Sunday, May 17, 2026

Pickpocketing 101

One of the hard parts of being a DM is the characters doing random things, like pickpocketing a random person. Here is a list of 101 random things that could be found in a pocket. Two notes: I run a post-apocalyptic campaign where modern items might be found, plus in the Middle Ages, "pockets" might be larger pouches and bags than what you would expect. 

  1. A hard-boiled egg
  2. 7 pieces of bullion (for broth) 
  3. A box of matches, two crushed packs of cigarettes, and a couple of Tic-Tacs
  4. A pack of Fruit Stripe gum
  5. One nugget of gold
  6. a Polariod of Meri, Pippin, and Treebeard
  7. Half a turkey sandwich in waxed paper 
  8. 17 ketchup packets
  9. 3 fortune cookies, two are broken, but the third still functions
  10. A spork and a knife
  11. A bar of soap and one sock
  12. A cheese knife and a wedge of cheese
  13. A multitool 
  14. Hockey tape and puck
  15. A sling and 7 bullets
  16. A sewing kit
  17. One large onion
  18. A ball of twine
  19. 7 quarters and 3 dimes
  20. A jar of Grey Poupon
  21. A pair of gloves and a trowel
  22. A Zippo lighter
  23. 3 perfect skipping stones
  24. A pair of glasses
  25. 3 silver bars
  26. A bundle of parsley, sage, rosemary, and thyme. 
  27. A set of files
  28. A measuring tape
  29. Scissors and a piece of chalk
  30. A small first aid kit
  31. A heel of bread
  32. A small box of snuff
  33. 4 tubes of paint and a brush (white, vermillion, ivory black, and yellow ochre) 
  34. A balisong
  35. A pipe, a tobacco pouch, and a cleaning tool
  36. A laser pointer
  37. A small pouch
  38. A tin cup and a tea ball
  39. A can of grease
  40. A lucky coin
  41. 3 chess pieces, one bishop, one queen, one rook. 
  42. An Uno deck
  43. 3 bungee cords
  44. A paperback book, "What is Dungeons and Dragons?"
  45. 6 ball bearings, 1" steel
  46. 12 copper pennies in a snap pouch
  47. A kalimba 
  48. A pair of small nunchucks (1d3 damage) 
  49. A folding pocket knife with the letter "P" engraved on it
  50. Archery bracer and finger gaurds
  51. Steel wool
  52. Pegs for a lute
  53. 15 safety pins
  54. A compass
  55. A small oil lamp, empty
  56. Sunglasses, pink with rhinestones
  57. A hymnal
  58. Three tiny screwdrivers and a 10 mm socket
  59. A pack of clove cigarettes and a book of matches
  60. A tube of toothpaste and a well-used toothbrush
  61. 3 votive candles in glass and wire holders 
  62. 3 Sharpie markers, orange, brown, and black
  63. 6 sheets of paper, the 6th has plans for a garden
  64. A small book: "The Early History of Rome" by Levy
  65. A pair of pliers and 8 nails
  66. A canvas roll for paint brushes
  67. 3 cards: a Jack, a Queen, and two, all clubs
  68. A roll of Duct Tape and a small razor
  69. A brush and soap in a cup
  70. 3 carabiners and three iron spikes
  71. A tiny 6" hammer
  72. A play program from "Guys and Dolls"
  73. A box with 3 gears on the front
  74. 6 packets of seeds: tomatoes, zucchini, cucumbers, onions, lettuce, and goblins
  75. A kitten
  76. 24 cough drops
  77. 72" of wick and a ball of wax
  78. An oil can, full
  79. A fabric map of France
  80. A set of dominoes
  81. Wolfsbane
  82. 17 wooden dice, all 1d6
  83. A set of shot glasses
  84. Two ferrets
  85. A straight razor and a small leather strop
  86. A jar of Nutella 
  87. A brass electric torch
  88. Thieves tools
  89. Brass wire and cutter
  90. A set of guitar strings
  91. A can of chicken noodle soup with a P-38 can opener
  92. 23 recipe cards
  93. A flask of brandy
  94. A bottle of fluid, clearly labeled "food poisoning"
  95. A glass cutter
  96. 3 quartz crystals on a lanyard
  97. 3 packs of sugar and 16 packs of saccharine
  98. A glass jar full of milk
  99. A pair of mittens and a hat
  100. One rubber spatula
Bonus item: 

101. The One Ring

Monday, May 4, 2026

X2 - Castle Amber 2026 - Session 5.0 - Ancient and Secret Ways

The Indoor Forest is a shockingly big place. In 1 inch=5 feet, the map would be about 70 inches across and up and down. 

