Random Village / town / city


Homebrew and House Rules

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51. Waterworks
This stone vault of a house is the residence of the Waterman family. They jealousy guard their cistern and their bottle of too much water. Beneath this building are pipes to farms and wells that they get paid for.

Resources: Water of course. Also, if someone tries to poison the water or mess with the pipes, the Watermans will hire adventurers to put a stop to it. The patriarch, Benjamin, keeper of the bottle, can get someone out of jail. His wife, Betsy, the purifier of water also can cast raise dead.

In arid regions the Watermans may be more important than the water tower and the town hall put together.


Hello Doily
This store sells lace doilies, table cloths, and trim. The apartment above the shop are pretty much an old lady retirement home as they weave most of the lace.

Resources: Well placed trim can turn standard clothing into a courtiers outfit. The silk pieces are valuable enough to be enchanted in their own right.


Goth Guru wrote:

52.Hello Doily

This store sells lace doilies, table cloths, and trim. The apartments above the shop are pretty much an old lady retirement home as they weave most of the lace.

Resources: Well placed trim can turn standard clothing into a courtiers outfit. The silk pieces are valuable enough to be enchanted in their own right.

I fixed it.


53. The Grey Ossuary
Beneath the city an odd xorn collects all the written material it can find and imbeds it in the stone, in a pattern only it understands. Uz can find and retrieve all kinds of old newspapers and pamphlets - rarely books - and may do so for gems or crystals (not necessarily the most valuable, perfect salt crystals may do), or for news from back home on the elemental plane of earth.


54. The All Knowing Trash Heap
Passing through a park area overseen or occupied by a family of three ogres or thawns (depending on setting), visitors can gain audience with Marjore, the All Knowing Trash Heap (oytugh oracle 6). She is accompanied by her awakened rat minions, Phylo and Gunge, and can either serve as purveyor of "potions" (edible pieces of garbage infused with a spell effect delivered upon consumption) or simply a provider of great wisdom. She is known as the "trash heap" because Marjore has formed a symbiotic relationship with the pile of garbage that perpetually surrounds her. Visitors seeking her aid are required to bring payment for Marjore's services along with some bit of trash to add to the heap.


54-The ogres are probably part giant and have class levels.
If you haven't seen the show, the father thinks he's at war with an imaginary enemy.


55:Wood Mill
There is a wind mill on top and a water wheel below. It runs on both wind and a stream from the water works.
Resources: With both a large and small buzz saws, planers, lathes, and suchlike they can sell all sorts of wooden goods.


You should check out Midkemia Press' "Cities". Not only does it include encounter tables but it includes a system for populating cities and villages. For population density, that play aid suggests about 6-8 people per building for an European feel, or 8-10 for a Middle Eastern feel, or 10-15 for a Far Eastern feel. Many of the large buildings in the maps by the OP could be tenements.


56: Pavinchi's Pigments
A large building where many types of ink, paint, and pottery glaze are made.
Resources: You can buy all colors of ink, paint, and glazes, as well as sell minerals and plants that are the sources of colors.


57:Greenhouse
A large glass building big enough to house trees. If you want to mess with characters, include a tree full of annoying oranges. Magic and science are used to keep it Tropical inside, year round.
Resources: Someplace to plant rare tropical plants. If you manage to obtain eternity orchids you can grow them here year round. There is already wolfsbane being grown here.


58:Schoolhouse
Miss Cheerilee is a human. She is a parallel of the MLP-FIM character. She won't have a magical tattoo unless there is dimensional leakage.
Resources:Yes Miss Cheerilee can remove that illiteracy your character mistakenly took. Math will let you know if you can make that jump and will give you +4 to resist being swindled.

59:Orphanage
They train the orphans in low level jobs like message delivery, sweeping streets, and selling cookies door to door.
Resources:If a couple are barren or constructs, they can adopt a child. Professional characters can find an apprentice to train in their class.


60: Open Mouth Fish Statue

These statues exist in random locations, and they exist in multiple size categories. They all depict a fish with an open mouth, and colorful scales. The mouth of one holds water, and somehow fish, but ancient law that is only loosely kept up with forbids fishing in them.

Resources: Fishing in an Open Mouth Fish Statue allows you to catch a fish of the size category of statue, once/round. However, for each consecutive round after the first, there is a cumulative 1% chance that a high CR water or aquatic monster, of the same size category as the statue, will spawn, surrounded by an Aqueous Orb that moves with the monster. The Aqueous Orb is a size twice that of the space of the monster, and can hold one creature (aside from the monster) the same size category as the monster, 4 creatures one size category smaller than the monster, and 16 creatures two or more size categories smaller than the monster. The Aqueous Orb does not affect the monster, aside from moving with it, and otherwise functions normally.


61:Toys for Fun Shop
The halfling couple work in wood, tin, and other materials.

Resources: Some material components are miniatures or other toys. The blue quartz dice set can be used for Augury. Masterwork figurines can be turned into actual figurines of wonderous power.


62:The metal Ring lot
Most mistake this ring for some ancient impressionistic sculpture. It is actually a gate of the portal network. If someone steps through it they arrive in the ring of rings in the 100+ Random Terrain list topic. See page 267 of the Occult Adventures book.

