[Village of the Damned] 100 Villagers


Homebrew and House Rules

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Goth Guru wrote:

56. Bruce Jones

Str 13, Dex 10, Con 10, Int 17, Wis 14, Cha 8; AL N; HP13 Wis1/expert2 This tattoo artist shaves his head to show the knock spell there. He can transcribe any spell from a spellbook onto skin, suitable for memorizing from. He has books of pictures for doing tattoos from.
Is that ok?
What am I going to name the Barber/Surgeon I'm working on?

Stubble Barleyslice, the Leecher

The Exchange

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57. Amby and Rye Burrfoot
This husband and wife halfling couple raise goats on the outskirts of the town proper. Thier property is dotted with large rocky mounds with grass covering the older hills, just perfect for the goats. Clearly these are artificial, and Amby (St14 Dx14 Con12 Int10 Ws8 Ch13) is usually pushing a wheelbarrel or carrying buckets of rocks to yet another mound while minding the goats. Rye (St9 Dx15 Con12 Int12 Ws15 Ch13) has cornered the market on goat milk and cheese.

Amby is nice, a bit addled and not exactly coherent speaking a mix of Dwarven and common. Some days (1d3:1=dwarf)he wakes thinking he is a dwarf and spends the day adding to the tunnels under his house. Rye loves him anyway and neither speaks of his condition or the tunnels.

The Exchange

Goth Guru wrote:

56. Bruce Jones

Str 13, Dex 10, Con 10, Int 17, Wis 14, Cha 8; AL N; HP13 Wis1/expert2 This tattoo artist shaves his head to show the knock spell there. He can transcribe any spell from a spellbook onto skin, suitable for memorizing from. He has books of pictures for doing tattoos from.
Is that ok?
What am I going to name the Barber/Surgeon I'm working on?

Aw! I was hoping for some cool thing where three Bill Johnsons all look the Same work in different jobs. Bill Johnson being the name of their dad...


yellowdingo wrote:
Goth Guru wrote:

56. Bruce Jones

Str 13, Dex 10, Con 10, Int 17, Wis 14, Cha 8; AL N; HP13 Wis1/expert2 This tattoo artist shaves his head to show the knock spell there. He can transcribe any spell from a spellbook onto skin, suitable for memorizing from. He has books of pictures for doing tattoos from.
Is that ok?
What am I going to name the Barber/Surgeon I'm working on?
Aw! I was hoping for some cool thing where three Bill Johnsons all look the Same work in different jobs. Bill Johnson being the name of their dad...

Next time I double use a name, I'll call them the second, or third, or something.


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57. Earl Taylor
Str 9, Dex 12, Con 10, Int 14, Wis 7, Cha 12; Male Human; Age 42; Expert 5; Earl is a friendly middle-aged man. A tailor by profession, he lives on the upper floor of his shop with his daughter Tina. He is oblivious of his daughter’s activities and doesn’t believe she can do any wrong.

58. Tina Taylor
Str 8, Dex 12, Con 12, Int 8, Wis 7, Cha 14; Female Human; Age 16; Commoner 1; Tina is the Daughter of Earl Taylor. This young woman is a little bit of a trouble maker and has a reputation for her loose virtue. She sometimes works for Bill Johnson at the bar when she needs a little money.
Tina is currently pregnant. She claims it is Morris' (although it might be Wersch's…or Daelan’s).

59. Mavis Jones
Str 10, Dex 8, Con 10, Int 14, Wis 14, Cha 14, hp 90; Female Human; Age 90; Commoner 20; Skills: Appraise +7, Climb +8, Craft (Sewing) ++23, Craft (Carpentry) +10, Craft (Cooking) +13, Diplomacy +10, Handle Animal +13, Knowledge (nature) +7, Knowledge (local) +10, Perception +14, Profession (Farmer) +31, Ride +6, Sense Motive +14; Feats: Alertness, Skill Focus (Sewing), Skill Focus (Profession Farmer), Skill Focus (Cooking), Toughness, Endurance, Die Hard, Great Fortitude, Iron Will, Leadership, Master Craftsman. Mavis recently had her 90th birthday. She owns and runs a farm but no longer works in the field. Mavis has had three husbands (a human named Tom, a half-elf named Tilandil, and a half-orc named Krusk. All are dead), has had six children (2 from each husband but only Lisandriel; Female Half-Elf; Age 70 is still alive), 14 grand children (2 moved away, 3 are deceased, and 3 are adventuring, 6 are still living in the village), 34 great-grand children (4 are deceased, 9 moved away, 5 are adventuring, 16 are still living in the village), 46 great-great-grand children (17 have moved away, 3 are deceased, 26 are still living in the village), and 22 great-great-great-grand children (8 moved away, 14 are still living in the village).

