RPG Tables: Random Outlaw and Bandit Band generator

RPG Tables: Random Outlaw and Bandit Band generator

Back to RPG Tables: Random Gangs and Guilds generators

These tables are good for creating random Outlaw gangs or Bandit bands. Examples of such is Robin Hood’s Band of Merry Men.

Roll d10 – The outlaw band’s primary “business” involves:
1. Poaching from the sovereign’s preserve or a prominent noble’s lands. (Roll on Random Poacher Band Generator)
2. Harboring fugitives.
3. Harassing government officials and nobles who pass along the road.(Roll on Random Robber Band Generator)
4. Robbing caravans carrying gems, precious metals, and exotic goods. (Roll on Random Robber Band Generator)
5. Holding up incoming or outgoing ships or wagons. (Roll on Random Robber Band Generator)
6. Smuggling drugs—smokeleaf, a hallucinogenic mushroom, sleepysalt, sharpsugar, etc. (Roll on Random Smuggler band generator)
7. Smuggling rare antiquities.(Roll on Random Smuggler band generator)
8. Smuggling stolen goods. (Roll on Random Smuggler band generator)
9. Smuggling living things (examples: exotic beasts, foreign harlots, fugitives, slaves, etc) (Roll on Random Smuggler band generator)
10. Serving as muscle for shady merchants and/or brothel-keepers.

Roll d10 – The outlaw band’s colors are:
1. Black.
2. Gold.
3. Forest green.
4. Bronze.
5. Tan / khaki.
6. Brown / beaver.
7. Dark grey / gunmetal.
8. Maroon.
9. Dark brown / chocolate.
10. Olive green.

Roll d12 – The outlaw band’s symbol is:
1. A skull.
2. An arrow.
3. A dagger.
4. A goblet.
5. The moon.
6. A star.
7. A snake.
8. A badger.
9. A spider.
10. A rat.
11. A wolf.
12. A bear.

Roll d12 – The outlaw band’s leader is:
1. A dangerous megalomaniac.
2. A charismatic demagogue.
3. A mysterious foreigner.
4. A talented thief.
5. A member of a prominent family.
6. A ruthless killer.
7. A femme fatale.
8. A charming rogue.
9. A dashing swashbuckler.
10. A brutish thug.
11. A devoted priest.
12. A well-known fugitive.

Roll d6 – The outlaw band’s members are primarily:
1. Out-of-work artisans.
2. Displaced peasants.
3. Desperate peasants.
4. Escaped slaves.
5. Combat veterans.
6. Foreign refugees.

Roll d8 – The outlaw band’s goals include:
1. Domination of the region’s trade.
2. Sabotage of the region’s trade.
3. Revenge against a rival band of outlaws.
4. Revenge against the region’s elite.
5. Rebellion against the region’s elite.
6. Equality and freedom for all.
7. A wealthy and peaceful retirement.
8. Violence to slake their bloodlust.

Roll d10 – Members of the outlaw band typically arm themselves with:
1. Wooden clubs.
2. Over-sized daggers.
3. Shortbows and arrows.
4. Longbows and arrows.
5. Daggers and crossbows.
6. Axes and knives.
7. Sticks and stones.
8. Shortswords.
9. Brass knuckles.
10. Daggers and sling shots.

Roll d10 – The outlaw band’s headquarters is hidden in or near:
1. The residence of a prominent noble.
2. The village’s market square.
3. A wayside inn.
4. A tavern.
5. A brothel.
6. An old lighthouse.
7. An abandoned cabin.
8. A waterfall.
9. A cave.
10. A dense forest.

Roll d10 – The outlaw band is feared or respected by:
1. Ambassadors and tax collectors.
2. Merchants and peddlers.
3. Politicians and magistrates.
4. Guards and sheriffs.
5. Soldiers and warriors.
6. Nobles and wealthy travelers.
7. Knights and loyalists.
8. Peasants and farmers.
9. Priests and sages.
10. Women and children.

