Random Village / town / city


Homebrew and House Rules

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This is a random table for the buildings in your settlement.
There should be a number, Description, and what characters can expect to get, including adventure leads.
For example,
0-Village/Town/City Hall. The settlement is built around this. The mayor, elders, or whatever have offices near the all important main hall.
Resources: Licenses, official job titles, and other such things can be obtained. Also, any threat to the settlement will prompt an official to round up the adventurers to send them after it.


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1 - Future Predictor's Shrine/House/Tent - Adepts, Diviners, Oracles, Clerics, Shamans, or fraudulent fortune tellers.

Resources - divination spells of levels up to settlement's max spellcasting available here. The future teller will also have information on who else has procured his/her services. Likely to have contacts/superiors that they pass information on too. May also perform free services for ceremonies and religious/civil services.

Grand Lodge

I am also looking for stuff to build a random city for my next game. I have found some 3.5 stuff but nothing realy for pathfinder with the new classes. like Summonor or Magues let a lone the ones from the latest book. Closest I have found so far seems to be http://www.mathemagician.net/town.html
.


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2-Clocktower May be powered by a water clock or a gnomish mechanism.
Resources-The clockmaker can also design or repair crossbows, catapults, ect. Due to everyone being on time build times are reduced by 10% as are crafting times and even mining within city/town limits.
3-Dungeon entrance. As a card (Like the Cleaves) it can be placed under another card, as there is a secret entrance in the cellar.
Resources-A quick and direct way to start the adventure. The building above will have more money and items but may know what happened to some of the missing persons.


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4-Looking Glass Tea House. Where it's always tea time.
Resources-In addition to tea and pastries, this is a good place to roll on the rumor table. The owner, Alice, has growth and reduction potions to sell. The upper crust comes here and can provide adventuring jobs.


5-Ecumenical Church of the Hour. This is a sort of inclosed plinth. All the clerics who can't afford a separate church work here.
Resources- for 10,000 GP worth of items or treasure, you get all the clerical spells cast in an hour you can use. Material components such as diamonds must be provided by the customer, but focus and expendable items count against the fee. The feat that speeds up the casting of a spell is known and taught to any who work here.


6-Best Taxidermy. Ted best runs this shop. He has the nicest family that lives upstairs from the shop. DC15 to spot the stitching and the smell of Formaldehyde that emanates from the animals, beasts, and Ted as well. DC20 knowledge arcana to recognize a free willed construct known as the stitched. Ted, his family, and all the examples are sort of alive.

Resources- Preserving a normal trophy is 100gp. Making a stitched is 1000gp, or you can just buy an example for the same amount. There is a grey squirrel that is familiar ready. Also a wolf, mountain lion, and a patchwork made from various humanoids. In the cellar ted has his workshop and a natural gas well. A pint of Formaldehyde costs 75gp but you need a 100gp hypodermic to preserve a body or parts. A pint will preserve an M sized body for a week. You need a neutralize poison to raise dead or graft a part. Ted is also a tenth level necromancer who can cast speak with dead.


7-The Holiday Inn. The first floor has a bar run by a Leprechaun, a kitchen run by the Easter Bunny, and the front desk is tended by one of Santa's midget elves. Halloween ghosts and ghouls make up the rooms whenever the guests are out.

Resources-The bar has 5 tables with chairs. Parties can gather here, rumor checks can be made, and food and drinks can be ordered. Since the Easter Bunny hides eggs in everything, you can get an egg in your beer.
While the rooms are more expensive than most, about +50%, noone will attack you in the middle of the night.


Goth Guru wrote:

4-Looking Glass Tea House. Where it's always tea time.

Resources-In addition to tea and pastries, this is a good place to roll on the rumor table. The owner, Alice, has growth and reduction potions to sell. The upper crust comes here and can provide adventuring jobs.

I feel like the "Looking Glass" Tea House should provide some scrying effects to the attentive customer; messages in the dregs of the cup, reflections of realities in the mirrored surface of the teas, visions glimpsed from rising clouds of steam...

8- Lucky Fang Noodle Bar - Run by Iro Fang, an ageing retired sailor and swashbuckling-bravo; Best Noodles This Side of the Inner Sea!