60. Tayna Smith
Str 7, Dex 7, Con 7, Int 13, Wis 13, Cha 13, hp 18; Female Human; Age 60; Commoner 12; Skills: Appraise +5, Craft (Cooking) +12, Profession (Farmer) +4, Profession (Baker) +8, Handle Animal +9, Diplomacy +5, Knowledge (local) +9, Perception +5, Sense Motive +8; Feats: Skill Focus(Cooking), Skill Focus(Baker), Skill Focus (Knowledge local), Skill Focus (Sense Motive), Endurance, Iron Will, Great Fortitude
Tayna is married to Dawson Smith. She is a grandaughter of Mavis Jones. Her mother, Marla (deceased), was one of Mavis & Toms’ daughters. Tayna has five children (two of those are deceased), 14 grand children (one moved out of the village), and 4 great-grand children (2 moved out of the village).

61. Dawson Smith
Str 11, Dex 7, Con 7, Int 15, Wis 10, Cha 10; Male Human; Age 60; Commoner 12;
Skills: Appraise 7, Craft (Blacksmith) +18, Craft (Weaponsmith) +18, Craft (Armorsmith) +18, Craft (Leatherworking) +10, Knowledge (Engineering) +5; Feats: Skill Focus (Blacksmith), Skill Focus (Weaponsmith), Skill Focus (Armorsmith), Skill Focus (Leatherworking), Endurance, Great Fortitude, Run
Husband of Tayna, he runs a smithy from their home while she sells baked goods on the side.


62. Stubble Barleyslice, the Leecher
Str 9, Dex 17, Con 10, Int 15, Wis 10, Cha 6; Male Human expert 5, Hits 20. He has Craft(Medical instruments), Heal, Knowledge nature(For anatomy), Perception, Profession(surgeon), Surgery, and Survival(finds and grows medicinal herbs). Note that leeches can give temporary relief from internal bleeding and can remove poisons that won’t affect such primitive life forms.
63. Esmeer Embrion
Str 8, Dex 8, Con 10, Int 10, Wis 15, Cha 16; Female Drow Alchemist 4, Hits 20. She has concentrate poison. She is Barleyslice’s wife and anesthesiologist. She tends to the leeches and mushrooms they raise in the cellar.
Surgery is a feat that lets the surgeon have surgery as a skill. It’s similar to heal, but it’s different. It uses dexterity instead of wisdom. It involves cutting things out and sewing things up.


64. Deals
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Male 'Halfling' merchant hp 6. This guy always wears an overcoat lined with pockets full of 'wears'. He always has a few second hand pistols and horns full of gunpowder.
DM notes: This is a goblin wearing a hat of disguise. He sells stuff for the Dregs tribe that lives in thunder mountain. The Dregs tribe is made up of goblins who survived the destruction of their tribes and moved into an abandoned mine in what is now called Thunder Mountain. They make gunpowder, and steal guns and such from any fool they catch alone in the wilderness.


Goth Guru wrote:

64. Deals

Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Male 'Halfling' merchant hp 6. This guy always wears an overcoat lined with pockets full of 'wears'. He always has a few second hand pistols and horns full of gunpowder.
DM notes: This is a goblin wearing a hat of disguise. He sells stuff for the Dregs tribe that lives in thunder mountain. The Dregs tribe is made up of goblins who survived the destruction of their tribes and moved into an abandoned mine in what is now called Thunder Mountain. They make gunpowder, and steal guns and such from any fool they catch alone in the wilderness.

For simplicity, give each make of powder one game important flaw.

