Other adventuring parties are a staple of random encounter tables. They have a large scope for interesting interaction with PCs. I hadn't found an NPC adventuring party generator that could be used on the fly whilst pumping a little bit of personality and purpose into the NPC party so I decided to make my own;
(I've tried to present chunks of the table in GM usefulness order - you don't really need to know the HD of an adventurer unless they actually become involved in armed conflict).
Number of Adventurers: d8.
Overall Alignment of Adventuring Party: d3;
(Lawful, Minus 2 to d12 Reaction roll, Neutral, No change to d12 Reaction roll, Chaotic,Plus 2 to d12 Reaction Roll.)
Purpose: d6 (if Lawful minus 1 to result, if Chaotic plus 1 to result);
1) On a morally righteous quest.
2) On a quest to help local law keepers/establishment.
3) En route to local town,city,village.
4) On a quest with material reward for dubious group or figure.
5) En route to pillage local dungeon (or actively pillaging if already there).
6) Openly engaged in brigandry.
Attitude (irrespective of Alignment): d6;
Wealth and Equipment Level (W&EL) (See Abilities, Equipment and Spells below to see what each equipment level entails for each Class, W&EL will determine if the party appears ragged and shabby or wealthy and regal): d6 (Reduce the result rolled by 1 for each each adventurer less than 4);
W&EL1) 100 GP between the party held in sacks.
W&EL2) 300 GP between the party held in sturdy backpacks.
W&EL3) 600 GP between the party, each adventurer is mounted on an appropriate steed.
W&EL4) 1000 GP between the party, each adventurer is mounted on an appropriate steed.
W&EL5) 1500 GP between the party, each adventurer is mounted on an appropriate steed, they posses a cart drawn by a donkey laden with 200 GP of supplies.
W&EL6) 1500 GP between the party, each adventurer is mounted on an appropriate steed, they posses a cart drawn by a donkey laden with 200 GP of supplies.
Magic Items: If W&EL 4,5 or 6 is rolled there is a chance each adventurer holds a magic item. The chances are as follows W&EL 4 = 10%, W&EL5 = 25%, W&EL6 = 50%.
The magic item an adventurer owns depends on their class.
Roll on the random Treasure tables in the Labyrinth Lord rulebook (or your magic treasure table of choice:)
Fighter: d2: 1 = Sword Table (LL pg. 109) 2 = Armor Table (LL pg. 110).
Magic User: Rod, Staves, Wands Table (LL pg. 108).
Cleric: Armor Table (LL pg. 110).
Thief: Potion Table (LL pg. 107).
Please note adventurers will USE these magic items as appropriate.
HD of Each Adventurer: d6 (Each Adventurer gets a d8 HP per HD regardless of Class).
Class of Each Adventurer: d4;
2) Magic User.
Class Abilities, Equipment and Spells:
Fighter: Get 5 HP per HD.
HD 4 - 6: Plus 2 to hit and damage.
HD 6: Gain 1 additional attack per round.
W&EL1-3: Chainmail and Shield (AC 17), Longsword and Longbow (d8).
W&EL4-6: Platemail and Shield (AC 22 [-2]), Longsword and Longbow (d8).
HD1-3: Can cast HD value of both Magic Missile and Charm Person.
HD4-5: Can also cast HD value of Fireball
HD6: Can also cast Polymorph Others once per day.
Magic Users will only ever be equipped with a Dagger (d4) and throwing daggers (d4) and be wearing an ornately decorated robe (AC 12 )
HD1-3: Can cast HD value of both Cure Light Wounds and Hold Person.
HD4-5: Can also cast HD value of Cure Serious Wounds and Striking.
HD6: Can also cast Flamestrike once per day
W&EL1-3: Chainmail and Shield (AC 17), Mace(d6)
W&EL4-6: Platemail and Shield (AC 22 [-2]) Blessed Mace(d6+2)
HD1-3: 3 in 6 chance of Hiding in Shadows and Moving Silently.
HD4-5: 4 in 6 chance of Hiding in Shadows and Moving Silently.
HD6: 5 in 6 chance of Hiding in Shadows and Moving Silently.
Backstab at all HD levels: +4 to hit and Double Damage.
W&EL1-3: Leather (AC 14), Longsword and Longbow (d8).
W&EL4-6: Studded Leather (AC 15), Longsword and Longbow (d8).
The highest HD adventurer will be the party leader. He/She will most embody the alignment, purpose and attitude of the party, the other adventurers may act interdependently if a situation occurs in which that would be beneficial.
Assume every adventurer is carrying rudimentary adventuring gear and supplies.
Assume every adventurer is carrying special items relevant to their class and rolled Weapon and Equipment level.