Who/what has followed the party? (d100)

Description (more info)

As the party travels, they may pick up a hanger-on or two - perhaps they have gained some notoriety, some opportunistic individual(s) hope to join for fortune or easy pickings, or just something follows you for reasons of its own... Some may be almost helpful. Most are pretty sketchy, though. Regardless, they're at least one more mouth to feed...

d100 Result Result

1

Claustrophobic minotaur.

2

Farm boy/girl with adventuresome aspirations. Random weapon in disrepair?: (d20: 1-10: none; 11-12: shortsword; 13: battle axe; 14: longsword; 15-17: light crossbow: 18-20: spear], poorly fitted and mis-matched armor? (d20: 1-15: none; 16-17: shield; 18-19: light; 20: medium).

3

1d4 dog(s). (d20: 1-10: some useful training (herding, guard, hunting); 11: blink dog; 12: Really Good Dog; 13-20: begging cur).

4

Cat. Of no use whatsoever. Gloms onto the party member most likely to dislike cats and/or be allergic.

5

Half-wit: Strong, at least. Can lift/carry heavy things. Doesn't complain. Obsessively happy. No matter what you tell them your name is, they call you Seymour.

6

A goblin. Annoyingly sycophantic. 25% chance to have useful info on next subterranean dungeon entered. 33% chance that they'll betray you.

7

Tinker: May repair tools, footwear, tack/harness, sharpen weapons.

8

Pixie/fairy. Asshole. Mostly just insults you and causes additional wandering monster checks. Tries to steal your shit.

9

Ascetic/pilgrim convinced that you are chosen ones seeking a greater good/calling. 20% chance of healing knowledge (d10: 1-4: divine; 5-10: herbal/practical).

10

A scavenging critter (example: vulture; raccoon; coyote/jackal; gelatinous cube). Always circling the party...

11

Some damn sneak-thief or member of competing party masquerading as a porter.

12

A baby monster that has imprinted on you: (examples: ankheg; bulette; wyvern; giant spider; axe beak; giant lizard; ogre; owlbear; mimic; rust monster).

13

A ghost or spirit: 20% chance that it will attempt to possess a member of the party.

14

Weird witch. Constantly prophesying. Even a broken clock is right twice a day.

15

1d4 crows or 1d2 ravens. 50% chance to mimic sounds/voices. 20% chance to steal a random shiny thing and trade it for another shiny thing

16

A bored or hidden royal looking to hit the road on the down-low. Complains about blisters.

17

A flock of songbirds. Feels like a Disney cartoon.

18

A prostitute looking for a john/jane. Roll on Gary's 'Random Harlot' table.

19

Invisible stalker. Not looking to kill anyone or complete a task. Just stalking.

20

A narrator. Breaks 4th wall.

21

A goddamned bard. Constantly makes up limericks about the party.

22

A monkey wearing a fez and a vest. Throws poo randomly.

23

Industrial Revolution-vintage chimney sweep/bootblack/newsy. Calls you 'guvner.'

24

Someone else's summoned demon. Looks around confused, shrugs, says "What the hell," and joins you.

25

Odin.

26

An automaton/robot. Construction: (d10:1-6: magical; 7-10: technological). Follows simple commands.

27

Cook with collection of pots and pans. Makes quite a racket. Cooking skill: (d10: 1: awful; 2-3: substandard fare, palatable; 4-7: actually competent; 8-9: above average; 10: phenomenal.)

28

Dyslexic surveyor/mapper. 30% chance to mix up north.

29

A Warbear.

30

Naturalist and collector of specimens. Has a bindle of notebooks and jars with preserved plants and animals. Bores party members describing the differences between the greater and lesser lace-winged stirge.

31

Backup singers/dancers. Fabulous. May be wearing feather and/or real boas.

32

Miscellaneous torchbearer, whose life you inadvertently saved from a tragic tumbril accident. Insufferable and cloying.

33

Drunk who followed you from that bar. Just never leaves.

34

The Last Goblin Standing. Surrendered. Acts as a servant. Awful cook.

35

Former/deserter soldier. Constantly looking over their shoulder. Wears ridiculous fake moustache when in towns.

36

Uplifted, sentient giant rat. Can't help stealing food.

37

Dwarvish twins. Indistinguishable. Their names are indistinguishable, as well.

38

Alewife. Doughty. Wields a mean beer stein.

39

Snake-oil salesman. Always has 2d4 vials of questionable potions on hand.

40

A very attached chicken. Lays one egg per day. Miraculously survives all threats and hazards.

41

Silent, hooded figure carrying a chained chest. Useful for storing stuff you won't need for a while. Or ever.

42

Pair of argumentative siblings. Pawned off on you by a distant relative to get them out of the house.

43

A bankrupt lamp-oil salesman with a gambling problem.

