Leaping Oracle; Watch Officer's Mess Building / Landmark in Sundered Cosmos | World Anvil
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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
HP24 - 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)
. The door leads into the Northeastern Parapet.

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
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
HP60
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
is lounging behind the desk.

Valuables

The Skirmisher wears a Geneology mask on their back and has 1 platinum and 3 gold pieces in a pouch on their belt.

Watch Officer's Mess

Severe 1
— Dungeon23

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