Statistics for the villagers and other inhabitants of the Haunted Valley of Wolves described here.
Baker
Eurys the Mouse, 37
HD: 1
HP: 4
AC: 8/11, quilted jerkin
Damage: 1d4, knife
Save: 17/F1
Move: 120/40
Alignment: Neutral (insane)
Eurys is skilled at attacking from behind. He has a backstab bonus of +4 hit/x2 damage .
When the urge to kill again takes him and he does the deed, Eurys is transformed into a Boogeyman. He appears normal but gains a number of dark gifts to aide in his murder.
Eurys the Bogeyman
HD: 4
HP: 22
AC: 6/13, supernatural resistance
Damage: 1d4+2, knife. two attacks per round.
Save: 14/F4
Move: 120/40
Alignment: Chaotic (insane)
As a Bogeyman Eurys is stronger, receiving a +2 to hit/damage from strength. He can attack twice per round. If he gets the drop on an opponent he can backstab for a +4 to hit/x3 damage bonus.
His unnatural state allows him to regenerate two hit points per round until he is at zero hit points or below.
He can also shadow-walk three times per day: as a full round action he can step into any shadow and appear out of another shadow within his line of sight.
Blacksmith
Rolf Muller, 48
HD: 2
HP: 9
AC: 7/12, leather apron
Damage: 1d4+1, hammer
Save: 16/F2
Move: 120/40
Alignment: Neutral
Rolf is strong and receives a +1 to hit/damage from is strength bonus. As a former member of the witch coven he learned a few ritual magic spells: Detect evil, Protection from evil, and Snake charm.
Candlemaker
Etaine, 33
HD: 2
HP: 7
AC: 8/11, dexterity bonus
Damage: 1d4, knife. 1d8, wheellock pistol.
Save: 14/Th2
Move: 120/40
Alignment: Neutral
Etaine is a 2nd level Thief with all of the abilities of such. He has exceptional dexterity and receives a +1 to AC/ranged to hit.
Clergy (Franciscan)
Father Olwyn, 52
HD: 1
HP: 4
AC: 9/10
Damage: 1d2, fist
Save: 17/Cl1
Move: 120/40
Alignment: Lawful
Friar Martin, 24
HD: 1
HP: 5
AC: 9/10
Damage: 1d2, fist
Save: 17/F1
Move: 120/40
Alignment: Lawful
Friar Eric, 25
HD: 1
HP: 6
AC: 9/10
Damage: 1d4, knife.
Save: 17/Th1
Move: 120/40
Alignment: Neutral
Eric has experience with thievery to feed his mother before becoming a friar. He has the abilities of hide in shadows, move silently, and climb walls as a first level Thief.
Grave Digger
Pippin the Lame, 34
HD: 1
HP: 6
AC: 9/10
Damage: 1d4+1, spade
Save: 17/F1
Move:90/30, club foot
Alignment: Chaotic
Pippin is strong and receives a +1 to hit/damage from is strength bonus. He is also a natural bushwacker and can backstab with a bonus of +4 hit/x2 damage.
Guard Barracks
Captain Julian, 41
HD: 6
HP: 28
AC: 4/15, studded leather and dexterity bonus
Damage: 1d8+1, sword. 1d4+1, dagger. 1d8, 2 wheellock pistols.
Save: 12/F6
Move: 120/40
Alignment: Chaotic
Julian is strong receiving a +1 to hit/damage from is strength bonus as well as fast, receiving a a +2 to AC/ranged to hit from his dexterity bonus. He is adept at two-weapon fighting and receives a 0 penalty to his primary (right) hand and a -2 penalty to his off (left) hand.
Sergeant, Andres
HD: 3
HP: 18
AC: AC: 5/14, chain shirt
Damage: 1d8+1, sword. 1d2, 10' range, whip. 1d8, 2 wheellock pistols.
Save: 14/F3
Move: 120/40
Alignment: Chaotic
Andres is strong brute, receiving a +1 to hit/damage from is strength bonus.
Guardsmen
HD: 1
HP: 7
AC: 7/12, leather
Damage: 1d8, sword. 1d4, dagger. 1d8, wheellock pistol. 2d8, matchlock musket.
Save: 11/F7
Move: 120/40
Alignment: Neutral
Merchant
Reynauld Aubrie, 43
Special: see here
Physician
Dr. Elloi Reno, 62
HD: 1
HP: 5
AC: 9/10
Damage: 1d3, walking stick. 1d6, pocket pistol. 1d4, surgeon's knife.
