There is no quayside at the Port. The town was founded only 20 years ago and ships still have to moor in the large bay outside. The waters in between are crisscrossed by a miniature flotilla of small boats and skiffs, mostly crewed by native oarsmen with suspicious eyes and tribal scars cut into their cheeks like tears. On land, men looking white and pale and out of place gather together hoping for offers of labour in lumber mills or spice plantations. In the meantime they drink, gamble, and sometimes fight; the bodies, if there are any, are tossed out to sea for the gulls, fish, turtles and crocodiles.
Now and then, however, men (and occasionally women) of a different type gather at Port Keizerin Elisabeth: armed, armoured, here to sell their strength and toughness and aptitude for violence. They come from all over the territories of the Company and far beyond, in search of wealth, adventure, or sometimes the simple thrill of murder. This is the chief source of hired assistance for a group of PCs heading upriver.
There will be d6+3 potential candidates in Port Keizerin Elisabeth each month. They are 1st level fighters and will join the party for half a share of treasure gained.
There will be d6+3 potential candidates in Port Keizerin Elisabeth each month. They are 1st level fighters and will join the party for half a share of treasure gained.
Dice
|
Nationality
|
Equipment
|
Special/Flavour
|
1
|
Ulsterman
|
No armour (AC
12), staff (d4+1)
|
Has a large and
hideous goitre (-2 to reaction rolls for the party)
|
2
|
Scotch
|
No armour (AC
12), spear (d6+1)
|
Walks with a
limp (2/3 speed)
|
3
|
Englishman
|
Leather armour
(AC 14), spear (d6+1)
|
Exceptionally
strong (+1 damage)
|
4
|
Portingale
|
Leather armour
(AC 14), rapier (d8+1)
|
Stinks (enemies
surprised only on a roll of 1)
|
5
|
Spaniard
|
Leather armour
(AC 14), polearm (d8+1)
|
Can only say “yes”
|
6
|
Frenchman
|
Leather armour
(AC 14), cutlass (d8+1)
|
Is accompanied
by a war dog
|
7
|
Dane
|
Leather armour
(AC 14), short bow (d6)
|
Is accompanied
by a trained parrot
|
8
|
Walloon
|
Leather armour
(AC 14), knife (d4+1)
|
Prone to
aggression (attacks encountered monsters on a roll of 1 irrespective of
orders)
|
9
|
Frisian
|
Leather armour
(AC 14), axe (d8+1)
|
Coward (flees
if loses half remaining hp in a round of combat)
|
10
|
Swede
|
Leather armour
(AC 14), mancatcher
|
Has a “past” (is
being pursued by a magical assassin)
|
11
|
Swede
|
Leather armour
+ shield (AC 15/16), spear (d6+1)
|
Psychopath
(will stop to dismember corpses of slain enemies)
|
12
|
Duitser
|
Leather armour
+ shield (AC 15/16), whip (d3+1)
|
Religious (only
attempts to subdue rather than kill)
|
13
|
Duitser
|
Leather armour
+ shield (AC 15/16), cutlass (d8+1)
|
Religious (must
stop to pray for d6 rounds, five times a day)
|
14
|
Duitser
|
Leather armour
+ shield (AC 15/16), axe (d8+1)
|
Religious (must
spend d6 rounds ritually cleansing hands after battle)
|
15
|
Duitser
|
Leather armour
+ shield (AC 15/16), sabre (d8+1)
|
Stubborn (10%
magic resistance)
|
16
|
Nederlander
|
Leather armour
+ shield (AC 15/16), sabre (d8+1)
|
Handsome/beautiful
(gives +2 bonus to reaction rolls for the party)
|
17
|
Nederlander
|
Chain armour
(AC 16), polearm (d8+1)
|
Sharp hearing
(only surprised on a roll of 1)
|
18
|
Nederlander
|
Chain armour
(AC 16), short bow (d6)
|
Sneak (always
attempts to attack from behind in combat)
|
19
|
Ceylonish
|
Chain armour
(AC 16), zweihander (d10+1)
|
Berzerk (always
charges into battle as soon as able)
|
20
|
Turk
|
Chain armour
(AC 16), cutlass (d8+1)
|
Has a “good
nose” (has a 1 in 6 chance of tracking or gives +1 if helping another party
member track)
|
21
|
Paradise native
|
Chain armour
(AC 16), arquebus (d10)
|
Good carpenter
(doubles repair rate for boats)
|
22
|
Paradise native
|
Chain armour +
shield (AC 17/18), sabre (d8+1)
|
Stupid (will
wander off on a roll of 1-2 if assigned an unsupervised task)
|
23
|
Paradise native
|
Chain armour +
shield (AC 17/18), spear (d6+1)
|
Missing tongue
(cannot speak)
|
24
|
Japanish
|
Chain armour +
shield (AC 17/18), axe (d8+1)
|
Educated (is
from a wealthy family and understands 1 – botany; 2 – chemistry; 3 – arcana;
4 – astronomy)
|
25
|
Siamish
|
Chain armour +
shield (AC 17/18), whip (d3+1)
|
Risk taker
(always volunteers for dangerous tasks)
|
26
|
Tagalog
|
Plate armour
(AC 18), arquebus (d10)
|
Fake (is
untrained; -2 to attack rolls)
|
27
|
Malay
|
Plate armour
(AC 18), polearm (d8+1)
|
Has a telescope
|
28
|
Hindoo
|
Plate armour
(AC 18), zweihander (d10+1)
|
Has “the bard’s
tongue” (occasionally chimes in with useful advice)
|
29
|
Arab
|
Plate armour +
shield (AC 19/20), sabre (d8+1)
|
Is on the run
from the authorities
|
30
|
Afrikan
|
Plate armour +
shield (AC 19/20), axe (d8+1)
|
Roll twice
|
[I am dialing the pseudo-17th century real world flavour of LotFP to 11 for the basic set-up for Behind Gently Smiling Jaws. This includes lots of pidgin Dutch and German-sounding words.]
Gobsmacked by the Awesome in this. Thank you.
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