Roll up some outlaws for your campaign. It just takes a few d6s.
Who Are They?
Bandits are mostly ordinary folk who feel wronged.
| 1d6 | Grievance |
|---|---|
| 1 | The remaining villagers whose village was destroyed by monsters. |
| 2 | The remains of townsfolk whose town was destroyed by war. |
| 3 | Villagers whose cruel lord keeps them desperate. |
| 4 | Former sailors whose ship was sunk/wrecked/decommissioned. |
| 5 | Refugees fleeing warfare elsewhere. |
| 6 | Rogues who have been mistreated by society and seek revenge. |
Most bandits dress pretty casually, but some have style.
| 1d6 | Appearance |
|---|---|
| 1 | Starving peasants in rags and tatters. |
| 2 | Opportunistic peasants in normal clothes. |
| 3 | A rag-tag mix of normal clothes and light armor. |
| 4 | Locals in light armor. |
| 5 | A rag-tag mix of light armor and medium armor. |
| 6 | Men-at-arms in medium armor. |
Peerless Leader
Every band of outlaws needs a leader who can inspire them.
The leader is a… (1d6: 1-2=rogue; 3=bard; 4=ranger; 5-6=fighter).
| 1d6 | Conspicuous Trait |
|---|---|
| 1 | Eyepatch |
| 2 | Facial scar |
| 3 | Missing fingers |
| 4 | Conspicuous clothing… (1d6: 1=scarf; 2=hood; 3=pied cloak; 4=furs; 5=mask; 6=fancy hat) |
| 5 | Pet… (1d6: 1=parrot; 2=cat; 3=owl; 4=dog; 5=weasel; 6=squirrel) |
| 6 | Striking good looks |

Secret Symbol
| 1d6 | Secret Symbol |
|---|---|
| 1 | Animal… (1d6: 1=black cat; 2=wolf; 3=bear; 4=bat; 5=snake; 6=owl) |
| 2 | Weapon… (1d6: 1=sword; 2=ax; 3=spear; 4=dagger; 5=mace; 6=arrow) |
| 3 | Entwined… (1d6: 1=circles; 2=diamonds; 3=squares; 4=triangles; 5=stars; 6=hearts) |
| 4 | A… (1d6: 1=circle; 2=diamond; 3=square; 4=triangle; 5=star; 6=heart) within a… (1d6: 1=circle; 2=diamond; 3=square; 4=triangle; 5=star; 6=heart) |
| 5 | Flower… (1d6: 1=rose; 2=lily; 3=tulip; 4=forget-me-not; 5=violet; 6=daisy) |
| 6 | Body part… (1d6: 1=hand; 2=fist; 3=foot; 4=skull; 5=skeleton; 6=ear) |

Current Plot
How does one make their way in the world of outlawry? One plot at a time.
| 1d6 | Current Plot |
|---|---|
| 1 | Gather treasure to… (1d6: 1=retire; 2=bribe officials to release one of their own from prison; 3=buy a pardon; 4=buy a ship to become pirates; 5=buy a tavern; 6=become merchant traders). |
| 2 | Reach out with gifts to convince a… (1d6: 1=ogre; 2=evil faction; 3=mad wizard; 4=foreign tyrant; 5=vampire; 6=young dragon) to help them. |
| 3 | Make their leader more powerful… (1d6: 1=in influence with nobles; 2=in arcane magic; 3=in divine magic; 4=in wealth; 5=in legal authority; 6=in reputation among commoners). |
| 4 | Enhance the local trade to the detriment of rivals. |
| 5 | Wreck the local trade out of spite. |
| 6 | Seek out information about… (1d6: 1=a trade shipment; 2=an official for blackmail; 3=a noble to sell to rivals; 4=a treasure being moved; 5=a treasure kept hidden; 6=lost treasure). |
Hideout
Every band needs a headquarters from which to launch its efforts.
| 1d6 | Base |
|---|---|
| 1 | Ruined ancient… (1d6: 1=bath house; 2=villa; 3=fortress; 4=monastery; 5=tower; 6=tomb). |
| 2 | Recently abandoned… (1d6: 1=manor house; 2=mill; 3=church; 4=monastery; 5=tower; 6=crypt). |
| 3 | Captured… (1d6: 1=manor house; 2=town; 3=church; 4=monastery; 5=tower; 6=coaching inn). |
| 4 | Purpose-built… (1d6: 1=tower; 2=tunnel complex; 3=ship; 4=gorge on the moor; 5=forest camp; 6=cave encampment). |
| 5 | Secret headquarters in an unassuming… (1d6: 1=house in a town; 2=house in a city; 3=manor house; 4=yeoman’s hall house; 5=warehouse at a city wharf; 6=sewer system in a big city). |
| 6 | Cellars under a working… (1d6: 1=moneylender’s house; 2=merchant’s house; 3=inn; 4=tavern; 5=gambling house; 6=guildhall) in a city. |



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