Northeast Parapet of the Leaping Oracle Building / Landmark in Sundered Cosmos | World Anvil
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Northeast Parapet of the Leaping Oracle

This is one of four guard towers on the ground level of a temple complex overrun by Gripilli Cultists.

Design

A narrow ledge runs along the south and west walls, and a winding stair in the north-west corner of the room leads to a crenelated roof the Upach  cultists have been using as a lookout. Various insect shells are scattered throughout the room.

Entries

West Entry
An open Door Frame leads to a corridor that connects to Room 5
South Entry
Locked Stone Door (DC 15 to open, Hardness 15 (BT 30) 60 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)
Leads to room 6, inhabited by more cultists.

Denizens

A gripilli scout
 
Gripilli Scout - Scout 1
COMMONGREENSMALLGRIPILLIHUMANOID

Gripplis make their homes in the treetops of tropical jungles and forests. These frog-like humanoids are uniquely adapted to their environment, with oversized eyes that give them keen vision in both light and dark and large toes that allow them to easily scale trees. Gripplis vary widely in physical appearance, with their physiologies influenced by their surrounding environment. Those who live in verdant forests, for example, typically have bright green skin and red eyes. In contrast, gripplis who live in regions of rot and decay have mottled-brown coloration, and those who dwell near lakes or streams may bear bright blue and orange stripes. Typical gripplis stand just over 2 feet tall and weigh approximately 30 pounds.
Whatever region they come from, gripplis tend to be peaceful hunter-gatherers. Due to their modest understanding of agriculture, gripplis don't maintain typical farms like other humanoids do. Rather, they cultivate mushroom patches and gather a wide array of fruits from the surrounding wilderness. While most gripplis hunt insects, some societies also capture and breed them, nurturing herds of giant dragonflies or beetles that they eventually slaughter for food. Particularly enterprising gripplis might even seek out and tame larger flying insects to use as mounts during their hunts. The rearing of such massive insects is no easy feat, however, so gripplis who manage to do so are often heralded as local heroes.
Gripplis usually construct their villages in particularly dense copses, stringing thin rope bridges between wide wooden platforms built around each trunk. They make use of broad leaves and thick branches to obscure their villages further, making them especially difficult to spot from the forest floor, and riddle the surrounding forest with labyrinthine trails that only they can navigate.
Grippli scouts typically keep watch on the outskirts of grippli settlements. More potent gripplis inhabit the settlements, be they religious leaders, powerful druids, or agile warriors that, due to their small size, focus more on finesse weapons and ranged attacks than on melee tactics.
Recall Knowledge - Humanoid (Society): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10
Perception +8; Darkvision
Languages Common, Grippli
Skills Acrobatics +7 , Athletics +4 , Nature +6 , Stealth +7 , Survival +6

STR +1 , DEX +4 , CON +2 , INT +0 , WIS +3 , CHA -1

Items Items dart (5), leather armor, net, sickle
AC 18
Saving Throws Fort +7, Ref +9, Will +6
HP20
Speed 25 feet, climb 20 feet; jungle stride
Melee sickle +9 +5 / +1 ] (agile, finesse, trip), Damage slashing
Ranged dart +9 +5 / +1 ] (agile, thrown 20 feet), Damage Piercing
Special Abilities Hurl Net Requirements The grippli is wielding a net in two hands; Effect The grippli makes a ranged Strike (with a +9 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a –10-foot circumstance penalty to its Speeds. On a critical hit, the creature is restrained instead. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it.
Jungle Stride Gripplis ignore difficult terrain in forests and jungles.
Source Bestiary 2 pg. 139 2.0, Pathfinder #146: Cult of Cinders pg. 86
is positioned at the west entry. If adventurers are not trying to sneak up the dusty corridor, the scout will hurl a dart a the lead trespasser when they get within 20 ft and then duck into the room. A grippili archer
Gripilli Archer - Officer 3
COMMONGREENSMALLGRIPILLIHUMANOID

These sharpshooters are renowned for their patience and their accuracy.
Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13
Perception +10; Darkvision
Languages Common, Grippli
Skills Acrobatics +9 , Athletics +6 , Nature +8 , Stealth +11 , Survival +8

STR +1 , DEX +4 , CON +2 , INT +0 , WIS +3 , CHA -1

Items leather armor, shortbow (30 arrows), shortsword
AC 20
Saving Throws Fort +9, Ref +11, Will +10
HP44
Speed 25 feet, climb 20 feet; jungle stride
Melee shortsword +11 +7 / +3 (agile, finesse, versatile S), Damage Piercing
 
Ranged shortbow +11 +6 / +1 ] (deadly d10 , range increment 60 feet, reload 0), Damage Piercing
 
Special Abilities Hail of Arrows The grippli archer makes three ranged Strikes with their shortbow, all against a single target. Combine the damage of any Strikes that hit for the purpose of resistances and weaknesses.
Jungle Stride Gripplis ignore difficult terrain in forests and jungles.
Source Pathfinder #146: Cult of Cinders pg. 87
is also in the parapet. When the Scout initiates combat, the Archer ready an attack against the first creature to appear in the western entry. If the archer determines they are outnumbered they scramble to a signal bell on the roof. If they activate the alarm, the roving guard squad on this level arrives in 1d4 rounds to reinforce them (provided they were not killed earlier).

Valuables

An Everburning Torch provides light to this room. The signal bell on the roof is a gorgeously crafted bronze bell inlaid with lapis bands carved with an Aquan Script the artifact is worth about 12 GP.
ɥirā ân jeng zhuy zhuyûnuē
— The Watch Protects the Earth While the Giant Sleeps

Northeast Parapet

Severe 1
— Dungeon23
Type
Room, Military, Guardhouse

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