Roll d12 – Distinguishing feature for an individual:
1. A flashy earring ring.
2. Shiny leather boots.
3. A hole in the toe of one boot.
4. A dagger in each boot.
5. A mask on the face.
6. A wide-brimmed hat.
7. A dragon tattoo on the forearm.
8. A flame tattoo around the arm.
9. A maniacal laugh.
10. Nothing
11. An open shirt and a very hairy chest.
12. Extravagant mustaches.

RPG Tables: Random Assassins’ Guild Generator

RPG Tables: Random Assassins’ Guild

Use the following tables to generate a random Assassins’ Guild. Use this site for creating random names.

Back to Random Gangs and Guilds generators

Roll d20 – The Assassins’ guild’s symbol is:
1. A skull
2. An bloody eye
3. A flame
4. A dagger
5. A scythe
6. An arrow
7. A fish
8. A crow
9. A rat
10. A scorpion
11. A spider
12. A snake
13. A gem
14. Nothing
15. An Masked Face
16. Single Mountains
17. The Sun
18. Crossed twin daggers
19. A basilisk
20. A dragon

Roll d20 – The guild’s preferred method of execution is:
1. Ingested poison or allergic reaction.
2. Exposure to deadly (but not highly contagious) disease.
3. Contact poison applied to a weapon.
4. Arrow/bolt from range.
5. Knife in the chest or back.
6. Multiple stab wounds.
7. Slitting throats.
8. Gutting or eviscerating.
9. Flaying or scalping.
10. Beheading.
11. Strangulation.
12. Hanging.
13. Burying alive.
14. Drowning.
15. Boiling alive.
16. Throwing off a roof.
17. Acid (pouring or submersion).
18. Fiery explosion.
19. Burning alive.
20. Feeding to animals.

Roll d12 – Guildmembers typically arm themselves with:
1. Poisoned daggers, shortswords, or longswords
2. Throwing knives.
3. Daggers.
4. Serrated daggers.
5. Crossbows.
6. Axes and knives.
7. Bows and arrows.
8. Shortswords and crossbows.
9. Sickles and scythes.
10. Garrotes
11. Exotic blades or blowguns.
12. Bolas and poisoned projectiles.

Roll d6 – Guildmembers typically operate:
1. Alone.
2. In pairs.
3. In small groups (3-5 members)
4. By infiltrating an organization.
5. By impersonating a specific individual.
6. In plain sight.

Roll d6 – Guildmembers typically know:
1. Very few other guildmembers.
2. Several other guildmembers.
3. The details of the guild’s organization.
4. Nothing about the guild’s leadership.
5. The names of the guild’s leaders, though they’ve never seen any of them.
6. One of the guild’s leading members and no other guild members.

Roll d12 – The guild’s leader is:
1. A dangerous megalomaniac.
2. A charismatic demagogue.
3. A mysterious foreigner.
4. A talented thief.
5. A well-known public figure.
6. A ruthless killer.
7. A femme fatale.
8. A charming rogue.
9. A dashing swashbuckler.
10. A brutish thug.
11. A religious fanatic.
12. A veteran soldier.

Roll d8 – The guild’s goals include:
1. Expanding the client base.
2. Corrupting and influencing the politics of the city or region.
3. Eliminating a rival assassins’ guild in the same city or region.
4. Eliminating a rival assassins’ guild in a foreign city or region.
5. Intimidating the masses.
6. Instigating rebellion among the masses.
7. “Power behind the throne”
8. Wealth

Roll d8 – The guild refuses to take contracts to kill:
1. Women.
2. Young children.
3. Nobles and prominent citizens.
4. Priests and monks.
5. Peasants and poor folk.
6. Foreigners and travelers.
7. Members of the client’s family.
8. Fellow criminals.

Roll d8 – Guildmembers typically strike with:
1. Hit-and-run tactics.
2. Ambush tactics.
3. Diversionary tactics.
4. A precisely planned attack strategy.
5. A well-planned escape strategy.
6. The element of surprise.
7. Announcing their presence.
8. No thought of escape.