Resources: You cam travel to any module or adventure that the GM has chosen to add to your game.


63:Trustworthy Apothecary
Dr Jekyll Trustworthy proprietor. A cursory search reveals that it has all chemicals, except the ingredients for bombs.

GM notes: In the back, behind the green door, is the Build a bomb workshop. Usually presided over by Mr Hyde, it has everything you need to make a stable(anyone can arm it) bomb. Mr Hide has the "Stable bomb" discovery and also the permanent mutagen discovery(the alter ego comes out whenever needed, such as combat, torture, lying, cheating, stealing, you get it.)

Resources:The apothecary makes any potions, pills, and lotions charged with helpful magic. He can fill prescriptions.


64:Specs Glassworks
A family of dwarves, mostly nearsighted, run this place. Specs is a nickname for the nearsighted ones, who wear eyeglasses when they are not performing close work. They smelt glass from sand in the back, blow glass bottles, cast and grind lenses, ect. In the front of the store, various family members sell glass goods and also give eye exams.

Resources: All the eyeglasses are wire framed. There are potion vials, various bottles, tinted sunglasses, alchemicle glassware, and they also sell eyeglasses of protection. At 10,000 GPs these specs are crafted from valuable metal and fine crystal. They protect the wearer from optical attacks such as medusas or vampire domination. If worn by a monster or some mutants they prevent their optical powers or curses from functioning. Thus it would be great for a medusa, it also suspends darkvision, and light blindness that sometimes comes with it.


Dot.


65: Glistenwing's Inn

This place never remains in the same place twice and at times it doesn't even occupy the settlement at all. Similarly the portal or exterior of the inn appears in a number of different forms. Some have reported it as a tent with the canvas painted to resemble a moonlit sky or in garish, rainbow stripes; others merely spied a door completely out of place with music and voices emanating from within.

Once inside however the common room at Glistenwing's is old and worn, yet comfortable; chairs and booths with faded, overstuffed cushions, a trio on stage accompanied by a harpist, dozens of mismatched lanterns and lamps from a variety of countries. The wait staff and attendants are all beautiful representations of their species, ranging from assimaran, draconic or humanoid descent.

The proprietess is Jocasta, a Lyrakien Azata. She mingles with the guests freely and those lucky enough to find the inn are always somehow the last attendees to arrive so everyone else in the inn seems to know Jocasta before new visitors arrive. While at the inn all patrons are under a constant Freedom of Movement effect so dancing and reels are encouraged.

In fact, many things are encouraged at Glistenwing's. The only payment required is an interesting story, a mournful dirge, perhaps a tune or two; Jocasta will accept many forms of entertainment. Personal freedom is paramount at the Glistenwing's. The food is decent, the wine and spirits top drawer, and the musicians are sometimes joined by Jocasta herself for an utterly intoxicating performance.

Finally, those who spend the night sleeping at the Glistenwing's waken in the morning fully refreshed. Their wounds are healed much faster than even under a doctor's care (as per the Restful Sleep spell) and their constitution upon waking is somehow more able than ever; if any patron had been suffering any poison, disease or malady these are generally dealt with (the victim receives an automatic save upon waking with a +4 to their saving throw). Hangovers are gone, aches and pains disappear; a visitor's breath is even minty before they even brush and rinse!

The only thing Jocasta and her staff will not tolerate is loutish, gauche or downright evil behavior. As well, there will be no preaching of law and order. Guests who behave in these overbearing manners are given one warning, then forcefully ejected from the inn with a blast of starlight (patrons are encouraged to act as close to Chaotic Good as possible; non-compliance after one warning results in them being deposited in a random place in the settlement while taking a set amount of actual, physical damage as per the Lyrakien entry. The damage is based on the patron's actual alignment but the damage is double that of a standard Lyrakien and the Ref save is DC 16, not 12).

Those who comply and enjoy themselves at Glistenwings are given breakfast in the morning. Any mounts, animal companions, familiars or even common pets or riding/draft animals will find these creatures have been similarly pampered and cared for in their absence, even if the creature had been on another plane. After morning meal, visitors receive a kiss each from Jocasta herself, an act which often leaves a patron confused but content (as Lesser Confusion but only babble incoherently as a result of a failed save; DC 20 Will save to negate). Upon exiting their stupor, guests find themselves back in the settlement, where they'd first encountered Glistenwing's.


66: Post Office

One organization for the game world. They have treaties with local governments/kingdoms. Employees wear blue tabards with a white Roc design on it. Interfering with their jobs carries a hefty fine.

Resources: Stamps are 1 silver each, 2 gold for a book or sheet of 25. P.O. Boxes rent for 20 gold a year.

67: 7th Material Plane Bank of Golarion

Guarded by hidden or invisible monsters such as Ooglers, Flumps, and mummies{made from would be bank robbers). The vault has a symbol of polymorph that changes reckless viewers into mice for an hour, and the bank has a family of house cats. Some box owners place folded up pieces of paper with explosive runes in their boxes.

Resources: Can offer loans, rent safe deposit boxes, savings, and checking accounts.

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