RPG Tables: Random Pirate Crew Generator

RPG Tables: Random Pirate Crew Generator

Use this table to generate random pirate crews for your fantasy RPG game.

Roll d12 – The pirates’ ship is:
1. Little more than a raft.
2. A galley.
3. A longship.
4. A catamaran.
5. A cog.
6. A hulk.
7. A carrack.
8. A caravel.
9. A schooner.
10. A dreadnought.
11. A row boat
12. Multiple ships, roll twice on table again

Roll d8 – Presently, the pirates’ ship is:
1. Laden with treasure.
2. Full of stolen goods.
3. Well-stocked with provisions.
4. In tip-top shape.
5. “On loan” to some other pirates.
6. In need of repair.
7. Barely staying afloat.
8. Resting beneath the waves.

Roll d20 – The ship’s banner features:
1. A skull.
2. A pair of crossed bones.
3. A skull and cross bones.
4. A skeletal hand.
5. A skeletal fish.
6. A flaming skull.
7. A clenched fist.
8. A ghost.
9. A mermaid.
10. A pair of crossed cutlasses.
11. A dagger.
12. A bloody dagger.
13. An albatross.
14. A pelican.
15. A whale.
16. An octopus.
17. A swordfish.
18. A crab.
19. A sea turtle.
20. A big tuna.

Roll d12 – The ship’s mascot is:
1-4. A parrot:
1. A budgie (fond of saying “Ye scalawags!” or “Aye, Captain!”).
2. A cockatoo (fond of saying “Pieces of eight!” or “It’s shark week!”).
3. A conure (fond of saying “Dead men tell no tales!” or “Ahoy!”).
4. A macaw (fond of saying “Show me the booty!” or “Land, ho!”).
5-8. A monkey:
5. A capuchin monkey (with or without an eyepatch).
6. A macaque (with or without a vest).
7. A spider monkey (with or without a bandanna).
8. A tamarin (with or without mustaches).
9. An old turtle.
10. A lazy sea-faring cat.
11. A pot-belly pig.
12. A high-energy herding dog.

Roll d10 – The ship’s captain 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. An old sailor.
12. A celebrated naval hero.

Roll d8 – The crew’s attitude toward their captain is:
1. Adoring and loyal.
2. Friendly and pleased.
3. Respectful and business-like.
4. Mercenary and eager.
5. Terrified and tight-lipped.
6. Disappointed and indifferent.
7. Restless and rebellious.
8. Angry and mutinous.

Roll d10 – Crewmembers often sport matching:
1. Puffy shirts.
2. Breeches.
3. Scarves.
4. Vests.
5. Bandannas.
6. Boots.
7. Tattoos.
8. Hats.
9. Scars.
10. Mustaches.

Roll d8 – The crew’s goals include:
1. Discovery of a legendary hidden treasure.
2. Domination of the region’s maritime trade.
3. Revenge against a naval hero.
4. Revenge against a rival pirate crew.
5. Rebellion against the dominant merchant traders.
6. A wealthy and peaceful retirement.
7. Violence to slake their bloodlust.
8. Drinking all the rum.

Roll d10 – Crewmembers typically arm themselves with:
1. Belaying pins (wooden clubs).
2. Throwing knives.
3. Over-sized daggers.
4. Serrated daggers.
5. Cutlasses.
6. Clubs and daggers.
7. Brass knuckles.
8. Bare fists.
9. Nets and tridents.
10. Harpoons.

Roll d10 – The pirate crew typically fights with:
1. Swarm tactics.
2. Hit-and-run tactics.
3. Ambush tactics.
4. Choreographed maneuvers.
5. Unpredictable maneuvers.
6. Lots of smiles and jokes.
7. Lots of fancy footwork.
8. Lots of screaming and shouting.
9. Kicking and stomping.
10. Lots of head-butting.

Roll d10 – The crew’s headquarters is hidden in or near:
1. A rugged seaside cliff.
2. A hidden lagoon.
3. A remote island.
4. A swampy river mouth.
5. A coastal cave.
6. A tavern.
7. A brothel.
8. A warehouse or shipyard.
9. A poor fishing village
10. An old lighthouse.

Roll d12 – The crew is notorious for:
1. Never leaving survivors.
2. Feeding captives to sharks.
3. Tattooing or branding captives.
4. Scalping captives.
5. Flaying captives.
6. Burning seaside villages.
7. Plundering the ships of a wealthy tyrant.
8. Using a lot of explosives.
9. Convening with ghosts.
10. Romantic escapades.
11. Singing bawdy songs.
12. Drinking too much rum.

Roll d12 Distinguishing tattoo for an pirate:
1. A dagger tattoo.
2. An anchor tattoo.
3. A skull tattoo.
4. A pair of crossed bones tattoo.
5. A snake tattoo.
6. A fish tattoo.
7. A spider web tattoo.
8. An octopus tattoo.
9. A whale tattoo.
10. A lobster tattoo.
11. A mermaid tattoo.
12. A dragon tattoo.

Roll d12 Distinguishing feature for an individual:
1. A nose ring.
2. Shiny leather boots.
3. Gold teeth.
4. An oversized dagger in the belt.
5. A heavy gold chain around the neck.
6. A wide-brimmed hat.
7. An eyepatch.
8. A long black beard.
9. A maniacal laugh.
10. Nothing.
11. An open shirt and a very hairy chest.
12. Extravagant mustaches.

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.