Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Monday, March 16, 2026

The Company Bloodhound

The Hunter  
Hendrick “Bloodhound” Van Daalen works indirectly for the Dutch West India Company. He is not technically an employee of the company, rather he is a licensed Recovery Agent, hired through Company officials tied to the States General of the Netherlands. In practice he is a bounty hunter specializing in stolen cargo.

Among sailors he is known as “De Bloedhond” the Bloodhound, because he is famous for tracking deserters across colonies, recovering stolen cargo, and bringing thieves back alive for trial. He has recovered stolen goods from smugglers in Barbados, pirates operating near Tortuga, and deserters hiding in New Netherland.



The Bloodhound and His Team 
Tall, lean, and weathered, Van Daalen is calm, disciplined, and pragmatic. He speaks English with a heavy Dutch accent. Van Daalen is not cruel, but he believes thieves deserve punishment. His real loyalty is to his 10% recovery fee. He travels with a clerk, two Iroquois scouts, and a light riding horse.

Hendrick Van Daalen: Armor 16 (leather + Dex), Move 120’, 4th Level Specialist, 20hp, Rapier 1d8, Dagger 1d4, Pistol 1d8, Morale 11.
Skills: Bushcraft 4, Languages 4, Search 5
Languages: Dutch, English, German, Iroquois 
Equipment: Leather armor, rapier, 2x daggers, 2x pistols, shot bag, powder horn, manacles, lock & key, Investigator’s Tools, journal, wide-brimmed hat, cloak, maps (Maryland, New Netherlands, New Sweden), whistle, candle, soap, chalk, ink

Josie, gray riding horse: AC 12, Move 240′, 2 Hit Dice, 6hp, Hooves 1d6, Morale 5. 
Equipage: Riding gear, 2x saddlebags, mancatcher, manacles, 50 ft. rope, waterskin, tinderbox, crowbar, grappling hook, 4sp.

Paulsen Klopstock, Clerk: Armor 14 (leather), Move 120’, 4th Level Magic-User, 14hp, rapier 1d8, dagger, 1d4, pistol 1d8, Morale 7. 
Skills: Languages 2 
Languages: Dutch, English, German, Welsh 
Equipment: Leather armor, rapier, dagger, pistol, shot bag, powder horn, spellbook, blank book, 2x lamp oil, lantern, ink & quill, 6x candles, wooden cross, maps (Maryland, New Netherlands, New Sweden), 5x paper, pipe, whistle, soap, wolfsbane, 2x empty vials 
Spells: 2/1st, 2/2nd

Iroquois Scout (2): Armor 14, Move 120’, 3rd Level Fighter, 11/22hp, musket 1d8, tomahawk 1d6, short bow 1d6, Morale 10/5 (not willing to die for a Dutchmen). 
Skills: Bushcraft 3, Wilderness Stealth 5 
Languages: Algonquin, Dutch, Iroquois 
Equipment: Leather armor, musket, tomahawk, short bow, shot bag, powder horn, 20x arrows, hunting knife, pouch.

 

 

 

Wednesday, March 6, 2024

The Time Bandits

Six boisterous dwarves, who, until recently, were employed by the Supreme Being to fix holes in the space-time continuum. Then they had a brainstorm: Why mend the holes when they could slip through them to any destination where loot might be found, with the Supreme Being’s Map of Creation,

 

Randall, the leader

Cha 14 +1  Con 12 +1  Dex 13 +1   Int 17 +2   Str 11 +0    Wis 11 +0

Para 10         Poison 9        Breath 12      Device 10      Magic 11

Armor 15 (leather), Move 120’, 5th Level Dwarf Specialist, 27hp, revolver 1d8, dagger 1d4

Architecture 4, Languages 3, Search 2, Sleight of Hand 2, Stealth 3, Sneak Attack 3

Leather, aviator hat & goggles, bandolier, monocle, pistol, bullets (80), dagger, Map of Creation

 

 

Og, the dumb one

Cha 12 +0   Con 16 +3   Dex 11 +0   Int 11 +0     Str 14 +1    Wis 11 +0

Para 10         Poison 8        Breath 13,     Device 9        Magic 12

Armor 15 (leather and helmet), Move 120’, 2nd Level Dwarf, 22hp, cutlass 1d8

Architecture 3, Open Doors 2

Leather, horned helm, sword

 

Fidgit, the silly one

Cha 14 +1   Con 13 +2   Dex 13 +1   Int 10 +0    Str 10 +0    Wis 10 +0

Para 10         Poison 8        Breath 13      Device 9        Magic 12

Armor 16 (leather and helm), Move 120’, 2nd Level Dwarf, 20hp, dagger 1d4, handaxe 1d6

