Injury, Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 poison damage (1 round) Stage 2 poison damage and enfeebled 1 (1 round) |
Southeast Entry (Secret)
(DC 15 to find) Strong Coral Panel (Hardness 15; 30 hp) The panel has a Drawing of this level of the temple hanging on it. A dial behind the drawing opens the panel.Southwest Entry
Unlocked Iron Door (Hardness 18 72 hp)Denizens
A Gripilli Skirmisher
is lounging behind the desk.
Gripilli Skirmisher - Forester 4
COMMONBLACK, GREENSMALLGRIPILLIHUMANOID
Skirmishers are jittery baneback hunters or ambushers. Although they often fight in groups, they aren't loyal to each other and sometimes leave one member of the group behind to face punishment while the others flee. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore: DC 17 Specific Lore: DC 14 | |
Perception | +12 ; Darkvision |
Languages | Common, Grippli |
Skills | Acrobatics +12 , Athletics +10 , Stealth +12 , Survival +11 , Thievery +10 |
STR +2 , DEX +4 , CON +3 , INT +0 , WIS +3 , CHA -1 | |
Items | composite shortbow (30 arrows), kukri, leather armor, thieves' tools |
AC | 22 |
Saving Throws | Fort +11, Ref +14, Will +9 |
HP | 60 |
Speed | 25 feet, climb 20 feet; jungle stride |
Melee | kukri +14 +10 / +6 (agile, finesse, trip), Damage Slashing plus baneback poison |
Ranged | composite shortbow +14 +9 / +4 ] (deadly d10 , propulsive, range increment 60 feet, reload 0), Damage Piercing |
Special Abilities | Baneback Poison (poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and stupefied 1 (1 round Stage 2 2d4 poison damage and stupefied 2 (1 round Stage 3 2d4 poison damage, stupefied 3, and flat-footed (1 round) Springing Step When the skirmisher uses the Step action they ignore difficult terrain and may move up to 10 feet instead of 5 feet. Hopping Dodge Trigger A creature misses the skirmisher with a melee Strike; Effect The skirmisher quickly takes advantage of the attacker's error and Steps. Jungle Stride Gripplis ignore difficult terrain in forests and jungles. Wily Attack The skirmisher deals an extra 1d6 precision damage to flat-footed creatures and creatures afflicted by a poison. |
Source Pathfinder #170: Spoken on the Song Wind pg. 82 |
Valuables
The Skirmisher wears a Geneology mask on their back and has 1 platinum and 3 gold pieces in a pouch on their belt.
Type
Room, Common, Dining Room
Parent Location
Connected Rooms
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