Let's make settlement statblocks...

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The Giamarga
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Let's make settlement statblocks...

Post by The Giamarga »

PFRGP's Gamemastery Guide introduced the settlement rules.
Some fans on the Paizo boards developed a few new settlement qualities, government forms and disadvantages for it here

Let's stat up the settlements of Ravenloft and/or develop addition qualities, government forms and disadvantages!

Note though that the settlement type definition differ from the 3.5 DMG definitions, with smaller settlement types having much less inhabitants. I.e. the 3.5 hamlet of Tumbledown in Mordent has a popuation of 294. In PFRPG this would make it a small town by the suggested population ranges in GMG, though they note "feel free to adjust the suggested values below to fit your campaign." Perhaps in keeping with the low magic nature of Ravenloft the population ranges/settlement types of 3.5 should be kept. They are not in the 3.5 SRD unfortunately, so maybe just sticking with the settlement type from the Gazetteer should suffice.
Last edited by The Giamarga on Fri Mar 08, 2013 6:38 am, edited 1 time in total.
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Re: Let's make settlement statblocks...

Post by Ryan Naylor »

Not a lot of love for this so far obviously. So I'll start. Domain in parantheses after the town name (so we can keep track of the obscure ones if necessary), and for village sizes, it goes Pathfinder (3e):

The Village of Barovia (Barovia)
LE small town (village)
Corruption +1; Crime -5; Economy -4; Law +0; Lore +0; Society -4
Qualities: Insular, Superstitious, Racially Intolerant (non-Barovians), Hunted
Danger +20

Demographics
Government autocracy
Population 535 (500 humans, 11 half-Vistani, 5 other, 19 Vistani at the Tser pool encampent nearby)
Notable NPCs
Burgomaster Vanda Atanasius, female human Ari5
Pavel the Upright (Vistani charlatan) male Vistana (Corvara) Ill2/Rog3
Cezar Vatralau (mercenary) male human Fgt10

Marketplace
Base Value 800 gp; Purchase Limit 5,000 gp; Spellcasting 2nd
Minor Items 3d4; Medium Items 1d6; Major Items —
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Re: Let's make settlement statblocks...

Post by Mangrum »

I've been statting up settlements for my personal Gazetteer conversions, and as a general rule I have spellcasting and magic item availability set to one type smaller than the settlement's actual type. (So barring modifications, a small town in Ravenloft has the magic availability of a standard village, for example.) The actual availability limits remain in place in the shadows, however--but you have to know where to look, and it might not be somewhere you want to go looking.
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Re: Let's make settlement statblocks...

Post by Jester of the FoS »

Mordentshire
LG Large town
Corruption -2; Crime -1; Economy 0; Law 2; Lore 1; Society 0
Qualities holy site, insular, rumourmongering citizens
Danger 5
Demographics
Government autocracy
Population 2,600 (2,444 humans; 104 half-elf; 52 other)
Notable NPCs
Mayor Daniel Foxgrove (NG male human aristocrat 6)
Sheriff Own Finhallen (LG male human fighter 6/rogue 2)
Lord Jules Weathermay (LG male human aristocrat 10)
Marketplace
Base Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 5th
Minor items 3d4; Medium items 2d4; Major items 1d4

Blackburn's Crossing
NG Small town
Corruption 0; Crime 1; Economy 1; Law -1; Lore 1; Society 1
Qualities notorious, prosperous
Danger 10
Demographics
Government autocracy
Population 472 (425 humans; 19 half-elf; 10 dwarf; 10 halfling; 7 other)
Notable NPCs
Mayor Lily Vidicus (N female half-elf alchemist 5)
Chief Constable Jonathan Abrahams (LN human fighter 2, rogue 1)
Magistrate Cold Cerulean (NG female elven aristocrat 5)
Marketplace
Base Value 1,690 gp; Purchase Limit 11,250 gp; Spellcasting 4th
Minor items 3d4; Medium items 1d6; Major items —
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Re: Let's make settlement statblocks...

Post by Nathan of the FoS »

How about

Port-a-Lucine
True Neutral metropolis
Modifiers:
Corruption +6, Crime +8, Economy +6, Law +4, Lore +5, Society +8
Qualities: Academic, Cosmopolitan, Holy Site, Notorious, Prosperous, Who You Know
Danger: 20
Disadvantages: Crime War
Government: Council
Population: 50,000 in greater Port-a-Lucine, 6,000 in the Old City (*ahem*). 45,000 humans, 1,500 halflings, 1,000 gnomes, 1,000 half-elves, 500 elves, 500 calibans, 500 other.

