Just putting out a bit of content of the random sort today. A long-awaited continuation of "Who/What has followed the party?" Because random mooks and ne'er-do-wells are always "helpful" to saddle our otherwise serious and upstanding adventurers with...
|Wilhelm Diez – The Camp Followers (1888)|
More minions, hirelings, and camp followers of dubious value, a D30+ list:
- Miscellaneous torchbearer, whose life you inadvertently saved from a tragic tumbril accident. Insufferable and cloying.
- Drunk who followed you from that bar. Just never leaves.
- The Last Goblin Standing. Surrendered. Acts as a servant. Awful cook.
- Former/deserter soldier. Constantly looking over their shoulder. Wears ridiculous fake moustache when in towns.
- Uplifted, sentient giant rat. Can't help stealing food.
- Dwarvish twins. Indistinguishable. Their names are indistinguishable, as well.
- Alewife. Doughty. Wields a mean beer stein.
- Snake-oil salesman. Always has 2d4 vials of questionable potions on hand.
- A very attached chicken. Lays one egg per day. Miraculously survives all threats and hazards.
- Silent, hooded figure carrying a chained chest. Useful for storing stuff you won't need for a while. Or ever.
- Pair of argumentative siblings. Pawned off on you by a distant relative to get them out of the house.
- A bankrupt lamp-oil salesman with a gambling problem.
- Surveyor. Constantly measuring things with the 10' pole.
- An animated hammer. Somehow appeared after visiting that wizard's tower. Taps on doors, sets spikes on command.
- Ghost attached to that signet ring you found. Helpful for communicating with undead and peering through walls.
- Emancipated gnomish automaton. Communicates through beeps and boops. Collector. Presses flowers, and the occasional fairy.
- An ogre named "Petunia." She's a hugger.
- A dude that hums that same song over and over again.
- Kobold trap-master. Constantly showing off the "provisions" they've caught (Usually rats and large spiders). Spiders are surprisingly good when seared.
- Pet ooze. Cleans up after dinner and altercations. Good at obscuring tracks and disposing of evidence.
- An escaped cloistered nun. Passable bandaging and herbalism skills. Fascinated by EVERYTHING.
- Nudist elf. Maintains eye contact a bit too long. Helpful in finding secret doors, at least.
- Mummy on a frankincense bender.
- Serpent-folk mystic. Speaks in riddles. Or nonsense. Fabulous feather headdress and bone necklace.
- A hallucination made flesh. Those were some reaalllyyy good shrooms.
- Several squabbling brownies. They do keep the party's footwear in good condition, though.
- 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.
- Drummer boy. Perhaps a fife player too. Blatantly patriotic.
- "Famed Mage From Another Land" Actually just a passable sleight-of-hand street magician. Makes balloon animals. Useful for distracting goblins and hayseeds.
- Halfling pipeweed dealer. Just got some good shit in from the shire, plus some sketchy powder from the gnomes. May have sold you those shrooms (#25).
- Washed-up prizefighter sporting a fine set of cauliflower ears. 2x1d6 unarmed damage/round and grapples opponent on a 19 or 20.
- An alien. Taking notes. Will carry something under duress. Zaps things with blaster only in self defense (2d12dmg).
|"Camp Followers" by Anton Hoffmann|