SMOOSH JUICE
Fur, Fangs, and Firearms: Running a Zoo Mafia Campaign in D&D

Fur, Fangs, and Firearms: Running a Zoo Mafia Campaign in D&D
What if The Godfather was run by a pride of lions? Or if Goodfellas played out in a city run entirely by humanoid animals—sharp-suited raccoons, crocodile hitmen, and owl accountants cooking the
books by candlelight?
Welcome to the Zoo Mafia, a campaign theme that fuses the gritty underworld of organized crime with the vibrant possibilities of anthropomorphic fantasy—all powered by the rules of Dungeons & Dragons.
This blog post will show you how to run a Zoo Mafia D&D campaign using core mechanics and published options, with custom tweaks for tone, species, weapons, and vehicular mayhem.
🐾 The Setup: Crime and Critters
In this campaign, you run a crime syndicate made up of humanoid animal species—each race has its own territories, cultures, and long-standing feuds. The world might resemble something like:
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A noir city of cobblestone and neon
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A crumbling post-empire society filled with gang wars
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A modern(ish) magicpunk metropolis where claws meet tommy guns
Every major faction is led by a Zoo Don—ruthless, refined, and deeply bound by family and legacy.
🐾 Step 1: Species & Races
Your players will need to choose from beastfolk-inspired races. These are widely available in 5e sourcebooks or can be homebrewed.
Playable Races:
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Tabaxi (catfolk) – Sleek enforcers, silent assassins, or flashy hustlers
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Loxodon (elephantfolk) – Enforcers and old-school bodyguards
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Tortles – Calm, calculating bookies or underground chemists
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Owlin – High-flying scouts and intelligence specialists
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Hadozee – Smugglers and fast-talkers
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Simic Hybrids (from Ravnica) – Experimental bruisers with mutation powers
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Homebrew Races: Ratfolk, Gatorfolk, Foxkin, Hyena-kin, etc. (use templates from existing beastfolk)
Everyone’s part of the animal kingdom—but loyalty to your species syndicate, your crime family, or your own ambition might push you to claw your way to the top.
💼 Step 2: Classes with a Twist
While standard D&D classes work fine, you can flavor them to match the mafia setting:
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Rogue (Mastermind, Assassin) – Fixers, cleaners, and consigliere types
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Fighter (Gunslinger or Battle Master) – Muscle with tactical flair
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Artificer (Alchemist or Armorer) – Black market chemists and tinkerers
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Warlock (Fiend patron) – The Don’s favorite “problem solver” with infernal contacts
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Cleric (Grave or Trickery) – Religious syndicate leaders or spiritual racketeers
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Bard (College of Whispers) – Silver-tongued agents and smear campaigners
Your spells? Think “black bag operations,” “blood money,” “extortion hexes,” and “getaway glamour.”
🔫 Step 3: Guns, Baby
Flip to the Dungeon Master’s Guide, Chapter 9, and you’ll find rules for firearms. Depending on your tech level, you can use:
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Renaissance firearms for a more pulp/crime noir flavor (flintlocks, early pistols)
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Modern firearms if you want Tommy guns, revolvers, and trench coat chaos
Allow select classes (like Fighters and Rogues) to start proficient, or tie gun use to factions and black-market connections.
Ammo matters. Reloading in the middle of a drive-by? Hilarious. Terrifying. Perfect.
🚗 Step 4: Getaway Carts & Demon-Rigged Rides
Thanks to Baldur’s Gate: Descent into Avernus, you’ve got a perfect set of vehicle rules ready to roll. Just reskin infernal war machines into:
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Magic-powered getaway wagons
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Bulletproof carriages with smoke grenades
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Street racing sedans with thunderstone launchers
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Boss carts run on soul-coal, with mounted ballistae
Downtime scenes can include customizing rides, dealing with goblin gearheads, or sabotaging rival vehicles before the next arms deal goes down.
🧨 Step 5: Themes & Story Hooks
Zoo Mafia isn’t about epic destiny—it’s about survival, loyalty, and the weight of blood oaths. Here are a few campaign ideas:
The Don is Dead
The family patriarch has passed. Every animal crew wants a piece of the empire. Can the players keep their turf while navigating betrayals and back-alley politics?
Blood in the Fur District
A new gang is muscling in—non-animal humanoids looking to “civilize” the underworld. Time to show them how the real beasts play.
The Pact
Someone made a deal with infernal powers. Is the mob selling their souls for power? Is the warlock behind it the new Don?
Zoo Town Blues
A low-level crew rises through the ranks, going from extortion jobs and alleyway hits to controlling entire districts of the city. But how long before they become what they swore to fight?
🦴 Optional Rules for Flavor
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Fame & Notoriety: Track reputation with various gangs. Are you respected, feared, or marked for death?
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Code of Silence: Break the Omertà (the mob’s magical blood-oath), and risk psychic death or divine retribution.
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Family Bonds: Let players create NPC family members. If you mess with one, the whole zoo comes calling.
🎬 Final Thoughts
A Zoo Mafia campaign is where Don Bluth meets Quentin Tarantino, and Disney’s Robin Hood gets rewritten by Martin Scorsese. With the right mechanics, you’ve got a D&D game that’s unique, gritty, and full of high-drama power moves.
So let your players make deals, shoot double-crossers, and walk away from explosions in slow motion—but always remember:
In the animal underworld, loyalty is earned in blood, and only the smartest beasts survive.
If you want to tune into all the Zoo Mafia shenanigans new blog posts appear here every Saturday.
Thanks for reading. Until Next Time, Stay Nerdy!!