Resources - Iro has an astounding amount of trading and merchanting connections, necessary to procure some of the more bizarre ingredients he insists upon having at all times (in fact he is known to close shop if he is missing any one ingredient of his infamous Golden Fang Ramen Bowl), and can sometimes with enough time and cash procure foreign items for the PCs, or at least point them to someone who can - especially obscure alchemical ingredients and spell materials (although as a shrewd businessman, without a significant favour or service rendered by the PCs he applies a hefty +25-50% fee).

Eating a bowl of Golden Fang Ramen gives the individual Fast Healing 1 (or increases the rate of FH by one) for the next 24hrs.

Iro also usually has a significant stock of the volatile Ithuri Hevo peppers (a key ingredient in his ultimate Golden Fang Ramen recipe), which can be used to create alchemical bombs [I'll leave that up to the alchemists to figure out...]


9-The gemsword: This large stone building is run by a thin old man (Male, Human, CE, Rouge[Charlatan] 8), who goes what ever people want to call him. He is believed to be one of the best sword makers, but the truth is he has not skill at all. He has been kinpaning weapon makers and selling their items for himself and them to leng. A gem sword sits in a glass case, this weapon is made of leng rubys.


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10. The Three Golden Balls. This shop is not named the Three Golden Balls, that is merely what is pictured on the sign over the sheltered doorway. Asking the locals will not reveal the name since most deny knowing that the shop exists and the rest will only acknowledge it with a grunt and a head-jerk. There is actually nothing nefarious or evil or mystic about the shop, it is a pawn-broker's shop but no one want's to admit to needing their services.

resources: cash can be converted to jewelery easily here at a nominal mark-up, a changing stock of used magic items can be purchased as can a surprising large inventory of used musical instruments. Loans can be obtained using valuables for colteral(maximum loan at 50% price of item, 10% interest per month, item to be sold if more than 3 months go by without paying interest.) Despite the hints of the shopkeeper that the buyer is getting a great deal because what the inventory is of dubious ownership, nothing in the shop is stolen - the shopkeeper is on excellent terms with the authorities and checks with them before purchasing any thing questionable and turns anyone trying to sell stolen items over to them.


4-Further notes. You can cast augury using Tea Leaves as the focus, once per leaves at the bottom of a now empty cup.

11-The Crooked House. Usually in the poor section of town, this building leans right on the first story, then left on the second story, then right again, then left again. There is a small round window in the front of the attic. The ground floor is a tavern with a bar, fireplace, and a small stage. Everything is normally half priced, but illegal goods are available. The tavern owner is the head of the thieves guild and charges a gold a day to practice any illegal activities. Only corrupt members of the watch come here, but the tax collector and investigators do as well. The head of the thieves guild may live in the attic.

Resources-You can always find a fence, a drug dealer, a pimp, a gang, and a blackmailer/information trader here. Sometimes competing criminals will fight to the death for everyone else's betting pleasure. The rooms upstairs are available to rent to prostitutes and their johns, fugitives from justice, High stakes card games, and all kinds of other unsavory activities. Even if you are plotting revolution you have to pay your gold piece. All rooms have access to the fire escape in back for a quick getaway.


12-Town Square. Fighters come here to spar. Parties are held here. Speeches are held.

Resources-Characters come here during downtime to practice their class abilities. Practice dummies can be set up in holes in the ground. Public hangings happen here too.

13-Graveyard. The rich and powerful get Mausoleums. The poor and criminals get unmarked graves. Most townsfolk get gravestones. There is a high fence and a metal gate.

Resources-The guards and gravediggers can often be bribed, because they often hate the job. There are parts for golems, material components, and dead that can be spoken with. Characters who were executed under dubious circumstances will be buried beneath a huge stone. When such a stone is removed, they may already have reanimated as a revenant.


14-Pristeen Park. Half trees, half clearing, this is a good place for picnics. When the village was first homesteaded, a Dryad was discovered here. She agreed to stop attacking, and the settlers agreed to leave her be. The park ranger is a were squirrel who polices the park ensuring that it stays in it's natural state. It's closed to the general public on the full moon because the were wolves come right here.

Resources-Material components such as acorns and berries are available in season. Also Ranger Richard keeps some in a stasis safe to sell to help support the park. Transport via plants or trees are possible in or out of the city.