Roll d8 – Guildmembers typically time their attacks for:
1. Just after sunrise.
2. High noon.
3. Just after sunset.
4. Well into the night.
5. The toll of midnight.
6. After midnight.
7. The wee hours of the morning.
8. Just before sunrise.

Roll d20 – The guild’s headquarters is hidden in or near:
1. The residence of the leader or a senior guildmember.
2. An artisan’s shop or guildhall.
3. A merchant’s office.
4. A tavern.
5. A brothel.
6. A warehouse or shipyard.
7. A temple complex.
8. The city’s sewers.
9. The town hall.
10. An abandoned guildhall
11. An armory or barracks.
12. The residence of a wealthy individual or prominent citizen.
13. Abandoned keep or castle
14. Cave or crypt system
15. A Temple or Monastery
16. Warehouse or docks
17. Ship or other water vessel
18. Merchant Shop
19. Hidden Hut in Forest
20. Poor neighborhood

Roll d12 – The guild is feared or respected by:
1. Fishermen and sailors.
2. Beggars and orphans.
3. Merchants and moneychangers.
4. Nobles and rulers.
5. Politicians and magistrates.
6. Guards and sheriffs.
7. Soldiers and warriors.
8. Thieves and criminals.
9. Servants and slaves.
10. Priests and sages.
11. Women and children.
12. Other assassins.

Roll d12 – Distinguishing feature for an individual guild member:
1. A flashy earring.
2. Shiny leather boots.
3. A gold signet ring.
4. A dagger in each boot.
5. A mask covering the face.
6. A wide-brimmed hat.
7. A scar on the forearm.
8. A scar on the face.
9. A high-pitched laugh.
10. Nothing
11. Low-cut shirt.
12. Neatly trimmed mustaches.

Roll d12 – Distinguishing weapon for an individual assassin:
1. A blade with a gem embedded in the pommel.
2. A blade with soft leather tassels dangling from the pommel.
3. A blade with a carved hilt (made of ivory, jade, soapstone, ebony, mahogany, or oak).
4. A blade with a gently curved hilt.
5. A blade with beasts sculpted into the steel of the guard (dragons, lions, scorpions, snakes, spiders, or wolves).
6. A blade made of blackened steel.
7. A highly polished blade.
8. A blade with strange runes carved into it.
9. Arrows/bolts tipped with black steel.
10. Arrows/bolts with bronzed tips.
11. Arrows/bolts fletched with crow feathers.
12. Arrows/bolts fletched with peacock feathers.

RPG Tables: Random Gangs and Guilds generators

RPG Tables: Random Gangs and Guilds

As a DM, there are a number of times when you need to add an organization for flavor, game plots, or as a starting point for a major nemesis, or organization for characters to belong too.

Random Gangs and Guilds

In that spirit, the good fellows over at Reddit’s D&D Behind the Screen created random generation tables for the following types of groups.

  • Assassins’ Guild
  • Bandit Bands
  • Outlaw Bands
  • Robber Bands
  • Pirate Crews
  • Poacher Bands
  • Smuggler Bands
  • Urban Gangs
  • Please comment below for other types of organizations you’d like to see here.

    RPG Scenario: Dead Ship

    RPG Scenario: Dead Ship

    The following scenario came from a suggestion I made on Reddit a while ago. I decided to keep it and flesh it out a bit. This is meant to be for a Space based game, but could be modified for a Modern game.

    The characters are crew members of the EDFR Rainier (Earth Defense Force, Reserve,) a Fast Combat Supply Ship. The FCSS is meant to accompany Naval Combat units and support all their supply needs. It provides fuel, ammunition, and all other supplies a ship in combat could need. In addition it has space to provide some man power transfers, mail deliveries, prisoner transport, and even other live cargo as needed.

