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Tuesday, September 13, 2011

Illigom Companion (Random Table/Encounter Table)

The Illigom are strange, pseudo-reptillian demagogues who wander about randomly stirring up trouble, fomenting rebellions and sowing the seeds of revolution. These are some of the sorts of people they tend to attract as henchfolk, followers and allies...though you could run into them under other circumstances...
Random Illigom Companion Table (D20)
  1. Thief raised from the dead and given the mask of a white fox that she might rob from the oppressors and give aid and comfort to the poor.
  2. Noble Fighter who was once turned into a statue and only recently released after a thousand years of being trapped. He's not all here, but he is a formidable master of the two-handed flail.
  3. Pious cleric with the head of a wolf and a blessed arquebus that is automatically re-loaded by a group of 1d6 gun-cherubs. He hunts down abominations in the Name of his Lady, the goddess of the Winter Moon.
  4. Gigantic fighter who claims to be a sixth generation descendant of Gargantua, seeking the Brazen Tomb of his ancestor.
  5. A skeleton that is slowly crystallizing due to some weird, eldritch effect of the last plane they visited. She is searching for The Crystal Egg in the hopes that it might help her reverse the crystallization effects of her enemies' dastardly spells. It is unclear if her affliction is a disease, an environmental effect, a curse, a deliberate spell attack, or something else. Perhaps she is slightly confused by recent events or just misspoke. I'm sure it's nothing to worry about...
  6. Former Cobbler with the lower body of a large saffron worm. Triply cursed by the vampire-barons of a distant land, he now seeks to become a mighty sorcerer so that he can free his people from the sadistic rulers who made him what he is today.
  7. Slim, pale beautiful half-elf girl who moves like a deer in the moonlight. You'll never see the knife until it is too late.
  8. An idealistic young slug-wrangler from the shores of the Bitter Sea who has abandoned his family business in order to become a liberator of the oppressed.
  9. A morose, terminally-ill hunchback in studded leather with an enchanted blunderbuss and twenty-seven throwing knives looking for the one bell whose ring is the one he remembers from childhood so that he can finally find his way home to the village where he was born. He wishes to return there in order to die.
  10. A blind medusa in chainmail who requires the guidance of her telepathic sword to get around. She is hunting after the band of pig-things that blinded her. The sword has other ideas...
  11. A fine young cannibal wearing an immaculate green velveteen vest, studded leather kilt and wielding a triple-action multi-crossbow.
  12. Massive half-ogre zombie with his mouth sewn-shut. Carries a flamberge-bladed military pick that has been known to lop off limbs or heads on a roll of 19-20. His mind is inscrutable, impervious to telepathy or mind-affecting spells, thus he hunts enchanters and politicians.
  13. A well-dressed Marmot scribe with a taste for mustard who rarely looks up from his writing. This is none other than Marmotretus, the famous author of De Baboinis et cingis, cum commento Dorbellis.
  14. A bald-headed dwarf with three hand-axes and the tongue of a dragon.
  15. Winged maiden who carries a dancing misericorde and an urn that dispenses Cure Serious Wounds potions 3X a day.
  16. A suit of empty Plate Armor in search of a suitable wearer.
  17. A heavily bearded old half-minotaur in laquered lamellar armor carrying a broken arquebus (that they use as a +1 club) and damaged and thread-bare magical bag of wind that only produces stale farts.
  18. Triplet-Elves, one of whom sees, one hears, the other talks. They are of one mind on most matters...and deadly shots with their woodsman's bows.
  19. An alcoholic unicorn that can take the shape and form of the last person they killed, along with the memories, which they carry with them forever. It is obsessed with atonement, but always seems to end up in no-win situations where it needs to kill in order to carry out a noble purpose or to save the day.
  20. An expatriated, outcast Gronk who has barely escaped from the Ministry of Conformity's agent-assassins. They refuse to carry a Gronk Sword. They want to learn how to be an individual but need to find out whom to follow and what forms they need to fill out.

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