15-Butcher Shop. The owner's name was Wang, but when someone told him what that means in common, he changed his name to Wong. He is an oriental human, 20th level expert sushi master. He can separate the meat from the poison of a puffer fish, or any other venomous creature for that matter.

Resources-This place has every kind of mundane meat imaginable in cases designed to stay magically cold. His cousin is an alchemist who can make anti-venom from any poison found in creatures brought in to butcher.

16-Bakery. Makes bread, rolls, cakes, pies, ect. He's a 3rd level human craftsman married to a half elf wizard lady.

Resources-His fruit and cereal bars make effective trail rations. A horse could live on his oat bran muffins. For 100 gold a spell level she will let other wizards copy spells from her spell book. She makes the potions of growth and reduction that they sell at the looking glass tea house.

17-The candle burning at both ends. The sign is a picture of that. Run by 3 sisters(Witches, one is lawful good, one neutral good, and one chaotic good).

Resources-They make candles and candle holders. The kiln is in the cellar with the stove that they use to melt the wax for dipping. They can't craft candles of invocation without glowing soma(sp) mushrooms. They can otherwise craft most magic items made of pottery or wax. They actually have candles that can be lit at both ends that generate a haste spell for 10 minutes non consecutive.(500gp) The special candle holder that they charge 10 gold for will keep you from getting singed using it.


18-Market. Lots of stalls lined up in rows. Renting a stall costs 1 silver(or 10 copper) an afternoon. Some sell cleaned rags in the morning or evening at stalls not occupied. There are ghost stories about the midnight market.

Resources-Usually produce in from the countryside. Adventurers can rent a stall and sell the stuff they don't want. If there is a waterfront, there is an additional fish market. Peddlers of all kinds will be present.


19-Mine. Either on the edge of town or it becomes played out, paved over, and becomes the sewer as the city grows. Many settlements are built around a gold or precious jewel mine.
Resources-Some precious metals or gemstones originally, cut stone to build with if played out. Coins and trinkets end up down here if paved over. Were rats, goblins, or a beggar mob can lair here. By digging down you can find…
0)Fools gold(only found if rolling with bad luck)
1)Silver vein with trace amounts of platinum.
2)Just copper intermixed with stone.
3)Marble
4)Coal
5)Limestone
6) Granit
7)Mithral(1-5 on D20 Drow are already mining it)
8)Meteor 1: Just hard stone, 2:Meteoric iron, 3:Full of gems ------(2D20 determine below) 4:Radioactive(Save fort 20 each round or ------become sickened for one week as a mutation appears. If failed ------save, save again or come down with Cancer, which cure disease ------automatically cures)
------9)Adamantium which is laced through hard rock and only magic fire ------will smelt. (1-5 on D20 Drugar are already mining it)
------10)Flint
------11)Shale
------12)Natural gas and oil
------13)Fossils 1:tiny sea creatures, 2:Dinosaur Bones(Maybe the ------missing link. i.e a Drake), 3:Prehistoric animal bones, 4:Early ------humanoid bones
------14)Dungeon
------15)Tunnel from the underdark. Orcs or goblinoids are building it ------to a cellar in the city.
------16)Schist
------17)Sandstone
------18)Subterranean river
------19)Lava stream
------20)Gems. 1=Low Quality Ornamental, 2=semiprecious, 3=semiprecious ------in geodes, 4=Medium Quality, 5=Precious, 6=Grand Jewels(1:Clear ------Bright Green Emeralds, 2:Jacinth, 3:Rubies, or 4:Diamonds.) All ------are at half value till expertly cut.


20-The Buxom minotaur: This oddly named tavern is run by the cheery Bolton (Gamemaster guide [Barkeep], 303). When asked about the strange name he simply states that “the name came from a strange encounter.” Three barmaids (Gamemaster guide[Barmaid], 302), Bolton, and Huynn (Gamemaster guide[Prostitue], 301) the pleasure for the night that costs 5sp per night. The menu consist of: Apple cake 2CP, Boiled trotters 1sp, Clear soup 2cp, Meat pie 1sp, Boiled salmon 3sp, and serval bad alcoholic drinks 2cp.

21-Peppermint Palace Pastries: This is a small candy store specializing in peppermint items. This shop is run by the bountiful Anya Roth. This shop is actually a front for a drug and poison den

22-The statue of the fishing god: This statue is of a man holding a fishing rod and is weathered, with fishing rods, nets, and lures, and line laying around it in offering. None know the origin of the statue but it is to be believed to be a statue of a god of fishing and it is.