Architecture 3

Leather, strainer helm, dagger, handaxe

 

 

Strutter, the serious one

Cha 12 +0   Con 18 +4    Dex 13 +1   Int 14 +1   Str 11 +0    Wis 14 +1

Para 10         Poison 9        Breath 12      Device 10      Magic 11

Armor 15 (leather), Move 120’, 3rd Level Dwarf, 28hp, club 1d4, cutlass 1d8

Architecture 3, Languages 2

Leather, bowler hat, spectacles, club, short sword

 

Wally, the grumpy one

Cha 7 -1     Con 10 +1   Dex 10 +0   Int 13 +1     Str 13 +1    Wis 11 +0

Para 8           Poison 6        Breath 10      Device 7        Magic 10

Armor 14, Move 120’, 4th Level Dwarf, 23hp, arquebus 1d8, dagger 1d4

Architecture 3, Languages 2, Open Doors 2

Leather, pirate hat, arquebus, bandolier, dagger, powder & shot

 

Vermin, the quiet one

Cha 9 +0   Con 14 +2   Dex 13 +1   Int 11 +0    Str 8 -1     Wis 14 +1

Para 10         Poison 8        Breath 13      Device 9        Magic 12

Armor 15 (leather), Move 120’, 2nd Level Dwarf, 17hp, dagger 1d4, club 1d4

Architecture 3

Leather, confederate hat, club, dagger


Sunday, June 6, 2021

My Own Private Fantasy Fucking Vietnam

 

 

When I first heard the title "Fantasy Fucking Vietnam" (See: Green Devil Face #1) this is what I imagined.

Fighters or Specialists only 

Physik skill for medics (Flame Princess Cult #1)

Crossing Classes option

Just to keep things simple all guns do 1d8. Burst weapons are save versus Breath Weapon or take 3d8 damage. 

The players for this were all about 21 years old so they have never seen Apocalypse Now, so I lifted the plot and placed them on the Qelong River. I used WWII: Operation White Box for character backgrounds and military ranks and basic equipment. I used the weather and some of the encounters from Qelong, and BOOM! you have LotFP Vietnam.

NPCs

Special Forces Unit 

Sgt. Drake, William (Bill): Armor 13, Move 120’, 1st Level Fighter, 8hp, M-16 1d8, 9mm 1d8, Morale 11. BDUs, M-16, 9mm

 Cpl. Willis, Jeffery – Heavy Gunner: Armor 13, Move 120’, 1st Level Fighter, 8hp, .50 Cal 2d6, Morale 11. BDUs, .50 Cal

 Sgt. Lebowitz, Herschil – Radio Operator: Armor 13, Move 120’, 1st Level Fighter, 8hp, M-16 1d8, 9mm 1d8, Morale 8. BDUs, M-16, 9mm, Radio

 Pvt. Akers, John – Tunnel Rat: Armor 13, Move 120’, 2nd Level Specialist, 8hp, 9mm 1d8, Morale 10. Search 4, Tinkering 4. BDUs, 9mm, flashlight

 Cpl. Edgar, Robert (Butch) – Point man: Armor 13, Move 120’, 2nd Level Specialist, 8hp, M-16 1d8, Morale 11. Bushcraft 4, Search 4. BDUs, M-16, flashlight

 Pvt. Hicks, William (Bill) – Interpreter: Armor 13, Move 120’, 1st Level Specialist, 8hp, M-16 1d8, Morale 9. Languages 6. BDUs, M-16

 Cpl. Andrews, Wesley (Wes): Armor 13, Move 120’, 1st Level Fighter, 8hp, M-16 1d8, 9mm 1d8, Morale 11. BDUs, M-16, 9mm

 Pvt. Jensen, Thomas – Medic: Armor 13, Move 120’, 1st Level Specialist, 6hp, M-16 1d8, 9mm 1d8, Morale 10. Physik 5. BDUs, M-16, 9mm, med kit

 Bad Guys 

Viet Cong: Armor 13, Move 120’, 0-Level, 6hp, Kalashnikov 1d8, Morale 10.

 Vietnamese natives: Armor 12, Move 20’, 1HD, 5hp, fists 1d2, spear 1d6, blow dart 1 +poison, Morale 8. Save versus Paralyzation or stunned for 1d4 rounds.

