What it’s got in its nassty little pocketses? (101 pickpocketing results)


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1d4 keys and a note (roll 1d6) saying;
1 "Come after dark, the servants will be gone"
2 "The prisoners must be fed EVERY day! Do not forget"
3 "It's behind the lion's head."
4 "The second door squeeks."
5 "Milk and Bread."
6 "The iron grate, not the brass one."
 



07. 3 copper coins, one of which has a hole drilled through it
08. A half eaten apple. The uneaten half still looks good.
09. A used handerchief. You're quite unsure what it was used on though.
 

I think you'd be better served with a cascading array of tables, rather than a list of 101 things (which who has a 1d101?)

Table A (1d6) wealth level
1-2 Poor - roll on table B,E
3-4 Middle Class - roll on table B,C,G
5-6 Rich - roll on Table B,C,D,F

Table B (1d6) copper
1-2 1d4 CP
3-4 1d10 CP
5-6 1d20 CP

Table C (1d6) silver
1-2 1d4 SP
3-4 1d10 SP
5-6 1d20 SP

Table D (1d6) gold
1-2 1d4 GP
3-4 1d10 GP
5-6 1d20 GP

Table E (1d?) poor random items*
1 no result
2 bonus, reroll twice on this table
3 bump, reroll on Table F
4 pawn ticket for an item
5 pocket fluff


Table F (1d?) middle class random items*
1 no result
2 bonus, reroll twice on this table
3 bump, reroll on Table G
4 Slumming, reroll on Table E

Table G (1d?) rich random items *
1 no result
2 bonus, reroll twice on this table
3 Slumming, reroll on Table F

*add whatever cheap stuff here to the end. These tables are extensible, so add more items. Adjust the die used to fit the number of entries in the table. A reroll means to replace the current roll. Thus, it might send you to a new table, or effectively give you two items, instead of one.



Try this as a foundation. The other ideas folks have for contents should be usable in this framework, putting them in table E,F or G as applicable. Each table has a means to get to the other.
 

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