Goblin powder from thunder mountain is loud. After firing the user has 1D4 rounds of deafness.
Colonial powder, was smoky. George Washington had breathing problems due to the irritating gun smoke.
Some powder creates a smoke cloud in a 5X5 area, like fog but persists only 1D4 rounds and only indoors or underground.
Some powder creates a blinding flash.
Choose the flaw or roll once for each source.
1-Loud
2-Irritating smoke
3-Smoke cloud
4-Blinding flash
It can be reformulated for a different flaw, such as smokeless powder which has a flash.

Shadow Lodge

65. Flo Female Halfling Alchemist
An alchemist by trade, rumors as to how she came out with such dark brown skin when both her parents were so pale abound. Very talented in her field, she is also extremely energetic, and a little loose. She has become very successful by mixing in a little scratch into all of her potions she sells. The scratch she makes in secret and gives the consumer a boost of energy, but is addictive.


66. John Carpenter
Str 8, Dex 15, Con 8, Int 18, Wis 8, Cha 8; Male Human wizard level 9: CN He is also really a carpenter. He settled down here when he started renting his animated scarecrows to farmers.
67: Jane D. Carpenter
Str 8, Dex 8, Con 10, Int 8, Wis 18, Cha 10; Female Human Cleric level 8: NG She was the party’s cleric before she married John and settled down here. Some of their children became adventurers and left town. Others work in the family business. Next to their home is their furniture store, guarded by the scarecrows not currently rented.


WOW! This thread is just like reading an old Judge's Guild product!
More! More!


68 Fishy Bob (town beggar)
Str:16,Dex:13, Con 11, Int:09, Wis:08,Char:07 Commoner lvl 5(Improved Grappling)
Fishy Bob's Smell precedes him. He dresses in ragged clothes and has a homemade sign that reads: "Will Wrestle for food". Travellers should watch their rations, because he will do just that.


69 Eziekial(Freaky Zeak)Smithsonfield

Str:08, Dex:08, Con 10, Int:08, Wis:12,Char:17 Oracle lvl 5
He has the Haunted curse and the Incarnate mystery. He rants to passer bys things like, “The Fen have cursed this place!”, “When the population reaches one thousand a star stone will fall from the sky and destroy us all!”, "This is where the barbarians assembled for their attack on the Fen!", “I was a squirrel when the last iron stone fell upon this place!”. He has drawn a map showing where the meteoric iron is. He needs to be higher level to talk to the fen spirits and find out how to break the curse.


70. Miss Betsy Barns
Str:08, Dex:06, Con 06, Int:16, Wis:10,Char:06 Expert 2, Schoolmarm, hits 10
This aging spinster is the schoolteacher. Her 10 class skills are the knowledges.

The Exchange

71. Kal Grayak

Str 16, Dex 13, Con 12, Int 13, Wis 14, Cha 15; Halfling Fighter 5, AL LN; Description - The Dark Haired Kal likes to get around in a Kilt in his workshop and in the street. His perfectly muscled body a masterwork of Tattoos - and he will tell anyone interested that it is the work of an old witch he once met. Still it is his ability to craft knives that has indeared him to the Wives of the Village who swear his blades are the finest in cooking tools.


72. Dumb Charlie:

Male Human; S8 D12 C10 I16 W13 C16; AL CN; HP 73

Dumb Charlie’s age is something of which no one is sure, he looks aged beyond his actual years. People call him “Dumb” as a play on words – he has never spoken a word to anyone since he came to town, and he’s a bit “slow” – his clumsiness and obliviousness to the world around him makes him the frequent butt of jokes and pranks, and he is probably as deaf as he is mute.

Or so the town thinks.

Charlie is actually a retired adventurer, a high level bard with the Street Performer archetype. He is mute not because of a low intelligence, but because he insulted the wrong sorcerer. All the rest of his facilities are there, and in fact he has a sharp ear and a keen mind – the “Dumb Charlie” persona is an act, a ruse to keep attention away from him. Furthermore, the assumptions made by townsfolk about his faculties mean they tend to be loose-lipped when he’s around, and he has heard quite a bit that many of his neighbors would very much like to keep secret. And he remembers it all. Charlie still hasn’t decided if, when, or how he’ll put all of that information to use, but when he does, a great many people will learn the danger of making assumptions.