23-The abandon house: This two story house holds an attic and a basement. This house sits on the outskirts of town and once belonged to a wealthy fisherman. In a fit of rage he was murdered by a jealousy rival and the house has stayed empty for fear of ghosts.


Brokenbane wrote:

20-The Buxom minotaur: This oddly named tavern is run by the cheery Bolton (Gamemaster guide [Barkeep], 303). When asked about the strange name he simply states that “the name came from a strange encounter.” Three barmaids (Gamemaster guide[Barmaid], 302), Bolton, and Huynn (Gamemaster guide[Prostitue], 301) the pleasure for the night that costs 5sp per night. The menu consist of: Apple cake 2CP, Boiled trotters 1sp, Clear soup 2cp, Meat pie 1sp, Boiled salmon 3sp, and serval bad alcoholic drinks 2cp.

21-Peppermint Palace Pastries: This is a small candy store specializing in peppermint items. This shop is run by the bountiful Anya Roth. This shop is actually a front for a drug and poison den

Sooooooo candies laced with cocaine?

Brokenbane wrote:


22-The statue of the fishing god: This statue is of a man holding a fishing rod and is weathered, with fishing rods, nets, and lures, and line laying around it in offering. None know the origin of the statue but it is to be believed to be a statue of a god of fishing and it is.

23-The abandon house: This two story house holds an attic and a basement. This house sits on the outskirts of town and once belonged to a wealthy fisherman. In a fit of rage he was murdered by a jealousy rival and the house has stayed empty for fear of ghosts.

"and what characters can expect to get, including adventure leads."


Goth Guru wrote:
Brokenbane wrote:

20-The Buxom minotaur: This oddly named tavern is run by the cheery Bolton (Gamemaster guide [Barkeep], 303). When asked about the strange name he simply states that “the name came from a strange encounter.” Three barmaids (Gamemaster guide[Barmaid], 302), Bolton, and Huynn (Gamemaster guide[Prostitue], 301) the pleasure for the night that costs 5sp per night. The menu consist of: Apple cake 2CP, Boiled trotters 1sp, Clear soup 2cp, Meat pie 1sp, Boiled salmon 3sp, and serval bad alcoholic drinks 2cp.

21-Peppermint Palace Pastries: This is a small candy store specializing in peppermint items. This shop is run by the bountiful Anya Roth. This shop is actually a front for a drug and poison den

Sooooooo candies laced with cocaine?

Each pastries and candies are laced with a sligly addicative compond, DC 10 fort. The more expensivse ones are laced with actual drugs.

Brokenbane wrote:


22-The statue of the fishing god: This statue is of a man holding a fishing rod and is weathered, with fishing rods, nets, and lures, and line laying around it in offering. None know the origin of the statue but it is to be believed to be a statue of a god of fishing and it is.

23-The abandon house: This two story house holds an attic and a basement. This house sits on the outskirts of town and once belonged to a wealthy fisherman. In a fit of rage he was murdered by a jealousy rival and the house has stayed empty for fear of ghosts.

"and what characters can expect to get, including adventure leads."

Thier is a rumor is underground complex that holds a magical fishinf rod under the statue of the fishing god. Teh abandon house has a posable ghost haunting.


24-Village Smithy. If in a city it is a foundry. Sam Smith Senior is partially retired. He is intersected in creating an item that will be his legacy. His son Sam Smith Jr handles day to day operations.

Resources-Standard prices for metal items. Will cut them a deal if adventurers "bring to justice" the guy who runs the gemsword because his goons tried to kidnap Sam Smith Senior. Has a dead goon in the cellar in a coffin of gentile repose.


25. The Stables. This establishment has no lifestock of its own, and provides no goods or services other than fodder and stabling for your animals. The one stable-hand working there is lazy and inept.


26. Shrine to [Popular God]. This small stone edifice is decorated and adorned with the symbols and colors of the god. Various offerings/gifts are placed on its steps and stone surface. A lower level priest is nearby attending to pilgrims and worshipers who visit and pay homage and give prayer. She is keen to promote the god and what they can do for the visitor. There is a small chance (1% ?) that the god may be favorable to a visitor/worshiper and benefit them in some way. The opposite (malus/curse) could occur if the deity is of an evil nature.