    The ship itself is heavily automated with redundant systems. In dock the ship is setup to automatically load and store supplies throughout it’s hull. A Fast Combat Supply Ship can also take supplies off of a variety of other transport ships as needed. This allows it to detach itself from the fleet, meet a supply convoy to load up, and then rejoin the fleet.

    Supply transfer is partially done via automated lifters that can access any part of the ship as needed. For instance medical supplies will automatically be routed to the medical facilities storage, ammunition will be sent to weapons systems, fresh food will be sent to the galley.

    The automated lifters are roughly man sized but can carry a ton each. They will gang up for heavier loads such as missiles and large equipment transfers if the direct connect automated systems are damaged. Anti-gravity propulsion systems allow them to work both in a gravity well and in the vacuum of space. The lifters are unarmed, but have enough armor to withstand minor damage.

    The EDFR Rainier is designed to nestle directly against combat ships to minimize potential for enemy damage during combat. Armored cargo ports automatically connect each ship to allow the liters to travel between each. Fuel supply, and large ammunition transfer systems connect automatically through similar heavily armored and protected connections.

    While the EDFR Rainier is armed, it’s weapons are purely defensive. These are antimissile, anti-air/fighter, and basic counter-measures. These systems automatically tie into those of whatever ship it is currently servicing to protect both ships while in combat and reloading. The crew of the ship being supplied has complete control of the EDFR Rainier during this time. They can designate priorities on supplies being transferred, initiate and stop transfers, and provide complete defensive needs in combat.

    Crew members of the EDFR Rainier are mostly technicians. Their job is to get the Rainier to it’s destination and to service and repair the Rainier’s automated systems. They have basic weapons training, but much of it is out of practice. All crew members are well versed in Zero-G and EVA operations. In a pinch they can help load/unload.


    The EDF Keiko Akane is a slightly out of date battleship. By modern standards she is only a destroyer. But sometime in her past she was heavily modified with faster engines and the latest in anti-detection systems. As such she still remains in service as a transport for Special Forces units being deployed directly to combat. The Rainier is sent to supply her while on mission.

    As the Rainier approaches the rendezvous location they have to wait a couple of hours, deep in hostile space. Finally they get the automated message from the Keiko Akane, and both ships start the docking procedures. The Keiko Akane sends in it’s “order,” all routine for a ship that has been operating on it’s own for a while, and the Rainier obediently starts fulfilling the order as soon as the docking is done.

    Everything is 100% as expected and routine. Until it comes time to undock. The EDF Keiko Akane never sends the final “go ahead and undock” order to the EDFR Rainier. Any automated or manual queries to the Keiko Akane about what the problem is go unanswered. Trying to manually undock is futile, the docking protocol is designed to work during ship to ship combat and is near impossible to break. Until the docking protocol is initiated, both ships will act and perform as one.

    After 4.6 hours, the EDF Keiko Akane puts both ships on high alert and in defense mode. After 27 minutes both ships start accelerating quickly and firing weapons. This lasts for 18 minutes and then ceases. 85 minutes later the EDF Keiko Akane puts in another request for ammunition and fuel which the Rainier dutifully carries out. This pattern repeats every 4.6 hours down to the millisecond.

    Characters should note that during combat, Fast Combat Transports are programmed to send over their own fuel reserves if necessary.

    That will be necessary after this happens 7 more times.

    EDF Keiko Akane
    Characters can gain access to the Keiko Akane several ways. They can use the cargo ports at the same time as the automated lifters. They can spacewalk over to the ship and break in through personnel ports. Or they can take the Rainier’s Collier over. If either of the last two happen, they will have a chance to notice the damage to the Keiko Akane.

    The port side of the Keiko Akane looks untouched. This is the side the Rainier approached from and docked with per the Keiko Akane’s orders during the docking protocol. The starboard side of the ship has been heavily damaged. At least three quarters of it’s weapons systems are destroyed. A large section of the hull looks like it’s been carved away leaving half the ship’s decks open to space. At least one of the ship’s reactors was jettisoned into space after it went critical.