73. John Law the 14th
Str:22,Dex:19,Con:23,Int:10,Wis:17,Cha:16 Hp150(12D10+84)
He will appear to be a traveling Marshal searching for suspects.
This is a Kolyarut with possibly 7 Arbiters serving him(it), working in Golarion. He asks questions about spellcasters that vanished untraceably as persons of interest. One that used abjurations and summoning as well as violated alignment in the past would become a prime suspect. Assuming they cannot trace the suspects by any means, they will wait for their return, forever. They will continue to try to find a way around the "Blackdoor" forever. You will have to give ones for other prime material planes different names. The Kolyarut is on page 163 of the Bestiary 2.
John Law the 14th is suspicious of any caster who word of mouth indicates they were well on their way to summoning Dijin, but vanished in a way that does not allow any informational spells to find them.
He will even be suspicious of a dragon which always has Mind Blank up.
(He may have a device that lets him communicate with other Kolyaruts on other planes, so some adventurers may go after him for loot, but that's not very relevant.)
74: Pa Cornfeld S12, D7, C10, I9, W8, Ch7; HP5; Neutral (Neutral); He is just a farmer. He grows mostly corn, rotates it with flax, turnips, and/or collard greens. One of his sons is usually manning the still that makes 100 proof Moon Fire out of corn. The still is in the barn that's half in the woods. The Satyrs would be very ornery if anyone messed with the still.
75: Ma Cornfeld S8, D10, C10, I8, W8, Ch12; HP10; Chaotic (Neutral); She quit being a healer because she would rather grow flowers. A lot of the flowers are Poppies. She has also planted a windbreak of citrus pears. Citrus pears have all the Vitamin C of lemons, and the same sort of taste. The pear cider the family makes tastes like lemonade. The Were-Squirrels planted the other windbreak of Black Walnut trees, and they also cast plant growth on all the trees and on the crops when needed. The grand kids are now helping out with the chores, except for the ones who ran away from home. She blames Freaky Zeak for filling their heads with nonsense. She attacks him with a broom if she hears his," Destroy us all!, Destroy us all!, Destroy us all!" near their farm.

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76. Iza, The Midwife. (S12 D10 C14 I16 W14 C14, HP 18, 2nd Expert)

Iza is a rather plump and jolly women, very motherly to all she meets. Most of the villagers adore her, calling her "Aunt Iza". She arrived in the village several years ago and serves as a midwife for the surrounding region. Iza relocated to the village after the death of her 4 children in a fire. She had been widowed two years before that.

Over the years Iza has been using poison to cause occasional still births and secreting away the dead infants or unearthing them after burial. She preserves them a best as possible and keeps her "New Family" in a secret cellar beneith her cottage, replacing children as necessary, when the become "spoiled little children". The cellar is set up like a perfect home where she "feeds" the children and reads them bedtime stories. It is her perfect family. Iza is also responsible for a few deaths over the years as every now and again someone has stumbled upon her secret. One lad of 14 years stumbled upon her hidden home when he came to summon her to assist with a birth. That lad's corpse has since shared the celler with his "Cousins" and "baby sits" the children while Iza is away.


Kalyth, 4 minutes ago
76. Iza, The Midwife. (S12 D10 C14 I16 W14 C14, HP 18, 2nd Expert)
Iza is a rather plump and jolly women, very motherly to all she meets. Most of the villagers adore her, calling her "Aunt Iza". She arrived in the village several years ago and serves as a midwife for the surrounding region. Iza relocated to the village after the death of her 4 children in a fire. She had been widowed two years before that.
Over the years Iza has been using poison to cause occasional still births and secreting away the dead infants or unearthing them after burial. She preserves them a best as possible and keeps her "New Family" in a secret cellar beneath her cottage, replacing children as necessary, when the become "spoiled little children". The cellar is set up like a perfect home where she "feeds" the children and reads them bedtime stories. It is her perfect family. Iza is also responsible for a few deaths over the years as every now and again someone has stumbled upon her secret. One lad of 14 years stumbled upon her hidden home when he came to summon her to assist with a birth. That lad's corpse has since shared the cellar with his "Cousins" and "baby sits" the children while Iza is away.

