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Dirty DM tricks for pickpocketing.


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In one of my games there was a rogue in the party that kept stealing from the entire party.

The wizard got fed up so she bought a pretty cheap ring. Every morning she would put in on when she would memorize spells then she would put it in a pouch.

The thief could not resist and that night he reached into the pouch and when he pulled his hand out he was stabbed by many inward facing needles. All of course were covered in poison.

Then the party looted his body.
 

Why make the punishment immediate? Anyone with enough money can hire someone to track down a stolen object (be it clergy or arcanist). Have them track the offending charater down and catch them during downtime. The character(s) will probably end up in trial facing some hefty fines and punishments (varying from removal of limbs to death yadda-yadda-yadda).
 
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Here's something like the druid ploy.

Animated Mouse/Snake/etc skeleton in the pocket.

Perfect for a well to do wizard. They're compact, and vicious. Get the skeleton familiar with your hand. Any other hand, it attacks.
 


Off hand, why not just let them get away with some pickpocketing as long as it doesn't derail the adventure. They spent skill points on the ability and probably don't get many chances to use it. If they start abusing the ability, then local guardsmen, bodyguards etc can deter them.

In our world, there aren't a lot of businessmen walking around with rat traps in their pockets. We rely on police to deter folks who do this, or otherwise trying to make our wallets less accessible. I think the writs are great. It also gives the skill forgery a use. As long as they aren't abusive or too greedy, let them have a little fun. If they overdo it, sick the town guard on them. I shudder to mention a thieves guild (I really hate that idea when it's taken beyond the level of specific organized crime, I mean really how many thieves really want to join an organization. If they wanted a regular job . . .), but other thieves may take to warn you off their territory for making too many big hits. They may also just warn the cops and finger you to get rid of the competition.
 

Where there are risks there are rewards. Sure, I could go "He just happens to be a 20th level wizard!!" *ZAP* But that's no fun. I want it to be useful, but there should be risks associated and most traps, etc are with dungeons.

Lets say that Grenelda the female Dwarven Smith does excellent business. Independent fighting men and women of all over Kalamar come to her shop and trade a gem or some ancient piece of artwork or maybe mundane coins for one or two of her swords. Lets say she does 500gp on average per day, she's getting old and mostly she just hires other skilled smiths to make the weapons, but her large inventory and strict quality control have kept up demand. On a good day she might sell several to a large mercenary group who made a large haul. At the end of they day she sends one of her trusted couriers and a guard (Eddie and Nunzio) to drop the gems off at the jewlers (in return for a writ), the art off at a collecters (for a writ), and the cash and writs at the money lenders.

Although not everyone with 5gp to pay a bar tab will have special protection, Grenelda would probably have some minor trinkets or what not to ward off thieves. She's selling swords so she encounters people who can cast spells on it in exchange for service. Say a Cleric of the Knight of the Gods (LG in Kalamar) wants to buy a MW greatsword but doesn't have cash. A couple glyphs of warding with hold person or acid spray in it might do the trick. It's reasonable to assume she has such protection being the nice person she is and open to bartering.

I don't want to make every pickpocket encounter memorable, sometimes there isn't anyone around, and sometimes the mark is surrounded by friends or in a crowd. But eventually they're going to run into special protections.

What protections would Grenelda have is basically the question. Nothing higher then 4th level spells. I like the animated construct or tiny undead though, that's fun.
 

Why on earth/oerth/faerûn/kalamar/taladas/... would a noble be mingling amongst the lowly commoners?

Rich people have always isolated themselves from the lower classes. They do not visit the poorer parts of town. When they travel they travel with bodyguards, usually born in chariots, or other transport means.

The rich do not go down twon to buy groceries... they have their servants do the shopping... on a strict budget of course.

Stealing from a servant may have dire consequences, not only for the servant...
 

A trick I tried a few years ago (2e) was designed to slow down a thief a bit...

A large crowd had gathered to watch a speaker in a town square. The thief (of course!) went in to action, trailing a likely mark. He snuck through the crowd and made for his target's purse. Reaching for the moneybag, he was surprised to feel ANOTHER hand digging in the same purse. The other hand grabbed HIS hand, and began stuffing his dagger into him.

The PC couldn't yell out, or be discovered stealing, so he had to fight back quietly. Getting knocked down to single digit HP, while fighting the crowd and keeping it all quiet was VERY entertaining for the rest of the group, and made the PC think a little more next time.
 

Johno said:
Why on earth/oerth/faerûn/kalamar/taladas/... would a noble be mingling amongst the lowly commoners?

Yeah... my great-grandfather had some stories about aristocrats. If your Rogue isn't a noble, he's probably going to be trampled under hoof or beaten when he gets too close to the noble. If he fights back, well, that's a whole other story.
 

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