44

Surveyor. Constantly measuring things with the 10' pole.

45

An animated hammer. Somehow appeared after visiting that wizard's tower. Taps on doors, sets spikes on command

46

Ghost attached to that signet ring you found. Helpful for communicating with undead and peering through walls.

47

Emancipated gnomish automaton. Communicates through beeps and boops. Collector. Presses flowers, and the occasional fairy.

48

An ogre named "Petunia." She's a hugger.

49

A dude that hums that same song over and over again.

50

Kobold trap-master. Constantly showing off the "provisions" they've caught (Usually rats and large spiders). Spiders are surprisingly good when seared.

51

Pet ooze. Cleans up after dinner and altercations. Good at obscuring tracks and disposing of evidence.

52

An escaped cloistered nun. Passable bandaging and herbalism skills. Fascinated by EVERYTHING.

53

Nudist elf. Maintains eye contact a bit too long. Helpful in finding secret doors, at least.

54

Mummy on a frankincense bender.

55

Serpent-folk mystic. Speaks in riddles. Or nonsense. Fabulous feather headdress and bone necklace.

56

A hallucination made flesh. Those were some reaalllyyy good shrooms.

57

Several squabbling brownies. They do keep the party's footwear in good condition, though.

58

A familiar that lost its mage. A random PC now has an extra 1d4 hp and a random 1st level spell, useable once per day.

59

Drummer boy. Perhaps a fife player too. Blatantly patriotic.

60

"Famed Mage From Another Land" Actually just a passable sleight-of-hand street magician. Makes balloon animals. Useful for distracting goblins and hayseeds.

61

Halfling pipeweed dealer. Just got some good shit in from the shire, plus some sketchy powder he got from the gnomes. May have sold you those shrooms (#55).

62

Washed-up prizefighter sporting a fine set of cauliflower ears. 2x1d6 unarmed damage/round and grapples opponent on a 19 or 20.

63

An alien. Taking notes. Will carry something under duress. Zaps things with blaster only in self defense (2d12dmg).

64

Small circus, including a trained bead named Bobo, who is a surprisingly adept pickpocket.

65

Halfling Cultists, frighteningly cheerful.

66

One of more of a PC's alleged illegitimate children.

67

Crows, Lots of crows.

68

One very irascible possum.

69

"Influencer" half-elf, constantly painting self-portraits of themselves holding meat pies and ales at various taverns.

70

Dungeon Dietician: Making the best use of your rations and foraging for fun and profit.

71

A hermit just off a five-year vow of silence. Very talkative.

72

A pair of harpies attempting to kick off their singing careers.

73

Five elves trying to promote a new sport, "hööpentossen."

74

A halfling gambler of some renown, Two-thumbs Bogwillow.

75

A monkey with a knife.

76

A gnome alchemist brewing sketchy potions. Best to camp him downwind.

77

A vampire wearing a welding helmet.

78

A bewildered WWI Tommy equipped with a gas mask, entrenching tool, and Lee-Enfield with 50 rounds of .303.

79

Someone's mother: Constantly fussing over everyone to wash their hands and have dry socks.

80

Two Spartan warriors. Very disciplined, but a bit self-important.

81

Halfling-driven chuckwagon. You are the envy of adventuring parties everywhere.

82

An intelligent swarm of bats. Communicate by flying formations to play charades.

83

A poncy Landsknecht wearing bright motley and wielding a two-hander.

84

A Witchhunter with a portable library of anti-heretical literature. Completely ineffective at recognizing spellcasters and heretics.

85

Bounty hunter with a repeating crossbow, a bloodhound, and a sheaf of "wanted" posters.

86

Killer automaton, nigh-unstoppable. Keeps asking for "Sarakonnor" in every town.

87

A pair of siege engineers. "Trebuchet is the solution to everything."

88

A gnome artisan specializing in erotic woodcarvings.

89

The tabaxi cheerleading team.

90

Knight-errant, constantly affronted, will periodically challenge duels at crossroads and bridges.

91

A hill giant named Toby. Wears a very revealing macramé breachclout.

92

Doom-saying fortune-teller. Constantly followed by a small raincloud.

93

A platoon of gnoll halberdiers. 30% chance of changing sides in the middle of battle.

94

An aranea with several charmed minions, may abscond with one of your porters.

95

Birdwatching elf. Makes random stops and shushes party to observe. Not amused by people giggling at "greater tit."

96

A wandering monk, a master of seven styles. Occasionally attracts vengeful ninjas.

97

Vengeful ninjas.

98

Explorer claiming to be from the center of the earth. Fascinated by nightfall.

99

Mage with a collection of magic staves carried in a golf bag by a goblin caddy.

100

Seven dwarves. Become very cross when you call them adjectives.


Citation
by Vance Atkins: https://leicestersramble.blogspot.com/