When I first started reading this I thought"another Midwife" but you pulled it off. All that's left is the 'children' start rising as undead. The Ghoul would start eating the 'spoiled' children. A Slaymate and a Coffer Corpse are also possible.

coffer-corpse.

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Kalyth wrote:


A bunch of creepy stuff.

*shudder*

Well played.


77. Marion Spellworthy (S8 D8 C8 I8 W8 C8, HP 8, 2nd Commoner)
This mousy looking lady owns Wordsworth, a renting library. While she is from a wizarding family, she has no such aptitude, but she has inherited and bought several spellbooks. She has a bottle of too much water to deal with any accidental fires. (It hasn't happened, but she fears it might.)

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So Ms. Mavis Jones is the antecedent of 63 current village residents! That ... gives me an idea.

Also - what happens when Amby's tunnels accidentally run into Iza's secret cellar and the addle-pated halfling discovers the New Family?? It's gonna happen eventually, you know...


Doc_Outlands wrote:

So Ms. Mavis Jones is the antecedent of 63 current village residents! That ... gives me an idea.

Also - what happens when Amby's tunnels accidentally run into Iza's secret cellar and the addle-pated halfling discovers the New Family?? It's gonna happen eventually, you know...

He's addled. He will think he discovered his ancestral tomb.


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78. Groth Manyfingers: (Adept 4) Str 10 Dex 12 Con 8 Int 12 Wis 15 Cha 9.

This skinny Half-Orc has a twisted spine, giving him a hunched back and a perpetual hacking cough, but is otherwise average. Came to the town to escape his past, and has managed to set up a small stall where he sells potions and oils and the healing ointments he makes (has put all his skill points in Craft (Alchemy), Heal skill and Survival to find the ingredients he needs) but is constantly being harassed by the Three Jacks for protection money. Extremely cowardly after a lifetime of being beaten and abused by just about everyone, and cringes at the first sign of violence. Has no weapons or armor, and his familiar is an extremely ruffle-looking Owl (Tiny-size).

79. Agna Wangern (Expert 3) Str 9 Dex 12 Con 13 Int 10 Wis 10 Cha 11.

This broad-shouldered Dwarven woman works at the Full Moon Hotel for Miss Kitty, theoretically as a serving girl but really as a 'working girl'. An encounter with an abberation as a child left her with a permanent drain to her strength score, making Agna Wangern unsuitable to follow in her family's tradition of being warriors, and she fled her Clan to avoid a lifetime of spinsterhood, or worse still, being handed off to a low-ranked Male as a wife. She's quite limber, for a Dwarf, and comes to her 'clients' during the night-time visits wearing only an ankle-length cloak and a kilt made of gold coins ...


Goth Guru wrote:
Doc_Outlands wrote:
Also - what happens when Amby's tunnels accidentally run into Iza's secret cellar and the addle-pated halfling discovers the New Family?? It's gonna happen eventually, you know...
He's addled. He will think he discovered his ancestral tomb.

That... makes... a certain twisted amount of sense, actually.


Goth Guru wrote:

69 Eziekial(Freaky Zeak)Smithsonfield

Str:08, Dex:08, Con 10, Int:08, Wis:12,Char:17 Oracle lvl 5
He has the Haunted curse and the Incarnate mystery. He rants to passer bys things like, “The Fen have cursed this place!”, “When the population reaches one thousand a star stone will fall from the sky and destroy us all!”, "This is where the barbarians assembled for their attack on the Fen!", “I was a squirrel when the last iron stone fell upon this place!”. He has drawn a map showing where the meteoric iron is. He needs to be higher level to talk to the fen spirits and find out how to break the curse.

Here's the mystery.