Notable NPCs:
Dominic d’Honaire (NE male human Enc7*)
Balfour de Casteelle (NE male human Ill8/FoS10)

Cosmopolitan: The city’s citizens are accustomed to strange folk with strange ways. It draws in exiles, outcasts, criminals, scholars, tradesmen…in fact, pretty much everyone. Economy +1, Society +2.

Who You Know: Getting things done depends a LOT on, well, who you know. If you don’t have connections, even the simplest interactions with the law and society in general will be greatly hampered. Corruption +2, Law -2.

Crime War: Two underworld factions, or a major underworld faction and a legitimate power base, are struggling for control of large parts of the city economy (if not the city itself). Crime +4, Law +2, Danger +10.
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Re: Let's make settlement statblocks...

Post by The Giamarga »

Nathan, why TN ? (in the Gaz it's LN)

Also you're missing the marketplace.

(Port-a-Lucine)
Marketplace
Base Value 25,600 gp; Purchase Limit 200,000 gp; Spellcasting 8th (+1 arcane, +2 divine)
Minor items *; Medium items 4d4; Major items 3d4
* In a metropolis, nearly all minor magic items are available.

I like Mangrum's suggestion of having the normal marketplace be mainly gray/black market.

Additionally I would suggest tracking arcane and divine magic separately and have different qualities affect only one i.e. above academic only affects arcane magic, holy site only divine.
Last edited by The Giamarga on Thu Mar 07, 2013 3:01 pm, edited 1 time in total.
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Re: Let's make settlement statblocks...

Post by The Giamarga »

Tumbledown (Mordent)
N small town (hamlet)
Corruption +3; Crime +3; Economy +2; Law -6; Lore +2; Society +0
Qualities insular, notorious
Disadvantages impoverished
Danger +10

Demographics
Government secret syndicate (secret council of business owners, puppet mayor)
Population 294 ( 276 humans; 29 half-elf; 29 other)
Notable NPCs
Mayor Alfred Montrose (LN? male human aristocrat 3)
William Tanner (CN? male human rogue 6)
Langle Westmoore (?N male half-elf bard 5)
Simon Abbot ( ? male human cleric 2 / rogue 4)
Francis Mutton ( ? male human fighter 6 / rogue 2)

Marketplace
Base Value 800 gp; Purchase Limit 5,000 gp; Spellcasting 4th
Minor items 3d4*; Medium items 1d6*; Major items —
* halve magic item availability
Last edited by The Giamarga on Fri Mar 08, 2013 5:04 am, edited 3 times in total.
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Re: Let's make settlement statblocks...

Post by The Giamarga »

Jester of the FoS wrote: Sheriff Own Finhallen (LG male human fighter 6/rogue 2)
...
Mayor Lily Vidicus (N female half-elf alchemist 5)
Chief Constable Jonathan Abrahams (LN human fighter 2/ rogue 1)
You don't like high level NPCs huh?

My quick conversions barring any prestige class conversion or new archetypes:

Sheriff Owen Finhallen (LG male human seasoned commander fighter 9 / constable cavalier [order of the monument] 6)
Sir Samuel Cosse (LG male human pistolero gunslinger 6/ lamplighter sleuth investigator 2 / daring champion gallant cavalier [order of the lion or blue rose] 9)

Mayor Lily Vidicus (N female half-elf wizard 9 / alchemist 4) (? or alchemist 13 ?)
Chief Constable Jonathan Abrahams (LN human fighter 4 / rogue 3)
Last edited by The Giamarga on Sat May 19, 2018 6:06 pm, edited 3 times in total.
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Re: Let's make settlement statblocks...

Post by Nathan of the FoS »

I had forgotten that Port-a-Lucine is statted as LN, but TN seems like a better fit to me; for one thing, it's the home of the TN sect of Ezra, it's famous as a center of hedonism, and it has a major destabilizing influence in the struggle between Dominic and the Living Brain.

Sorry about the marketplace, I statted it and then forgot to include it. :oops: It should really have a few more NPCs of note, too, but I was AFB and couldn't remember any others I felt confident in thumbnailing. Just as I am now, in fact.
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Re: Let's make settlement statblocks...

Post by The Giamarga »

No worries, Nathan. The difference betwen TN and LN is simply switching Law and Lore around.
And I figure with a metropolis doing all notable NPCs is hard enough.

Also the thread is more about the settlement statblock than the NPCs. I like the new qualities btw...

