RPG Tables: Smuggler band generator

RPG Tables: Smuggler band generator

Use in conjunction with Random Outlaw and Bandit Band generator after rolling a 6, 7, 8 or 9 on Table One.

Roll d6 – The smuggling ring’s primary modus operandi involves:
1. Underground tunnels.
2. Secret compartments.
3. Stealth watercraft.
4. Humanoid mules.
5. Bribery of officials.
6. A network of safehouses.

Roll d8 – The ring is supported by:
1. A prominent merchant.
2. An important minister or magistrate.
3. A major crime boss.
4. A pirate captain.
5. An admiral.
6. A group of subversives.
7. The captain of the guard or a local sheriff.
8. The sovereign’s main rival.

RPG Tables: Random Robber Band Generator

RPG Tables: Random Robber Band Generator

Use this table to generate Random Robber bands after rolling a 3, 4, or 5, on Table 1 of Random Outlaw and Bandit Band generator

Roll d6 – The robbers typically strike with:
1. Swarm tactics.
2. Hit-and-run tactics.
3. Ambush tactics.
4. Choreographed maneuvers.
5. Unpredictable maneuvers.
6. Lots of fancy footwork.

Roll d8 – The robbers are notorious for:
1. Never leaving survivors.
2. Branding captives.
3. Scalping captives.
4. Burning wagons and ships.
5. Using explosives.
6. Romantic escapades.
7. Singing bawdy songs.
8. Drinking too much ale.

RPG Tables: Random Poacher Band Generator

RPG Tables: Random Poacher Band Generator

Use this table in conjunction with RPG Tables: Random Outlaw and Bandit Band generator if “1” is rolled on the first table.

Roll d8 – The poachers’ favorite prey includes:
1. Bears.
2. Birds of prey (eagles, falcons, hawks, owls).
3. Boars.
4. Deer (elk, harts, moose, stags).
5. Exotic beasts (behemoths, elephants, griffons, hippogriffs, lions, owlbears, tigers, wyverns).
6. Game birds (doves, grouses, partridges, pheasants, quails, turkeys).
7. Waterfowl (ducks, geese, herons, puffins, snipes, swans).
8. Wild canines (foxes, wolves).

Roll d6 – The poachers’ hunt:
1. For sport.
2. To feed their families.
3. To feed the impoverished peasants.
4. To exact revenge on the landowner.
5. To sell the beasts’ meat.
6. To sell the beasts’ pelts.

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.