Incarnate Mystery
Deities: Parasma, Nethys, Calistria
Class Skills: Knowledge(History), 2 others from a previous life, that would come from one creature, that are not already Oracle class skills.
Bonus Spells: comprehend languages(1),locate object(6),Legend Lore(8), Find the Path(10), Vision(14), Moment of Prescience(16), Foresight(20)
Revelations: An oracle with the Incarnate Mystery can choose from any of the following revelations.
Past Life Regression(EX): You act as a past life. You speak, read, and write in a language you shouldn't have. You can answer questions as the long dead being, but you won't know anything from your present life till you come out of this. It can be done up to an hour a day.
Full of the Winds of Prophecy(EX): Like past life regression, but speaks as a person in the far future. This is a possible future that can be changed.
Automatic Writing(SU): Once per day, in an hour of uninterrupted meditation, they can write or draw something from the past or future. Note that maps will be of how something was or will be and may be incorrect. If they transcribe a spell into a spellbook, it won't be in their handwriting. Otherwise similar to the lore version.
Animal Form: As a druid. One very specific animal they were in a past life. After 10th level they can add a beast or monster(within reason). They can select this multiple times for multiple forms, and/or reselect a different form when they go up a level.
Conversation(SU): Can speak with dead. Spirit appears to Oracle only and appears as they did in life. Spirit may persist till they feel the matter is settled. Cannot contact another spirit till the current one goes away. Minimum 7th level.
First Hand Stories(Class Ability: The Oracle tells a proverb or just so story that is appropriate to whats going on. They may have been a fox hunting a bunny in the ruins, or a peasant who witnessed history. The GM gives the player details and the player turns it into a story.
Skill Swap: For one hour a day, they can use a past life skill at the same level. They can swap spellcraft with disable device or tracking. They have the same chance of success, by skill ranks. The ability bonus might be different for that skill. They can break up the use into 15 min. intervals or use the whole hour at one shot.
Final Revelation: They can polymorph into their past or future life form for however long they want. Each 'life' needs their own character sheet.
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The Exchange

80. Pakwa Druid 4(retired)/aristocrat2 1/2elf Female S10 Dx12 Con 15 In13 W15 Ch16 Age middleage
Pakwa, thinking out of the box, approached the regional Druid Council with the idea of managing the growth of this village, growing the ideals to better reflect a harmony with its surroundings. Thusly she has been here serving on village advisory circle for the last 10-15 years. She serves as conflict mediator, organizes regular farmers markets, keeping the village looking presentable and in good repair.
She keeps an eye out for poachers, abusive land practices and on a certain male of the Jones clan whom she has taken a shine to. She has conflicting loyalties as she has grown to love this village and lately she has been stumping for Village Leader.
Easy DC to reveal her druidic background.
Med DC still follows Druidic ethos. Or liaisons with local fey
Very high DC to confirm regular correspondence with Druidic council.


81. Silent Bob Ironnose the 12th: (S16 D10 C12 I6 W8 C8, HP 20, 2nd Commoner) This miner who comes in for supplies and to sell metals occasionally. He has Do Not Regenerate tattooed on his neck. If anyone asks him why he never speaks, he will show them a jar with a weird snakelike tongue thing coiled inside a jar full of 200 proof alcohol. The jar has painted on it the legend, "This thing was my lounge. The midwife cut it out of my mouth when it attacked her." All in all, he would have rather inherited the metal allergy.


82. Jena Morlan is a sweet lass beloved by all of the villagers. She is always ready to lend a hand to help her neighbors and her smile can bring joy to even the most sorrowful of days. She was born and grew up in the village. Her parents died when she was but six years old, killed by a duo of dopplegangers using their visages to alude capture. They posed as her parents for sometime and in that time one of them grew very fond of her despite its nature. When the dopplegangers moved on after a few days her parents bodies were shortly discovered and she was orphaned. The one doppleganger returned on occasion to check on her and saw what sadness the loss of her parents brought to her and the community as a whole. Even with that loss her cheerful nature shined through. She was the sweetest child and her laughter and smile was something that the village grew to rely on. When anyone was sad she took the time to cheer them up, bringing them flowers, or singing a soft song as she helped them hand laundry. The doppleganger again took a human form and befriended her in the woods as a yound maiden and acted as her secret friend. He witnessed the love of the villagers for the young girl and grew care for the community. When Jena fell from a small ledge while stroling in the woods one day and died, he was stricken with grief despite his nature. Seeing the sorrow of the villagers and feeling a great loss himself. He took her form and filled her role in the village. "Jena" is now a beautiful women and spends her days devoted to bringing a smile to any long face she can find. She still lives in her parents small cottage and has on many occasions used her abilities to prevent outside forces form disturbing the small community. She has no desire to return to her previous life and wishes only to spend her remaining years with her new "Family". She forever lives in fear that her turn nature will be discovered and on occasion has been spotted weeping which the villagers attribute to the loss of her parents.