Save: 17/Cl1
Move: 120/40
Alignment: Lawful
Dr. Reno has the abilities of a 1st level Physician found here. He is also a good source of anatomical and medical knowledge and coud be consulted, despite the relatively crude methods and theories of the time. He serves as the local coroner for official documentation.
Tanner
Benoist, 31
HD: 1
HP: 5
AC: 9/10, 8/11 when dressed in skins.
Damage: 1d4, hook knife
Save: 17/Th1
Move: 120/40
Alignment: Neutral
Benoist is skilled at skulking and has the same chance to move quietly and hide in shadows as a third level Thief.
Tavern, "The Fatted Calf"
Jean and Hilda Babineau, 30's
HD: 1
HP: 8
AC: 9/10
Damage: 1d4, knife. 1d6, cleaver. 1d4 club. 1 hp, lash.
Save: 17/F1
Move: 120/40
Alignment: Chaotic
Etta and Sabine, 20's
HD: 1
HP: 5
AC: 9/10
Damage: 1d3, stiletto.
Save: 17/F1
Move: 120/40
Alignment: Neutral
Roche, 41, the barkeep.
HD: 2
HP: 12
AC: 9/10
Damage: 1d4, club or knife. 1d3, two fists.
Special Abilities:
Save: 17/F2
Move: 120/40
Alignment: Neutral
Roche is quick with his fists getting two attacks per round and doing 1d3 damage per fist.
Trader
Lazlo, 53
HD: 2
HP: 8
AC: 8/11, quilted vest
Damage: 1d4, knife. 1d6, pocket pistol. 1d6, crossbow.
Save: 16/F2
Move: 120/40
Alignment: Chaotic
Lazlo is an accomplished gambler and cheat. He gains a +2 on gambling checks. He can also pick pockets as a second level Thief.
The Mad Hermit
Gaston, 67
HD: 1
HP: 4
AC: 9/10
Damage: 1d3, stick. 1d4, knife.
Save: 11/F7
Move: 120/40
Alignment: Neutral
The Wise Woman
Mother Toad, 89
HD: 1
HP: 3
AC: 10/9, crippled from age
Damage: 1d4-1, knife.
Save: 17/Cl1
Move: 60/20
Alignment: Lawful
Mother Toad's physical condition has been going down hill due to her advanced years. Melee and ranged hit bonuses, melee damage , and AC are all at a -1 penalty due to her reduced strength and dexterity. She has also lost a few hit points over the years due to reduced constitution.
She has learned how to make a number of low level healing potions (heal 1d3 hit points), can treat or cure a number of diseases, and has a variety useful knowledge, the extent of which is up to the DM. She is a source of healing, information, and should be useful to the PC's once discovered.
Outsiders
Coachman
HD: 1
HP: 7
AC: 8/11, buff coat
Damage: 1d6, hatchet. 1d4, dagger. 1d10, wheellock horse pistol. 3d6, blunderbuss.*
Save: 11/F7
Move: 120/40
Alignment: Neutral
* A blunderbuss makes an attack roll against everyone in a cone extending out from the muzzle. The width of the cone is 5’ at the muzzle and extends to a maximum width of 15' within the first range increment. There are five range increments of twenty feet each. Bonuses/penaties to hit are: +2 to Hit at range increments one and two, -2 at increment three, -4 at increment four, -6 at increment five.
Damage inflicted is 3d6 damage to targets struck in the first two range increments, 2d6 to targets in the third and fourth range increments, and 1d6 to targets in the fifth range increment.
Assistant Coachman
HD: 1
HP: 6
AC: 8/11, buff coat
Damage: 1d4, club. 1d4, dagger. 2d8 matchlock caliver.
Save: 11/F7
Move: 120/40
Alignment: Neutral
Gypsy
HD: 1
HP: 5
AC: 8/11, leather vests
Damage: 1d4, dagger. 1d6, long knife. 1d12, matchlock musket.
Save: 11/F7
Move: 120/40
Alignment: Neutral
Gypsies are notorious for trickery. Individiuls may have thieving abilities at the DM's discretion.
Mercenary/Bandit
HD: 1
HP: 7
AC: 7/12, leather
Damage: 1d8, sword. 1d4, dagger. 1d8, wheellock pistol. 2d8, matchlock musket.
Save: 11/F7
Move: 120/40
Alignment: Neutral
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