Let's make settlement statblocks...

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The Giamarga
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Re: Let's make settlement statblocks...

Post by The Giamarga »

Bump. No love for settlement statblocks anyone???

Also:

Immol (Barovia)
N small town (small town)

Corruption +0; Crime -1; Economy +1; Law +1; Lore +2; Society +0
Qualities insular, strategic location
Danger +0

Demographics
Government autocracy
Population 1623 ( 1591 humans; 16 half-vistani; 16 other)
Notable NPCs
Burgomaster Petre Teodorus (LN male human aristocrat 6)
Ghosthunter Camellia Moldovenita (CG female human inquisitor 15)*
Healer Proinsias Ballinmuir( N male human adept 5 /commoner 2)

Marketplace
Base Value 1100 gp; Purchase Limit 5,000 gp; Spellcasting 4th
Minor items 3d4; Medium items 1d6; Major items --


* she's a multiclass nightmare in Gaz 1: Wiz/Cle/Monster (ghost) Hunter . And Monster Hunter is already a wonky class. Inquisitor 15 leaves her with the same highest level spells. Though maybe a few levels of Ranger or some nice archetype should be added...
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Re: Let's make settlement statblocks...

Post by MichaelTumey »

While this doesn't help you. Two class/faction supplements of Kaidan, Way of the Samurai and Way of the Yakuza, uses adapted rules from the Gamemastery Guide's City stat block for the creation of samurai clan and yakuza gang stat blocks. Although it takes some conversion in refiguring how to adapt the city stat block rules, it has proven to be a great way to expand and build factions and organizations. When we eventually release a Way of the Shinobi book, we'll do the same thing with that.

Our rules for building samurai clans and yakuza gangs are presented on d20pfsrd.com under Third Party Variant Rules.
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The Giamarga
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Re: Let's make settlement statblocks...

Post by The Giamarga »

Thanks Michael, I was aware of both subsystems, but i didn't realize that they were derived from settlement rules. Did you also use the 1e OA Samurai clan rules for inspiration? Or the 2e thieves guild rules from Complete Thieves HB?
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Re: Let's make settlement statblocks...

Post by MichaelTumey »

No, as development for the Yakuza books was underway, and after we had all our archetypes designed, I suggested to Jonathan McAnulty that we could use rules for creating a Yakuza gang. When he asked what he should base it on, I said, use adapted versions of the city stat block from the GMG. So our tact came completely on how the city stat block is described. I can't say for sure if Jonathan did not have some inspiration from the 2e handbooks. Jonathan is a great designer as well as an author.
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Re: Let's make settlement statblocks...

Post by The Giamarga »

No doubt I'll like those subsystems too. Maybe I'll start a "lets stat samurai clans thread for Rokushima Tayioo" sometime ;-)
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Re: Let's make settlement statblocks...

Post by MichaelTumey »

I've been wanting to extend the concept of the city stat block/samurai and yakuza stat blocks to acomodate church/divine organizations, arcane academies and other organizations. However, each version of the stat block has to be redefined for each different organization, which takes work. Pathfinder's own faction system seems empty or lacking in depth, which the city stat block makes factions deeper.
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Re: Let's make settlement statblocks...

Post by The Giamarga »

In light of the recent Carnival PF NPCs thread, I present to you another interesting settlement:

The Carnival
CN village
Corruption -7; Crime +1; Economy -3; Law -4; Lore +3; Society -6
Qualities notorious, rumormongering citizens
Disadvantages cursed, nomadic
Danger +10

Demographics
Government magical
Population 157 ( 80 humans, 40 vistani, 37 other)

Notable NPCs (see also the Carnival PF NPCs thread)
Mysterious Leader Isolde (CG ghaele eladrin chevalier 3)
Carnival Manager Hermos (LG male twisted human expert 3)
Lead Barker and Ex-Stage Magician Tindal (N human stage magician* illusionist 16)
Strongman Tosk, the Brute (LN male twisted orc fighter 8)
Rookie Trouper Blasse (NG female twisted human commoner 2)
Body Piercing Artist Wood-n-Head (CG male twisted human alchemist 4)
Snake Mistress Silessa (CG female twisted viper pseudo familar/elf expert 5)
Sideshow Presenter and Faction Leader Prof. Pacali (NE twisted human arcanist* wizard 9)
Fortune Teller and Speaker of the Skurra Madame Fortuna (CN female twisted vistana charlatan rogue 9)
Knife Throwers and Jugglers The Blade Brothers (CN male vistani knifemaster rogue 3 / thrower** fighter 5)
...

Marketplace
Base Value 500 gp; Purchase Limit 2,500 gp;
Spellcasting 4th
Minor items 2d4; Medium items 1d4; Major items —

* Ryan's archetype/specialist school
** as Archer archetype, exchange all mention of bows with throwing daggers (or other weapons from the thrown weapon group), replace with Weapon Master if you don't want to use the Thrower archetype.