I wonder how implementing the actual skill bonuses from the settlement attributes would work in play? Port-a-Lucine has some hefty modifiers on lots of skill uses and similarly Barovia and even Tumbledown.
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Re: Let's make settlement statblocks...

Post by Nathan of the FoS »

Glad you like the new qualities. The available list seemed a bit on the short side, and didn't capture a couple of Port-a-Lucine's more notable quality (imo), so I thought I'd improvise.

The overall effect in terms of modifiers is a bit eyebrow-raising, though. :shock:
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Re: Let's make settlement statblocks...

Post by The Giamarga »

Going through Gaz 1...

Krezk (Barovia)
N large town (large town)
Corruption -2; Crime +0; Economy +2; Law +0; Lore +2; Society +0
Qualities holy site, prosperous, strategic location
Danger +5

Demographics
Government autocratic
Population 2060 ( 2000 humans; 20 half-vistani; 20 halfling; 20 other)
Notable NPCs
Burgomaster Ivan Wachter (LN male human aristocrat 3/ expert 5)
Captain of the Guard Gheorghe Zarnesti (LG male human fighter 5)
Merchant Guildswoman Ramona Orasani (LE female human expert 6)
High Priest Harbinger of the Rosy Dawn Samuel Valentine (NG male human cleric of the Morninglord 12)
Leader of the Dawnslayers Secret Society Elizabeta Pirosska (CG female human cleric of the Morninglord 7/ herald of dawn 5)
Leader of the Red Vardo Traders Jaqueline Montarri (NE female cursed human rogue 8*)
* varies with head

Marketplace
Base Value 2800 gp; Purchase Limit 15,000 gp; Spellcasting 5th (divine 7th)
Minor items 3d4; Medium items 2d4; Major items 1d4

Anyone have any idea what the Needle of the Ghaffar in Krezk (mentioned in Gaz1) is supposed to be?

That said anyone have any ideas/hooks/references for the secret treasure in the Forest near Tumbledown?
Last edited by The Giamarga on Sat Jan 11, 2014 11:07 am, edited 1 time in total.
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Re: Let's make settlement statblocks...

Post by The Giamarga »

Zeidenburg (Barovia)
LE large town (large town)
Corruption +2; Crime +0; Economy +1; Law +2; Lore +0; Society +1
Qualities military presence, prosperous, rabble rousers
Danger +5

Demographics
Government autocratic
Population 4615 ( 4477 humans; 46 half-vistani; 46 halfling; 46 other)
Notable NPCs
Burgomaster Jacenty Girghiu (LE male human aristocrat 8)
Captain of the Guard/Militia ...?
Smuggler Juliska Ujvesce (CN female human smuggler rogue 7)
Gundarakite Rebel Leader Ardonk Szerieza ( CN male human commoner 2 / gunslinger 4 / rogue 4)
Resident Noble Lyssa Von Zarovich (CE female vampire human aristocrat 9/ sorcerer 2)
Visiting Underground Cult Leader Emanuel Maruszkas (CE male human cleric of Erlin 4)

Marketplace
Base Value 2600 gp; Purchase Limit 14,000 gp; Spellcasting 5th
Minor items 3d4; Medium items 2d4; Major items 1d4

New qualities from the paizo thread I linked to in the first post:
Military Presence: The settlement hosts a major military installation, such as a fort or naval base. (Economy and Law +1; increase base value by 10%).

Rabble Rousers: a group in this settlement actively rails against the established government and commerce. While not powerful enough to cause full anarchy they have insinuated themselves into the fabric of everyday life, hiding in plain sight. (Corruption +1, Society +1; Economy -1; decrease Base Value and Purchase Limit by 10%)

While still mulling over it, I have not yet applied the following new disadvantage:
Bad Neighbors (Disadvantage)
While the settlement may or may not be tight-knit, dangerous or undesirable elements living in bordering areas have resulted in reduced property values and make it more difficult to earn an honest living. (Crime +1; Economy, Lore, and Society -1; Danger +20; decrease base value by 10%)
Last edited by The Giamarga on Fri Mar 15, 2013 8:24 am, edited 1 time in total.
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Re: Let's make settlement statblocks...

Post by The Giamarga »

Though of course by S' general description of Barovians I should probably give both settlements some new suspicious quality/disadvantage which lowers Society by at least 2...

Or maybe S was just used to positive Society modifier environments or her comment are colored by the smaller settlements that she passed through.
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Re: Let's make settlement statblocks...

Post by Zilfer »

Or maybe since she's a clone of Azalin.... she just holds some residual resentment. xD
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