Grippli are short and have swampy, greenish brown skin. They live in small villages in swamps and eat mostly fish and insects. They were cast out of the realm of Gubplat for the sin of industriousness, shunning natural bounty for the pursuit of artifice. The Grippli genuinely regret their transgression for the most part. They sorrowfully set about setting up their villages in the traditional way. Under the leadership of Dockmaster Gilib they are finding ways to survive in this new world.
Grippli operate on the barter system.
Apothecary - Ougwa is the one responsible for making potions. If you want them, you better be in good community standing or have twice as many ingredients as the potion requires.
Smith - Zpon maintains a small forge on behalf of the community, if you want something from him be prepared to pay in raw materials.
Tailor - Ztupe divides her time between tanning hides and weaving plant fiber into cloth. If you want any cloth or leather clothing, be prepared to pitch in at work for at least a few days.
Market - stalls are set up in the town square to display the fruits of hunts and gathering expeditions, if you want to buy anything exotic goods trade for more.
Magic Shop - Quugwonnash maintains a grass hut built on a raft anchored near the docks. She will make you anything if you can justify how it will be for the benefit of the village.
Public House - Krog keeps a cauldron of potage going in a longhouse for out-of-towners and the poor, for the time being all the cots are small.
Docks - Gilib can be found here, inspecting incoming canoes from the swamp.
NB Grippli Expert 20
NG Small Humanoid(grippli)
Init +4; Senses Darkvision 60, Perception +23
DEFENSE
AC 28, touch 28, flat-footed 24
HP 112
Fort +8, Ref +10, Will +12
Spell Resistance 21
OFFENSE
Speed 30, climb 20
Melee Dancing Traveling Kettle +20/+15/+10 (1d4+4/x2)
Ranged greater designating snag net +24/+19/+14 entangle, trip or 1 point of piercing damage to entangled creature, DC 17 concentration to cast while entangled, escape artist DC 22 to escape (full round action), allies get +4 on melee attack and +6 on melee damage for 1 round
STATISTICS
Str 10, Dex 18, Con 14, Int 18, Wis 10, Cha 10
Base Atk +15, CMB +14, CMD 28
Skills Acrobatics +27, Craft(grass weaving) +27, Diplomacy +23, Handle Animal +23, Perception +23, Perform (sing) +23, Profession(dockmaster) +23, Sense Motive +23, Stealth +31, Swim +23
Languages Grippli
SQ
Camoflage: +4 stealth in marshes and forests
Swamp Stride: ignore difficult terrain in swamps
Gear Greater Designating snag net: allies get +4 on melee attack and +6 on melee damage for 1 round, Dancing Traveling Kettle, mantle of spell resistance, monocle of the investigator, amulet of natural armor +5, bracers of armor +8
Grippli expert 5
NG Small Humanoid(grippli)
Init +4; Senses Darkvision 60, perception +8
DEFENSE
AC 19, touch 15, flat-footed 15
HP 29
Fort +3, Ref +5, Will +4
OFFENSE
Speed 30, climb 20
Melee longspear +1, +5 (1d6+1/x3)
Ranged javelin +1, +9 (1d4+1+4/x2)
STATISTICS
Str 10, Dex 18, Con 14, Int 18, Wis 10, Cha 10
Base Atk +3; CMB +2, CMD 16
Skills Climb +8, Craft(grass weaving) +12, Escape Artist +12, Handle Animal +8, Perception +8, Perform (sing) +8, Profession(gatherer) +8, Stealth +16, Survival +8, Swim +8
Languages Grippli
SQ
Camoflage: +4 stealth in marshes and forests
Swamp Stride: ignore difficult terrain in swamps
Gear longspear +1, javelin +1 hide shirt +1, if outside town bag of holding I, blanket, hanging tent, fishing net, compass, bloodvine rope, everburning torch, bufo, honey, meat x10, fungal stun vial x2, scentbane incense x3, beast lure x3, beast scent x3, wild musk x3, cloud puff, vision toad, tiny creature cage, canteen, fishing kit, cooking kit