    If they board the ship they will find signs of battle. The red alert signal comes up at the 4.6 hour mark and continues until the acceleration and firing cycle quits. Ship readouts show that most systems are functioning somewhat but she has been so heavily damaged that it’ll be cheaper to build a new ship. Every fire door has been closed. Many compartments are full of radiation or worse. The forward computer room is completely gone as is a major portion of crew quarters, the galley, the forward missile bays, and half the ships sensors.

    The computer is still somewhat operational. It does suffer from a multitude of glitches and reports that the galley is ready to serve food anytime they wish. It shows both that the life boats were launched and that they are still onboard. It is as helpful as it can be, but that is not much. It continually warns them away from the Secondary Computer room to the aft of the ship due to immense radiation.

    The compartment has been sealed due to a massive radiation link from the jettisoned engine from the nearby compartment. In addition to the automatic seals, the former crew attempted to erect additional protective barriers. The radiation levels are so high even someone in a protective suit will become so radiated that they’ll be dead within a week. Scans of nearby corridors back this up by showing they too have lethal levels of radiation.

    No remains are left on the ship, but signs of personnel abound. Pools of blood from wounded and killed have been hastily wiped up. The surgery shows sign of heavy use. Consoles and chairs are smashed from where bodies hit them. Equipment is strewn about after use or ripped from it’s storage by impact. Any weapons found are fully loaded and functional.

    Eventually the characters will figure out how to get to the secondary computer room as it’s obvious that a glitch is causing the problems. When they do get there, they’ll find that it’s been gutted by the same thing the caused the engine to go critical.

    At this point, the computer goes silent. All the while, the countdown towards the next rearming cycle continues.

    Possible Scenariors
    The “computer” is actually a sentient being that accidentally ran into the ship, causing the massive damage. It’s mental capacity is pretty low, but it somehow managed to merge with the ship’s A.I. systems.

    There is actually a third computer system on the ship. It’s much smaller, and was meant to only control the engine systems. The crew desperately pressed it into service to replace the two main systems. But it’s hopelessly underpowered and is suffering a number of minor glitches.

    The EDF Keiko Akane’s mission failed. To make matters worse, it’s victorious opponent just showed up to take possession of the remains of the ship.

    Rick’s RPGs: Transitions in an RPG World

    One of the biggest things that GM’s overlook in their game world is transitions in time and how if affects the world around the player characters. IE, What happens to the PC’s favorite Inn or Tavern after they have been gone for a while? Maybe the PCs heard some rumors in the inn that took them on a world saving journey that lasted many years? What happened to the inn now that they’re back in town? This month’s article for the RPG Blog Carnival is all about “Transitions.”

    You can likely see transitions in your own neighborhood. Old buildings have been torn down or updated. New buildings have come in. Restaurants and stores have gone out of business and new ones have opened up. For a bit of reality in a gaming world it makes sense to add such transitions. They can simply be flavor for your game world or can be important plot points for further adventure.

    A good example of an extreme version of this in fantasy literature is the last chapter of J.R.R. Tolkien’s “The Return of the King” simply called “The Scouring of the Shire.” When the four Hobbits return home to The Shire, they find that it’s been taken over by Men from the South led by the former wizard Saruman who is living in Bag End. The formerly peaceful Shire is full of pollution. The Hobbits as a race are effectively enslaved and generally unhappy in sharp contrast to how peaceful and serene it was when they left. The Hobbits, specifically Merry and Pippen, rally The Shire to battle. They kick the strangers out in the Battle of Bywater, also known as the last battle in the War of the Ring. Saruman, the formerly powerful wizard, is killed by his servant Wormtounge (who had been poisoning the mind of the King of Gondor,) who in turn is slain by an arrow. Afterwards the Shire goes back to it’s original happy and serene place as the Hobbit race is once again free.