Goth Guru wrote:

19-Mine. Either on the edge of town or it becomes played out, paved over, and becomes the sewer as the city grows. Many settlements are built around a gold or precious jewel mine.

Resources-Some precious metals or gemstones originally, cut stone to build with if played out. Coins and trinkets end up down here if paved over. Were rats, goblins, or a beggar mob can lair here. By digging down you can find…
0)Fools gold(only found if rolling with bad luck)
1)Silver vein with trace amounts of platinum.
2)Just copper intermixed with stone.
3)Marble
4)Coal
5)Limestone
6) Granit
7)90% chance of tin. 10% chance of Mithral(1-5 on D20 Drow are ------already mining it)
8)Meteor 1: Just hard stone, 2:Meteoric iron, 3:Full of gems ------(2D20 determine below) 4:Radioactive(Save fort 20 each round or ------become sickened for one week as a mutation appears. If failed ------save, save again or come down with Cancer, which cure disease ------automatically cures)
------9)90%chance of iron ore, 10% chance of Adamantium. Adamantium is ------laced through hard rock and only magic fire ------will smelt. ------(1-5 on D20 Drugar are already mining it)
------10)Flint
------11)Shale
------12)Natural gas and oil
------13)Fossils 1:tiny sea creatures, 2:Dinosaur Bones(Maybe the ------missing link. i.e a Drake), 3:Prehistoric animal bones, 4:Early ------humanoid bones
------14)Dungeon
------15)Tunnel from the underdark. Orcs or goblinoids are building it ------to a cellar in the city.
------16)Schist
------17)Sandstone
------18)Subterranean river
------19)Lava stream
------20)Gems. 1=Low Quality Ornamental, 2=semiprecious, 3=semiprecious ------in geodes, 4=Medium Quality, 5=Precious, 6=Grand Jewels(1:Clear ------Bright Green Emeralds, 2:Jacinth, 3:Rubies, or 4:Diamonds.) All ------are at half value till expertly cut. Usually found in igneous or ------metamorphic rock.

Had to fix that.


27. Warehouse(s)-In a small village there will be one. In a town there might be several along a street. In a city there will be a whole warehouse district. In each is a raised office where the clerk keeps track of everything coming in or out. There are lines chiseled into the cement floor to indicate lots.

Resources-You can rent a lot or an entire warehouse. Some warehouses are for sale. Occasionally, warehouses will have auctions for lots that are over a month behind in their rent.


28. Garden Apartment building. There is a rooftop garden. There is 3-5 apartments on each story. The ground story is a lobby and the landlords apartment.

Resources-A secure place to live. The doorman will only open the metal double doors for a resident, someone looking to rent, the watch, licensed detectives, or other persons with good reason to be there.


29. Grove. Usually fruit or nut trees.

Resources-Fruits or nuts in season. Another good place for a picnic. Also an angry mob can gather there. Transport via plants is possible. A dead tree might become a hangman's tree if not cut down and replanted.


Bump


30. Lama Labs
This storehouse has been repurposed to be a modern lab. It's run by talking Lamas who evolved similar to the talking ponies. The ones with horns have telekinetic powers. They built a lightning rod and a big capacitor to power the lights and devices.

Resources-These science Lamas are running experiments on the interactions of science and magic, so they will recharge your gear for any equipment you don't need. They make the most money 'resurrecting' androids.


31.Penny Pony's Pizza Palace
This place sells just ok pizza(crust, sauce, cheese, and toppings cost extra) and has an animatronic band. The servers wear hats of disguise that make them look like ponies, punycorns, or ponysuses. The owner is a bard named Penelope that puts on a costume and visits the restaurants telling pony stories that are entertaining and silly. Ponyfinder characters find the whole thing offensive.

Resources-Pizza of course. The animatronic pony types can become haunted and adventure at night. They hire some beings nobody else will.


32.The Hidden Dojo
On the ground floor is a herb, spice, and apothecary shop. On the top floor with a glass roof is the Dojo. In the cellar is the ritual chamber.