 Col. Kurtz, Insane White God: Armor 14, Move 120’, 3rd Level Fighter, 23hp, M-16 1d8, 9mm 1d8, knife 1d4, Morale 12.

Friday, May 29, 2020

NPC Stats for Barbarians of Orange Boiling Seas


So, for some reason Barbarians of Orange Boiling Seas has no NPC stats what-so-ever, and there are a lot of NPCs in the adventure. Never fear, I've stated them all! For your convenience and enjoyment.

Here's a PDF: NPC Stats for BoOBS

Friday, April 17, 2020

French Tax Collector for LotFP



Ferme Générale (Farmer General, tax collector)
Need to rid your players of their silver? Enter the tax man: Theodore Bourbeau is a cleric and tax collector for King Louis XIII and has come to audit the PCs properties. Bourbeau expects to be shown the grounds and all assets, and will then, after his deduction, collect payment. It may take several days to access all the holdings of the PCs, in which case he and his men will expect to be put up and fed during their stay. If he is not obeyed, he has the authority to call upon the French Royal Army. The King has been given permission by the Pope to bring any rebellious nobles in line. Bourbeau will overlook any nefarious activities for a hefty payment of 50,000sp and 25,000sp for his fee, a total of 75,000sp. Or whatever amount the Ref sees fit to charge, something that's gonna hurt.

Theodore Bourbeau: Armour 14, Move 120’, 7th-Level Cleric, 24hp, Rapier 1d8, Flintlock 1d8, Morale 10. Leather armor, hooded cape, wide-brimmed hat, rapier, flintlock pistols (2), and 30sp. 
Spells: 1st: Bless, Command, Detect Evil, Sanctuary, 2nd: Delay Poison, Heroism, Silence 15’ Radius, 3rd: Dispel Magic x3, 4th: Divination.

Four Assistants/Enforcers: Armour 14, Move 120’, 0-Level, 4hp, Clubs or Swords (1d8), Morale 9. Leather armor, clubs, swords.

If the military is called in it will consist of 2 units of one sergeant and ten privates:

Sergeant (2): Armor 16, Move 90, 1st Level Fighter, 5hp, arquebus 1d8 (1d6 melee), sword 1d8, Morale 9. Pikeman’s armor, buff coat, lobster tail pot, longsword, arquebus, powder horn, shot bag.

Privates (20) Armor 14, Move 120, 0-Level, 4hp, pike 1d10, sword 1d8, Morale 8. Buff coat, lobster tail pot, longsword, pike.

If things go absolutely pear-shaped a full army could come to raze the property.

French Royal Army
Capitaine Gustave Foquier: Armor 17, Move 90, 2nd Level Fighter, 9hp, Flintlock 1d8, (1d4 melee), Longsword 1d8, Morale 10. Pikeman’s armor, buff coat, lobster tail pot, tassets, longsword, flintlock, powder horn, shot bag. French, German, Spanish.

Sergeants (13): Armor 16, Move 90, 1st Level Fighter, 5hp, arquebus 1d8 (1d6 melee), sword 1d8, Morale 9. Pikeman’s armor, buff coat, lobster tail pot, longsword, arquebus, powder horn, shot bag.

Privates (130) Armor 14, Move 120, 0-Level, 4hp, pike 1d10, sword 1d8, Morale 8. Buff coat, lobster tail pot, longsword, pike.

Thursday, January 16, 2020

Alien, Fairy, or Demon

Since I started playing LotFP I see Alien Greys popping up in several books. I got really into the idea of aliens in the 17th century. They've now popped up in several of our games over the last year.

I used this guy in a fantasy campaign, he arrived in a ziggurat-shaped ship and mind-controlled some native tribes, who thought he was a god. You could also drop him right into the middle of the 17th century as well, what could go wrong.

Alien, Fairy, Demon
Armor 19, Move 120’, 6th Level Alien Grey
17hp, +3 melee 1d4+2, +3 uranium pistol 1d6+2, gamma cannon 6d6 save versus poison or roll mutation (Carcosa p.265), Morale 10.
Weird Spellcasting: 7 slots: Chaos, Wizard Eye, Duo-Dimension, Prismatic Wall, Gust of Wind, Shadow Monsters, False Alignment, Continual Light, Stone Shape.
Skills: Search 3.
Psionics: Mind Control, Telepathy 3/day.
Electronic Spellbook, 2 power cells, Battle Armor: AC 19, uranium pistol (300’, 100 charges), gamma radiation emitter (20 miles, 15 charges), +2 to hit and damage, can carry 900 pounds, force field 50hp.

Enjoy!