Temple, Southwest Parapet Building / Landmark in Sundered Cosmos | World Anvil
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Temple, Southwest Parapet

The four parapets of this level form the defensive focus of the Green-Eyed Prophecy. The bulk of their guard force are positioned in the fortified structures

Design

A narrow ledge runs along the north and east walls, and a winding stair in the Southwest 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

North Entry (Trapped)

An unlocked Iron Door 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)
that leads into the privy.

South Stairwell

a winding stair in the Southwest corner of the room leads to a crenelated roof the Upach Cultists have been using as a lookout.

East Entry

Unlocked Stone Door Door Hardness 15 (BT 30) 60 hp

Denizens

A Green-Eyed Cultist
Green-Eyed Cultist - Mystic 2
UNCOMMONGREENSMALLGRIPILLIHUMANOID

These sharpshooters are renowned for their patience and their accuracy.
Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13         Fanatical Frenzy Requirements The cultist has taken damage and is neither fatigued nor already in a frenzy; Effect The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a -2 status penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued. These cultists are dedicated to the worship of the raw, primal power of nature and the veneration of the wild places of the world. Their leader advocates violent resistance to the spread of civilization.
Perception +5 ; Darkvision
Languages Grippli
Skills Deception +8 , Intimidation +4 , Nature +7 , Occultism +4 , Society +5 , Stealth +7 , Green-Eyed Lore +8

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

Items Sickle
AC 18
Saving Throws Fort +7, Ref +8, Will +4
HP30
Speed 25 feet, climb 20 feet;
Melee sickle +9 +5 / +1 (agile, versatile S, Moderate Low), Damage Slashing
Ranged
Special Abilities Vine Familiar (Burrower, Climber, Minion, Plant Form, Tiny) The prophesy's Patron grants some of their followers a portion of their essence as a vine familiar, that is typically entwined around the cultist.
Perception +3 Athletics +3 Stealth +3
AC 18, Fort +7 , Ref +8 , Will +4
Tree Shape HP 10, Cantrips Acid Splash, Gouging Claw, Puff of Poison, Spout, Tanglefoot 1st level; Fear, Noxious Vapors, Pummeling Rubble, Summon Plant, Swampcall
Nocturnal Grippli (Gripilli) Darkvision
Toxic Skin (Gripilli, Poison Frequency once per hour Trigger A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you. Effect You exude a deadly toxin. The triggering creature takes poison damage (basic Fortitude save DC 15).
Wild Patron Basic Lesson- Lesson of the Elements
Spells Primal Spells 1 Focus Point, DC 15, attack +7 ; 1st 3; cantrips (1st) Hex- Elemental Betrayal, Wilding Word
is milling from this level to the roof keeping watch for approaching intruders. They engage intruders with their cantrips on the first round. They scramble to a signal bell on the roof in the next round. 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

The cultist has an Iron Key on a cord around their neck. The key opens the locked iron doors on this level. A vial of Milky grey Stone Fist Elixir is sitting on the table in this room

The Southwest Parapet

Low 1
— Dungeon23

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