Everybody needs a spicy network of criminals, cultists and the like. The important thing is to give them an agenda that is clear to the GM and needs to be discovered by the players, and some features to make it stand out. The network may be populating a dungeon-like area, over or underground, or be one of the factions in a city or location that the players have to understand and deal with. Ultimately, not all criminal networks are made for the players to “fight their way through”. They are often best used as the shadowy presence moving the strings in the world around the characters, popping in and out for specific quests. A hack and slash through bad guys is also fun, as long as it’s not a hoarde of similar-looking enemies.
In this table, the columns that flesh out the network also double as bits of information that may be revealed to the players if they ask around or overhear conversations about crimes in the area. It’s often good to make clear to the players, through NPC conversations, that these people have ears and eyes everywhere and nobody is to be trusted.
The feeling of paranoia can be used to ratchet up the tension and can create amazing moments at the table. Beware of potential “analysis paralysis” if the players decide to really not trust anybody and be extremely extremely suspicious of everything to the point that no fun is being had and players are cheesing every potentially ambiguous situation. In this case, a trap or an event that happens at them (big explosion, kidnapping of friendly NPC, etc), can set things in motion again.
Some other good tables for bandits and criminals are in the incredible Yoon Suin book, which is of course a “godfather book” (cos we are talking about criminals, get it? get it?) for procedural generation, crimes and exploration.
Most of the entries in this table are pretty “straight”, nothing too outlandish. Roll 1d20 per column.
| Dice | Criminal operation (discovered only through investigation) | Based in.. (high DC) | Masterminded by… (very high DC) | Famous for/rumors (low DC) |
| 1 | Smuggling magical components | A giant underground bank vault | A captain of a ship or militia | Never committing violence on “civilians” |
| 2 | Kidnapping the children of noble families | An invisible temple on top of a tower | A sleazy politician | A rivalrly with another gang |
| 3 | Doing the bidding for a bloodthirsty local lord | A ship | An elemental possessed by an evil soul | Putting the heads of those who cross the network on pikes |
| 4 | Robberies of merchant caravans | Secret chambers in the palace of a wealthy family | A super strong golem of a long-gone wizard/inventor | Being wealthy and spending lots of money around town |
| 5 | Minting fake coins | A guild | An unexpectedly cunning goblin/kobold that has risen to the top of the game | Recruiting its members among barkeeps, bards and socially connected people |
| 6 | Overthrowing the local government | A local forest warded with magical glyphs | A friend of the PC’s who was hiding a contract he was forced to sign with a demon/spirit | Leaving a logo or a sign on the sites of their crimes |
| 7 | Harvesting the power of nature for themselves | A casino or gambler’s parlour | A very powerful creature capable of manipulating people (mind flayer, dragon, beholder , vampire etc) | Having laid low for a while, or not reported any activity. Maybe they just went away? |
| 8 | Eliminating one class/race of people | The lair of a beast | A merchant that lives a lifestyle apparently outside his or her means | Having a secret code or language |
| 9 | Fanatical fullfilment of an ancient prophecy | A library that has been overrun by a corrupt entity | A local farmer who grew paranoid and erchant that lives a lifestyle apparently outside his or her meansviolent before committing to a life of crime (the Kaiser Soze) | Being extremely adept at disguise |
| 10 | Activate forbidden artefacts | A caravan roaming from city to city | A traveller from another world who is trying to pay his way back | Having local officials in the back of their pockets |
| 11 | Imposing the rule of a foreign power | A series of huts located in mountains, a secluded bay or other inaccessible regions | A living tree or a natural spirit that has resentment for humanoids | Being very popular with farmers and poor people because of donations |
| 12 | Stealing a ship of the royal navy or a giant beast/machine from the army | An abandoned mine that they expanded into a network of tunnels under the city/location | A coven of witches | Being the heirs of an ancient society of fighters or explorers that lost its purpose long ago |
| 13 | Eliminating all forms of magic | An alchemist’s shop that acts as a front | A seemingly poor and unassuming bard/jester, who can roam undisturbed | Never having confessed a crime, even under torture |
| 14 | Opening a portal to another world | Ruins of a manor or settlement covered in lush vegetation | A child who inherited vast wealth and power from their parents and is controlled by his or her guardians | Being aware of everybody and thing that comes in and out of the area |
| 15 | Underground racing with fantastical beasts | A fantastical cave with mushrooms, underground lakes and a strong magical presence | A cryptic from a morally corrupt ancient civilization | Being capable of building hidden structures that can only be revealed by magical means |
| 16 | Diverting ore for forging illegal weapons for an army | A red desent with canyons to hide, hotsprings and geysers | A divine creature that is now stripped of his or her powers | Being made up largely of members of a given race or class. Which brings a stigma onto the innocents. |
| 17 | Growing plantations of harmful plants | Warehouses around the docks that are magically shifting or moving around | A blacksmith driven mad by the desire to acquire the immense resources needed to forge a legendary weapon | Having recently been through a bloody internal war for succession of leadership |
| 18 | Sealing the region off from the outside world | A theater | A shaman of a tribe that was long ago murdered or displaced by the local community | Being extremely quiet and striking only at night, minimizing collateral damage |
| 19 | Enslaving harmless creatures | The barracks of a local militia, which is infiltrated by the network | A spy, diplomat or functionary | Unleashing monsters to do their bidding, using terrorist tactics |
| 20 | Exploring, colonizing, and stealing artefacts from the “uncivilized” (or “civilized”) world | A valley with strongly independent but poor locals sustaining themselves on sheperding (and the criminal activity) | The head of a powerful guild (mage guild, artisan guild etc) trying to secure a dominant position for its faction | Knowing secret passages through the area and being seemingly capable of teleportation |