Crapmongers
1 to 30: get a job in a real shop. It burns down along with the rest of the town
31 to 40: shanghaied. Die at sea
41 to 50: famine. Eaten by neighbours
51 to 60: sacrificed by the cult of the arch wobbly
61 to 70: the local guildmaster realises you are not a guild member. Thugs come around and break both your legs -1d6 HT, -1d6 DX
71 to 80: glut in the




market. +2d6 SH but -1d6 HT from starvation as you can no longer compete for a living
81 to 90: robbed! -5d6 SH
91 to 100: eaten alive by rats - death
101 to 110: an upset turnip cart crashes through your front door and you have enough turnips to eat for the rest of your life.