Resources-All the ingredients for various oriental meals and several potions. If you reach the Dojo you passed the first test and the Master/Monk or his wife the Half Kitsune Ninja will teach you. No stairs, but the trap doors on the roof and Dojo floor are always locked. If you find the secret door to the cellar you can join the cult of the burning fist.


33. The Big Read Bookstore. The owner is a tenth level lady wizard who got sick of adventuring. The door and facade are all bright red.

Resources-The bookstore has a scroll of stone to flesh, and one of restoration, for sale. She will sell or trade spells from her many spellbooks. Basicly she lets a character copy the spell into their book. She has some spells too high for her to cast.

34. Neo Geo’s maps. The owner, who is a gnome, and chapter head of the local Pathfinders cell, loves to talk about geography.

Resources-The mapmaker's shop has maps to local dungeon entrances. 100 gold each.
1. Fake.
2. Search 25 to find because the door is buried, overgrown, ect...
3. Someone found it and cleared it out. Some new monsters may have moved in.
4. Dungeon that hasn't been beaten yet.
Pathfinder members can get a map free if they accept a quest(not the spell) as well.


35. The Church of the Wormlord. Recognizable only by the woodworm riddled door, it looks and even serves as a flophouse and soup kitchen. The church is in the cellar and subcellers.

Resources-If you can find the church of The Wormlord, they have scrolls of animate dead for sale. The 50% markup they call an offering. You can special order non-good scrolls because they have a litch that mostly pens scrolls and does disturbing experiments.


36. The statue of the fishing god This statue is of a man holding a fishing rod and is weathered, with fishing rods, nets, and lures, and line laying around it in offering. None know the origin of the statue but it is to be believed to be a statue of a god of fishing and it is.


There is a RPG book called: 'Ultimate Toolbox', full with this kind of random tables


22 and 36 are the same thing. These statues are poping up all over the place. :)


37. Gosh Garments
Thomas Tailor comes from a long line of tailors. His wife is a seamstress.

Resources: All kinds of clothing and outfits. Vigilante costumes must be special ordered. They have been experimenting with making magic items, and have ended up with 1 girdle of giant strength(+4 str.) and 3 girdles of reverse gender.

38. Hatter's Hats
This confused person is always mixing up his words. He often calls Top Hats, Hop Tats. He may have come down with mercury poisoning before he gained the periapt of proof against poison he wears. He claims to be named Tervis Jetch, but he may be mixing up letters again.

Resources: He has several styles of hats, some masterwork ones suitable for enchanting. He can make any kind of hat to order.


The church also makes, and donates a few to law enforcement, scarfs of speak with dead.

Scarf of Speak with Dead.
A beautiful black and white silk scarf adorned with my holy symbol pattern.

When this scarf is placed around the neck of the recently dead, and they otherwise qualify for the spell, they can answer questions, as per the spell. It is made by the 10th level high priest so that's 5 questions. The minimum would be 5th level and that would be only 2 questions. The deceased can pick and choose who it takes questions from, as the scarf is providing the magic. Note that as soon as the last question is answered, it becomes a normal corpse again(for at least a week).

3rd level cleric spell, caster 10. Use activated. 60,000 GPV

The cheaper variety costs 30,000 for only 2 questions.


38.The Fence
Seemingly abandoned building with a fence near the street.

Resources: Some guy the merchants won't admit to knowing, who you hand things you want to sell to, and he hands you some coins, over the actual fence. Recently removed cursed items should be in a bag and you tell them what happened to get gold rather than copper.


39. Traffic Chain
Thick as a man's waist chain that can be pulled across a harbor entrance or road.

Resources: Pirates can tighten it, bringing it up off the bottom blocking out any navy entirely. Chains can be pulled across all the roads in at a moments notice to stop horses, war elephants, siege weapons including cannons, the tax collector's carriage, steam punk tanks, ect. Some towns have it only for time of war, but if the town gets taken the new owners they are gonna use it. There may be a toll.

40A. First Road Gate
This is on the main road going into town.

40B. Second Road Gate
This is on the main road going out of town.

Usually all other roads are blocked by a wall or something. In time of war or other threat, I.D. is checked for everyone entering, not so much leaving. May be manned by archers at the crenelations along the top of the sides of the gate.

Resources: May be a toll, often unofficially. "Mr Gold is with you! Come on in!" They keep records of everyone coming in and out. Also the date and time. The gate guards can be asked if they noticed anything, such as a fear of sunlight or silver. A holy symbol above the gate may be helpful in this regard.

