Who/what has followed the party? (1d30)

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...

Citation

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

1d30 Result

1

Farm boy/girl with adventuresome aspirations. Random weapon in disrepair?: Roll d5 on [1-10:none; 11-12:shortsword; 13:battle axe; 14:longsword; 15-17:light crossbow: 18-20: spear], poorly fitted and mis-matched armor? Roll d5 on [1-80:none; 81-87:shield; 88-92:light; 93-96:medium; 97-100:heavy].

2

1d4 dog(s). Roll d4 on [1-25:some useful training (herding, guard, hunting); 26-27:blink dog; 28-32:Really Good Dog(https://goblinpunch.blogspot.com/2015/08/new-class-really-good-dog.html ); 33-100:begging cur].

3

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

4

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.

5

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

6

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

7

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

8

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

9

A scavenging critter. Roll d4 on [Vulture;raccoon;coyote/jackal;gelatinous cube].

10

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

11

A baby monster that has imprinted on you: Roll d10 on [ankheg;bulette;wyvern;giant spider;axe beak;giant lizard;ogre;owlbear;mimic;rust monster].

12

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

13

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

14

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 Roll d4 on [1-16:lesser value; 17-18:equal value; 19:greater value; 20:magic item]

15

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

16

A flock of songbirds. Feels like a Disney cartoon.

17

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

18

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

19

A narrator. Breaks 4th wall.

20

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

21

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

22

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

23

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

24

Odin.

25

An automaton/robot. Construction: Roll d2 on [1-6:magical; 7-10:technological]. Follows simple commands. May have mission of its own or observing.

26

Cook with collection of pots and pans. Makes quite a racket. Cooking skill: Roll d5 on [1:awful; 2-3:substandard fare, palatable; 4-7:actually competent; 8-9:above average; 10:phenomenal.]

27

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

28

A Warbear.

29

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.

30

Backup singers/dancers. Fabulous.