I've applied the cursed settlement disadvantage's -4 modifier to corruption.

I guesstimated the population from the reference in the Carnival where it notes how many wagons they have and how many people fit in each.

For reference here's also a link to the new Carnival NPCs ideas thread.


New disadvantage:

Nomadic: the settlement is nomadic in nature, it could for example be a vistani wagon train or an abber nomad tent city. A nomadic settlement may not have any qualities resulting from permanent structures (academic, holy site, tourist attraction, etc.). It can have geographical qualities (such as strategic location) and can change it's geographical qualities every time it moves. (Economy -2, Law -2, Society -2, decrease base value by 30%, decrease purchase limit by 50%)
Last edited by The Giamarga on Wed Jan 29, 2014 2:45 pm, edited 6 times in total.
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Re: Let's make settlement statblocks...

Post by The Giamarga »

Teufeldorf (Barovia)
LN large town
Corruption -1; Crime +2; Economy +2; Law +2; Lore +1; Society -1
Qualities notorious, defensible, massive underground
Danger +25

Demographics
Government military*
Population 3539 ( 3434 humans; 34 half-vistani; 70 other)
Notable NPCs
Captain of the Guard and acting Burgomaster Rebeka Ditrau (LN female human fighter 9)
Cutpurse Ringleader Antonija Hajdusa (CN female human cutpurse rogue 8)
Forest Guide Darzin Morcantha (CN male human ranger 6)
Posing as a Local Magistrate (!) and Alchemist: Inajira the Fiend (NE meladaemon of corruption wizard 12)
Sentire of Barovia (Refuge of Quiet Diligence) Marianna Postoyev (LN female cleric of Ezra 9)
Halan Witches of the Hospice of the three Hundred Wounds
lots of beggars and cutpurses

Marketplace
Base Value 2600 gp; Purchase Limit 15,000 gp; Spellcasting 5th
Minor items 3d4; Medium items 2d4; Major items 1d4



Comments: The fiend posing as a local magistrate is one of he key points of this settlement imho. I wonder what the other 69 non-human people are. Certainly there are a few monsters among them. A couple of wererats might fit.



New stuff from pfsrsd:

Qualities
Defensible (Source Cityscapes: New Settlement Options for the Pathfinder RPG.)
The settlement is strategically situated to make it easier to defend, giving its inhabitants confidence and making the settlement a major local trade hub.
(Increase Corruption +1, Crime +1, Economy +2. Decrease Society -1.)


New stuff from the paizo thread I linked to in the first post:

Governments
Military: The settlement is administered by the military. (Corruption and Crime -2; Law +2; Danger -5).

Qualities
Massive Underground: The settlement has an incredibly large sewer system or was built atop a large natural cavern. The subterranean portions of the city are excellent hiding places for criminals and monsters. (Crime +2; Society -1; Danger +10).
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Re: Let's make settlement statblocks...

Post by The Giamarga »

Only one more village from Gaz 1 in Barovia to go (excepting the tiny Vistani camp at Tser Falls)

Vallaki (Barovia)
LN small town
Corruption +0; Crime +0; Economy +1; Law +1; Lore +3; Society +0
Qualities eldritch, prosperous
Danger +0

Demographics
Government autocracy
Population 1547 ( 1517 humans; 15 half-vistani; 15 other)
Notable NPCs
Burgomaster Nicolai Ionelus (LN male human aristocrat 4)
Sentire/Toret Mugur Costinus (LN male cleric of Ezra 8)
Stygian Attendant Lavinia the Blind (NG female half-vistani spirit guide blind oracle of lore 9 / spiritualist investigator 3)
Antiques & Curio Shop Owner and Leader of a Forgotten Kargatane Spy Cell Ernst Turagdon (LE male human telepath psion 9)
A Kargat Spy Among Kargatane Spies William Gruhman (CE male human podling chameleon trapsmith rogue 8)
Bookshop Librarian Holder Crosspen (LE male human arcanist specialist wizard 8)
Mysterious Cowled Outlander Jaerdaph Baeloss (CE male albino drow wizard 12)
Jack of All Trades Drawden Selrach ( riddlemaster bard 4 / empiricist investigator 3)
Yet-Inanimate Slightly Singed Mummy in the Attic Ryven Trylbare

Marketplace
Base Value 1500 gp; Purchase Limit 8,500 gp; Spellcasting 4th (6th divination & necromancy)
Minor items 3d4; Medium items 1d6; Major items --


3PP quality:
Eldritch: See d20pfsrd
Last edited by The Giamarga on Tue Sep 23, 2014 4:43 pm, edited 2 times in total.
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Re: Let's make settlement statblocks...

Post by The Giamarga »

Next up either continuing with the next chapter in Gaz 1 or jumping to Darkon to accompany Isabella's thread: Across the King's Highway: The Cities of Darkon.
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