Twenty Things for a Thief to Find in Pocket
Recently I launched my Patreon and while I have the first small adventure mostly done and am starting to get the second ready, I am thinking about my third project a bit today. While I like doing short adventures, I kind of want RPG Time Savers to be a broad range of products designed to save the GM and player's time. I have always though that picking pockets has been a vastly under utilized method to add a bit of depth to a game. When a player at my table wants to pick a pocket I often grab a couple dice, roll them and give them some copper, silver, or gold depending on my mood. However, this really doesn't do a lot for the game. I would rather be able to give the player something interesting that has the potential to launch a story than simply give them coins.
I plan to create a supplement a bit more in depth than twenty items, but I thought this would make a neat blog post for the RPGTS page and also give me an idea if people like this concept. Without further needless babbling by a guy who really likes to talk to much, on with the table.
Roll 1d20 and consult the following table.
- A piece of cheese
- A piece of bread
- A note that says "Meet me at Gullivan's Tavern 6 pm to discuss the job"
- Several caltrops. Constitution save DC 15 to avoid crying out in pain
- A key to an unknown location
- 2d10 lead coins painted to look like silver coins.
- A vial of unknown liquid
- A lock of hair
- A shopping list.
- A pet ferret that bites you for 1d3 dmg. Make a Con save DC 15 to avoid shouting in pain
- A small map of an unknown location
- Bone Dice
- A deck of playing cards (no not that deck of cards, are you crazy?)
- A small frog
- A small flute
- A flattering love poem
- A small carved bear
- A strange religious text
- A box of snuff
- Pipe tobacco
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