    In my own game world I have a building that is the Orphanage of Talric. It is a huge two story stone building. A grand stair case from the front door leads to the second floor. On the west wing of the ground floor are class rooms. The east wing is kitchen, dining area, and temple to Talric. A small storage closet serves as armory, mostly practice weapons.

    The second floor is dormitories. Orphans share rooms in the west wing, while the teachers and staff each have their own room in the west wing. There are also rooms for visitors and dignitaries, or even road weary travelers who need a place to stay the night. There is also a “hidden” basement area that is mostly used for storage.

    This location has served in my game for nearly ten years. During that time I have built up quite a history for it as it’s been through multiple transitions. The building was originally built 500 years ago (in game time,) as the Mayor’s house for the town. When the Black Hand armies came through 200 years ago, they took over the building and made it the regional Headquarters for their army. As part of the offense against the Black Hand by the Solar Empire, it was captured by a group of adventurers in a daring midnight raid two years later. The leader of this party was a Paladin of Talric who built a basic temple inside to worship at. The Solar Empire used it as their own forward Headquarters during this time.

    The temple attracted Paladins and Clerics of Talric to the area who ended up being instrumental in turning back a last ditch attempt to break the Empire’s defensive lines. This effectively collapsed the Black Hand’s offensive, but the war lasted another three years as lost territory was reconquered. During that time the temple took in so many war orphans that is gradually took over the entire building as the front lines moved forward and it was no longer needed as headquarters.

    Since then the building has housed Orphans from all over the Empire and has been a central location for many adventurers. Player Characters lived and met each other in the orphanage. Orphans have been stolen in the dead of night for nefarious purposes. The hidden basement houses supplies left over from the war, among these an powerful artifact wanted by a mysterious Cult. The former mayor’s family have fallen on hard times, but they do have one thing, the original deed to the house and they want it back. Goblin raiders driven from the mountains by an early snow storm attempted to attack the Orphanage.

    The possibilities have been endless for this building because I sat down to think about it’s transition through the decades. This can be done for any building or location. Not just over hundreds of years, but even over a few months. Keep in mind that the one constant is change, and your game world should reflect this to be as believable as possible.

    For those who run dungeons in their fantasy games, it’s good to think what happened to the dungeon after the players went through it. Perhaps that colony of giant bees take over the entire complex now that there are no larger creatures to hold them back? Maybe the PC’s battle through the dungeon severely damaged it and has caused a partial collapse that reveals another level or two? Or have bandits discovered the abandoned dungeon and turned it into their hideout?

    If you need a little help, I created the below chart to help you think about transitions. Roll a D20 to see what event happened at the location. From there you should be able to build a back story and likely an adventure or two.

    Transitions Chart
    1 – cataclysm, nothing is left to even rebuild
    2 – devastated, in ruins no one cares to rebuild
    3 – recently suffered a disaster, main NPC’s maybe dead or missing
    4 – recently suffered a disaster, but everyone is OK, rebuilding in progress
    5 – famine or drought is causing people to move on
    6 – sold, given away, taken over by some one else.
    7 – razed to make way for a new construction project
    8 – NPC has died or left unexpectedly
    9 – PCs relative, patron, or friend has shown up unexpectedly
    10 – increase in taxes causes a slow down in business or traffic
    11 – severe weather causing flooding or other damage
    12 – NPC has recently come into a huge amount of money and is making modifications or repairs
    13 – Long lost relative joins the family business
    14 – A party of adventurers had a fight, causing huge amount of damage
    15 – Raided by evil (humans, creatures, elves, tax collectors)
    16 – New Permit process affects business
    17 – Nobility have discovered the location, their money and influence is pushing out the poorer folks
    18 – Owner approaches the PCs to invest in their business or company
    19 – Main trade route has moved causing a drop in business
    20 – Nothing, all is well just as the PCs last saw it. Or is it?

    Be sure to modify as needed for your game world.

    Please let me know what you think of this article. I’d love to hear any comments, ideas, or suggestions!