Stats: Doppleganger.

The Exchange

83. Yupon the silent Monk (1/1 Monk/Cleric half-elf S12 Dx14 Con 12 In14 W12 Ch14 Age Youthful)
Yupon is part of a religous (Shelyn's Order of the Lotus)retreat about 2 day travel away seeking deeper connection with thier diety. She is one of the few permanent residents of the site, while the other temporary members of the order are there for penance, solitude or sabatical. This youthful half-elf has a rather andronomous appearance and with the vow of silence this makes his/her gender open to speculation. The monk is the designated person to make the monthly trip into the village. Usually riding a horse-drawn cart with hand-crafted furniture, a handful of helpful spell scrolls, one or two barrels of seasonal brew(marked with a symbol for their branch of monastary) all for trade in kind for building tools, an occasional goat, bolts of clothe, seed, empty return barrels and other mundane stuffs. Yupon only barters with hand gesture or script, if any money is offered, he/she will only smile and decline. If faced with hostility, he/she will defend and retreat.

The Exchange

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84. Wemle Bague: S(7),D(13), C(12), I(12), W(8), Ch(6) Human, CG

Orphaned when his parents were killed while travelling through these parts, the twelve year old has been living rough in the woods (he has an abandoned Burrow he calls home) and pilfering cabbages at night. He is planning to ask Jena Morlan to marry him to make her happy when He is old enough. What he doesnt know is he is the Great Great Great Grandchild of Mavis Jones his mother one of Mavis's descendants.

The Exchange

Doc_Outlands wrote:
Goth Guru wrote:
Doc_Outlands wrote:
Also - what happens when Amby's tunnels accidentally run into Iza's secret cellar and the addle-pated halfling discovers the New Family?? It's gonna happen eventually, you know...
He's addled. He will think he discovered his ancestral tomb.
That... makes... a certain twisted amount of sense, actually.

Unless he intersects Levit the Doppleganger's Sapphire Mine.

"My Precious...!"

We so need a map of the village at some point...any thoughts on turning this into a boxed set with 100 miniatures and 25mm village map?


What we need is a set of cards each with a building on it.
1. Looking Glass Tea House.
2. Secret Saphire Mine.
3. Iza's secret cellar.
4. Full Moon Hotel.
5. Silent Bob's Mineshack(far outside town)


Bump.


84. Jolly Johnny Meadbriar S 12, D 10, C 11, I 13, W 12, Ch 14, 4th level Expert, HP 18, Trader/Merchant. Jolly Johnny has a merchant shop where he 'can sell water to a drowning man'. Out back he has a stables, which he uses for horse trading, and rents to travellers when the inns are full. He is red nosed due to long years of drink, which he happily gives folk a taste if it will help a sale. He is married and his 3 daughters, the oldest is married off to a soldier and has moved away. He is keen to keep the local boys from the younger two daughters, unless he 'approves' of them.


Bump for renewed interest.
Also, 84 sounds like Grunkle Stan. :)

Liberty's Edge

85: Murthorin Lifebane - S 9, D 13, C -, Int 6, Wis 8, Cha 9. Nobody actually knows Murthorin's name, especially Murthorin. Nobody quite understands how lucky they are. Murthorin wanders the streets as an amnesiac, picking rags and whatever small trash he finds as he mumbles to himself, but never doing much with them. Wherever he wanders, the villagers are quick to get out of his way, never quite understanding why the old parchment-skinned man terrifies them so much. It's not his stench, though that's significant.

At one time, there was a hidden temple to a demon goddess not so far away, and Murthorin was her high sorcerer - priest (Sor4/Clr3/MyT10)...at the time of his greatest achievement - becoming a lich - a terrified halfling adventurer proved to be his downfall, stumbling across the magnificent, horrific scene, he rapidly blew all three charges of the ring of three wishes...and his drunk god fouled the ceremony in a bizarre way. Murthorin suffers from a triple-strength Touch of Idiocy, and it shows no sign of going away, even after 30 long years.