41A, B, C, D. Watch Towers
Usually about 50 feet tall with a watch officer up there with a telescope at all times. Of course, at night, you need someone with good night vision. May require magic to extend darkvision. Usually at all 4 corners of the edge of town. May only have one at first, facing that unfriendly kingdom.

Resources: Security. Also, members of the Pathfinder Society find it's great for map making. Inquisitors can check for suspicious building or movements outside the city, or in.


36. Hatter's Hats
This confused person is always mixing up his words. He often calls Top Hats, Hop Tats. He may have come down with mercury poisoning before he gained the periapt of proof against poison he wears. He claims to be named Tervis Jetch, but he may be mixing up letters again.

Resources: He has several styles of hats, some masterwork ones suitable for enchanting. He can make any kind of hat to order.

Renumbered. If the fisher statue is drawn, it is put back and the remaining deck is reshuffled.

The Exchange

This is AWESOME!
Dotting.


[b]42.Grain Mill
This building has a water wheel, a wind mill, or both. It grinds the grain from the surrounding farmland. It may also include a press for extracting apple or other fruit juices. Some get power from animals, slaves, or even undead walking in a circle pushing poles attached to a central shaft.

Resources: Usually has some flour, cornmeal, and apple cider on hand. For a lesser cost will grind the grains or juice the fruits people bring them. With metal rice will just keep 10% of the metal, and will sell the rice flour themselves.


43.Water Tower
This building stores water. There is a sieve on top that keeps junk out when it rains. Will suck up flood water through capillary action.

Resources: Water of course. Clerics between adventures get a salary for keeping it filled during dry spells and casting purify food and drink when needed.


44.Curios
Run by a half white dragon winter witch named jennie. She is a retired winter druid who you should not mess with. Anybody says within earshot of her, "snowflake" and she will cast control weather to show what snowflakes are.

Resources: In addition to a lot of items, she crafts and sells wands of cure light wounds.


45. The witch's teat tavern.

This bar is unique. In the center of the tavern is an arena. The arena is crafted with a low wall of brick inscribed with eldritch runes. Above the wall is a mesh of adamantine. Every day combatants will enter the arena to compete in combat duels. Once a day roll a random chance that the eldritch magic will summon a random monster. The runes act as anchoring magic, not allowing the summoned creatures to leave the arena. If a creature proves too tough, it will be banished by the same magic that summons it forth.


46. Safehouse
It looks like an apartment house, but it is so much more. On the ground floor, behind the front desk, is a secret pathfinders chapter house. (The apartments are filled with spies and npcs that have turned witness.)

Resources: The Pathfinder chapter head is actually the brass dragon mask vigilante(semi retired). He will give someone with potential a lesser mask that he can scry through. This network of masks is how he got a reputation of being many places at once.


47. Outhouse 1
There is a chamber beneath it walled off from the surrounding undercity that contains a Gelatinous Cube.

Resources: Evil and cursed items have been tossed down there as well.

48. Outhouse 2
A family of Otyughs live beneath.

Resources: Their lair has access to the sewers. They have a deal with the workers of the upper world, where they don't don't get reported, and they don't protect the other monsters down there. It's kind of in their interests that the settlement above is not destroyed, so they may give information and or items they cannot use.


49. Chirgaon General's Body Works
This human NPC takes parts from multiple recently dead bodies and stitches together one living creature. At 10th level his chance of creating a berserk monster is down to 5%. Loss of a charisma point is down to 5% too, but is checked for separately. His wife/nurse is made of mostly Gnoll parts, and is down to 5 charisma. His son the death touched sorcerer can refresh any remains with the repair spell.

Resources: Bodies can be dumped out back, no questions asked. Ring the doorbell for someone you want brought back more or less as themselves.


50. William Stone's Bicycle Repair
William Stone won the Abadar lottery and put most of it into this business. He, his wife Melissa, and his 4 children live upstairs.

Resources: He and his 2 sons can fix any bicycle. He never overinflates tires because he has several pressure gauges. He also has 3 repaired bikes that someone just sold to him. A 2 speed and 2 10 speeds.

(This is a tribute to a friend who died. This is the life he wanted. Feel free to add tribute NPCs.)

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