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: 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: Dread Pirate King Borloff

    RPG: Dread Pirate King Borloff

    Borloff is a good generic Pirate Captain for D20 Fantasy games.

    Description: Borloff was born into piracy. His father raised Borloff to replace him from an early age. By the age of fifteen he had risen through the ranks, doing every job possible aboard ship before taking command of his own sloop. Borloff is somewhat of a lovable swindler. He has friends and enemies in many ports, usually the same person. He knows it’s only a matter of time before finally being caught, and will quit piracy “after just one more successful capture.” Unfortunately that last job never quite turns out as successful as it needs to be, and he usually forgoes his own share of the loot to be sure the crew gets enough.

    Stats:
    Borloff, male human Rog12: CR 12; Size M (5 ft., 9 in. tall); HD 12d6-12; hp 39; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+4 Dex); Attack +10/+5 melee, or +13/+8 ranged; SV Fort +3, Ref +12, Will +6; AL CE; Str 13, Dex 18, Con 9, Int 14, Wis 15, Cha 11. Languages Spoken: Common, Giant, Ignan. Skill points: Rog 165 Skills and feats: Balance +13, Bluff +11, Climb +16, Decipher Script +19, Disable Device +17, Hide +14, Jump +15, Listen +2, Move Silently +16, Open Lock +11, Search +15, Sense Motive +16, Spot +17, Swim +16; Blind-Fight, Deceitful, Diligent, [Evasion], Improved Initiative, Power Attack. Possessions: 27,000 gp in gear.

    Adventure Hooks:

    – Borloff “left” a map in the possession of one of his many acquaintances on shore. They’re pretty sure that it’s worthless and offer to sell it cheap a member of the party. The map can be as real or unreal as possible, but should include some seemingly nonsense and random directions. (Take the fifth up after the green door)

    – The party needs a ship. Borloff has one and offers to rent it cheap.

    – The party needs a job. Borloff happens to have one, he just needs some help delivering a trifling little trinket to one of his admirers. Unfortunately the young lady in question is the daughter of the local merchant who has lost many a ship to Borloff’s raids, and has put a large reward on his head.

    – The crew has mutinied. Borloff finds himself captain of a crew-less ship and Shanghais the party to fill in “temporarily.”

    NPCs: Pirate Crew

    The pirates ship is a converted merchantman crewed by 30 pirates. A pair of oars on each side gives it maneuverability against the wind.

    Pirate Leader
    Name Green-Eye Razicad, the Dwarven Pirate Alignment: Neutral evil Gender: Male Race: Dwarf Height: 4′ 2; Weight: 185 lbs Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 17 (+3) Intelligence: 10 (+0) Wisdom: 11 (+0) Charisma: 8 (-1) Hit Points: 12d10+36 (97) Armor Class: 12 (+2 Dex) Speed: 20 ft. Initiative: +6 (+2 Dex, +4 Improved Initiative) CR: 12 Total Gear Value: 27,000 gp Classes: * Fighter 12 Saving Throws: Fortitude: +11 (+8 Base, +3 Con) Reflex: +6 (+4 Base, +2 Dex) Will: +4 (+4 Base) Attack Bonuses: Melee: +17/+12/+7 (+12 Base, +5 Str) Ranged: +14/+9/+4 (+12 Base, +2 Dex) Languages: * Common * Dwarven Skills Points: Fighter 30 Skills: Craft (Armorsmithing) +2 (+2 Racial) Craft (Blacksmithing) +2 (+2 Racial) Craft (Stonemasonry) +2 (+2 Racial) Craft (Trapmaking) +2 (+2 Racial) Craft (Weaponsmithing) +2 (+2 Racial) Handle Animal +8 (+9 Rank, -1 Cha) Hide +2 (+2 Dex) Listen +0 Move Silently +2 (+2 Dex) Ride +14 (+12 Rank, +2 Dex) Spot +0 Swim +14 (+9 Rank, +5 Str) Feats: * Blind-Fight * Cleave * Combat Reflexes * Diehard * Dodge * Endurance * Exotic Weapon Proficiency (chain, spiked) * Improved Initiative * Improved Overrun * Power Attack * Weapon Focus (chain, spiked)

    1st Mate
    Name: Saeunn Alignment: Lawful neutral Gender: Female Race: Half-elf Height: 4′ 11″; Weight: 122 lbs Strength: 15 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 19 (+4) Wisdom: 12 (+1) Charisma: 15 (+2) Hit Points: 11d4+33 (61) Armor Class: 12 (+2 Dex) Speed: 30 ft.Initiative: +2 (+2 Dex) CR: 11 Total Gear Value: 21,000 gp Classes: * Wizard 11 Saving Throws: Fortitude: +6 (+3 Base, +3 Con) Reflex: +5 (+3 Base, +2 Dex) Will: +8 (+7 Base, +1 Wis) Attack Bonuses: Melee: +7 (+5 Base, +2 Str) Ranged: +7 (+5 Base, +2 Dex) Languages: * Common * Elven * Giant * Goblin * Ignan Skills Points: Wizard 78 Skills: Craft (Blacksmithing) +18 (+14 Rank, +4 Int) Craft (Woodworking) +15 (+11 Rank, +4 Int) Diplomacy +4 (+2 Cha, +2 Racial) Gather Information +4 (+2 Cha, +2 Racial) Hide +2 (+2 Dex) Knowledge (Arcana) +17 (+13 Rank, +4 Int) Knowledge (Geography) +16 (+12 Rank, +4 Int) Knowledge (Local) +18 (+14 Rank, +4 Int) Listen +2 (+1 Wis, +1 Racial) Move Silently +2 (+2 Dex) Search +5 (+4 Int, +1 Racial) Spellcraft +18 (+14 Rank, +4 Int) Spot +2 (+1 Wis, +1 Racial) Feats: * Combat Casting * Craft Rod * EmpowerSpell * Enlarge Spell * Scribe Scroll * Silent Spell Wizard Spells Per Day: 0th-level: 4 (DC 14 where applicable) * Acid Splash * Arcane Mark * Dancing Lights * Daze * Detect Magic * Detect Poison * Disrupt Undead * Flare * Light * Prestidigitation * Ray of Frost * Read Magic * Resistance * Touch of Fatigue 1st-level: 5 (DC 15 where applicable) * Charm Person * Endure Elements * Floating Disk * Mage Armor * Magic Missile * Protection from Law * Shield * Sleep 2nd-level: 5 (DC 16 where applicable) * Continual Flame * Darkness * Detect Thoughts * Flaming Sphere * Gustof Wind * Scorching Ray * Spectral Hand 3rd-level: 5 (DC 17 where applicable) * Dispel Magic * Explosive Runes * Fireball * Gentle Repose * Hold Person * Lightning Bolt * Magic Circle against Good * Nondetection * Protection from Energy * Tiny Hut * Wind Wall 4th-level: 4 (DC 18 where applicable) * Animate Dead * Dimensional Anchor * Fire Shield * Minor Creation * Resilient Sphere * Wall of Ice 5th-level: 2 (DC 19 where applicable) * Break Enchantment * Interposing Hand * Lesser Planar Binding * Permanency 6th-level: 1 (DC 20 where applicable) * Chain Lightning * Contingency

    Treasure on ship: armor large steel shield +1 (1,170 gp) gem andradite (brownish-black garnet) (613.3 gp) hyalite (colorless, transparent opal) (742.6 gp) sardonyx (black) (47.9 gp) tchazar (45.3 gp) A stack of tattered parchments that look like maps.