I don't visit this forum for a year and a half and this thread still doesn't have 100 villagers!

Make the last 15 children. There are several couples in here but they don't mention children. This village won't be around for long with no kids.

Liberty's Edge

DrDew wrote:

I don't visit this forum for a year and a half and this thread still doesn't have 100 villagers!

Make the last 15 children. There are several couples in here but they don't mention children. This village won't be around for long with no kids.

Maybe that's why it's damned?


EldonG wrote:
DrDew wrote:

I don't visit this forum for a year and a half and this thread still doesn't have 100 villagers!

Make the last 15 children. There are several couples in here but they don't mention children. This village won't be around for long with no kids.

Maybe that's why it's damned?

See 69, Freaky Zeke.


Bump. Trying to remember the villager I thought of.

Grand Lodge

86: Jaxon "The Shark" Mako - S 20, D 14, C 10, Int 8, Wis 10, Cha 10. Jaxon is the owner and sole proprietor of Longfin's Tavern, a bar that acts as a go between for black market services and goods. Any taste can be sated for the right amount of gold. Jaxon is a large man, and former enforcer for some unscrupulous organization he refuses to discuss with strangers. His salt and pepper hair and pearl white smile lure many a person into a false sense if safety. Those who cross the green eyed enforcer are seldom heard from again.


87. Eric Northman (Levels Barbarian 2/Fighter 3; Statistics Str 21, Dex 14, Con --, Int 14, Wis 10, Cha 19; Alignment CE)

Secretly a vampire (noble dead), Eric Northman runs a local tavern that is strangely only ever open at night. An imposing figure, the ulfen barbarian stands a head taller than most with a cold, detected look in his eyes. Independently wealthy, he has only recently taken up residence in town, but has not gone unnoticed. Careful to conceal his nature, Eric only ever feeds on those that he has dominated. Indeed, he has glamoured many villagers, some of whom he keeps on staff for purposes of satiating his appetite. Despite his caution, Eric has found himself obsessed with one of the girls in town, a woman rumored to possess fey ancestry. Enticed by the scent of her blood, the vampire has found it difficult to resist his predatory impulses.


88. Cindy(Scarlet) Jones. S 10, D 18, C 12, Int 8, Wis 10, Cha 18. 3rd level ranger, hits 15. Caotic Good. Great, Great Grand daughter of Mavis Jones. As a child she came down with the green pleage and almost died. Her mother tried to find anyone who could save her. A were squirrel bit her and it worked. Her hair turned red and she started talking a mile a minute. She's attracted to men who don't talk much, and now she's pregnant. She hunts vampires during the full moon.


89. Mortimer. S16, D10, C14, Int 9, Wis 6, Cha 8. Class, lower?. Hits 10. Neutral good.
90. Ritner. Halfling. S6, D12, C10, Int 6, Wis 6, Cha 12. Hits 6. Caotic neutral.
These two self proclaimed "freeloaders" have a wagon and 2 mixed breed horses. They pick up a load of anything thats free, then sell it elsewhere, often for barter. They prefer to operate at night, because freeloads are often illegal. They often haul dirt and rocks from illegal tunnels. They will sell bug filled vegetables to Drow, spidery humanoids, and frog people in the swamp. They often trade human wastes to the Treants and Dryads for underbrush and wild herbs. Then they bring this fuel and mandrake roots into town to sell for some coins.

The Exchange

91. Pag's Glassworks. Pag is a Dwarven metal craftsman on the run. He transferred his skill set to glass so he wouldn't stand out (as much). While his shop is compact and tools masterwork, his skill with glass is adequate for this and neighboring villages. In an effort to make ends meet, he accepts without question anything that may burn to fuel his furnaces which run hot 5 days out of 7 to keep the glass molten. Persons volunteering the fuel are required to prepackage it for convenience, and if they want to stoke the fires while he works, well... more power to them, says he.

Seems like everyone in the village has scrap they want him to burn.


Bumped for renewed town interest


Dot. So why no classes on many of the posts? And why no complete statblocks?


Some NPCs don't warrant a stat block. Because bum, beggar, and laborer are no more a class than average goblin is a class. Their stats are too low to qualify as an average NPC.


"Average" goblin is probably a warrior 1.

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