What else might adventurers find in a pickpocket’s pockets when they investigate? You can roll randomly for a result below, or use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
d12. Curiosity
- A handful of soft cloth balls of bright hues have bits of metallic thread sticking out. They tickle your fingers and make you giggle.
- A warm, half-eaten pickle wrapped in a piece of paper. The paper says, “You may take five victims today.”
- A tiny, but ornate white chest. A word on top says “Feeblefingers.” If the word is spoken aloud, the chest grows in size.
- A handful of burrs poke at the person who sticks his or her hand into that pocket. Five minutes later, that person’s skin gains a metallic purple-blue sheen for a time determined by the GM.
- A small scroll case contains a spell called “Fizzlebang’s Fabulous Fizznorts.” You’re really not sure what it’s supposed to do.
- A whistle made from hematite never sounds the same twice when used.
- A ball of hairbands of every color, all with bits of hair attached.
- A small tin flask has fluid that smells like ham in it. If imbibed or tasted, the person doing so changes into a pig for 1d4 hours.
- A suncatcher in the shape of an evil deity literally catches the light of the sun, forming a hazy space of shadows around it.
- A shiny apple. The worm that sticks its head out smiles at you and says cheerfully, “Hey there, stranger! Maybe you can help me out here!”
- A crumpled mask has several rare feathers forming part of it.
- An invitation to a local gathering for that evening states that the best entertainment will be provided—as will the most delicious of foods. You see that someone faintly sketched a medusa behind the ornate writing on the invitation.