This area should be a slog, but there are not enough events and wandering monsters to make it too difficult. In fact, the party doesn't meet a single wandering monster. 

Previously, I mentioned the Rakshasa entered the forest first. What I did in this case was roll for wandering monsters on a schedule, then gave the party and the Rakshasa a 50-50 chance of meeting the rolled monsters. The Rakshasa got the short end of the stick using this method. They ran from a group of bears before getting into a fight.  

With Gabby and Gronk as guides at the front of the group, the party made it through relatively quickly. This area is really only dangerous if the party wanders from the path, and Gabby wouldn't let them. 

I would make a real group of players pick a proper marching order, but since this is a solo session, the order is very loose. Gronk and Lance lead, with Nononn and Gabby behind them. Jude, Merry, Parker, and Warren ring the magic users and clerics. Rety is the trailer, watching everyone's backs. 

To bring the Killer Trees back, Gabby and Lance threw meat to them, which made them happy. The rough patch happens with the illusions. Sybil has become less wise and is empowered by magic and chaos. She wanted to investigate endlessly, increasing her chances of wandering into something dangerous. Rety, Lance, and Gabby convinced her to return to the task at hand. 

Having made their way to the lady and unicorn, Gabby and Gronk sat down to wait for them to awake. The rest of the party doesn't exactly follow suit, but they do become aware that this is some sort of game between the witch and the denizens of the forest. Lance and Khouri took a knee nearby when they realized both were pretending to sleep. The rest of the party stood by politely. 

"It's ok," said Gabby. "We shared Bonds of Hospitality, which prevents violence." 

The lady sat up and said, "That was a long time ago, and it should not hold." 

This ritual spell is limited to a day or so, but I would use this spell to introduce some weirdness of Castle Amber to the party. 

"You should not have cast it on an immortal being. I dislike being bound, even in pleasant cases," said the unicorn. "You are well met, again, witch." 

Gabby bowed to them both before bringing out the key. "We wish to be free." 

The lady nodded. I personally dislike how long it takes the party to know the secret of Castle Amber. 

The lady, full of the lore of dragons, can recite part of the mystery but not all: 

"The secret that will break the curse surrounding Castle Amber and lift the gray mist is engraved on the inside lid of Stephen Amber's casket. To summon Prince Stephen's tomb from beyond space and time, four magical items are needed. And it starts with the key." 

Gabby smiled at them. 

"Where is the tomb?" asked Nononn. 

"We do not know," the unicorn answered, "but it is reachable from the castle. You will have to explore it more." 

"Wait," said Rety, "Have you explored the castle completely?" 

The lady smiled. "No, we are immortal beings; we are not confined by the mists and magic. We can leave any time we like."

"And no, we can lead you out. You are trapped by your own doing, just the 'corn and I are bound by Gabby's spell," the lady continued. "We suggest either traveling east or north."

"Beware of the cat men, the Rakshasa. They move ahead of you, seeking something else entirely." 

(I think I have spelled "Rakshasa" wrong every time, differently. If only AI was good for something.) 

The party thanked them and moved north along the path. At the fountain in the middle of the forest, they found bodies, the aftermath of a fight. Five Rakshasa lay dead, along with a horse and a woman. The woman was Isidora Amber. Disturbingly, it appeared the Rakshasa attacked each other. All had noticeable tiger-claw wounds. 

The party deduces that the woman was waylaid by the Rakshasa as she sat near the fountain. The reality was the opposite. Isidora Amber ambushed the Rakshasa as they killed the amoeba in the fountain. The survivors escaped with the key. Gabby took Isidora's potion and ring while Bel took her spell book. 

The party moved northwest and stopped when they spotted movement to the right. 

"Show-offs!" grumbled Gronk. 

At first, the party only saw squirrels. Then they saw the squirrels transform acorns into gold. More curious and amused, Bel, Rety, Lance, and Sybil started feeding them. They were perplexed that the squirrels didn't turn apples, peaches, and plums into gold. They had a nervous moment when a squirrel touched Lance, but he didn't turn to gold either. 

Amused, they started to move away when Wild Hunt blocked the path before them. 

Warren, Parker, Nononn, Jude, and Merry formed a line between the rest of the party and The Hunt. No one moved as both groups stared each other down. The impasse was broken by an angry snort from behind the party. The lady and the unicorn had followed them. 

The lady dismounted and waved to Jude, who smiled. He mounted the `corn with his pole arm held like a lance. Nononn gave him a shield, and I pulled out my copy of Chainmail to use the jousting rules. That link is to DriveThruRPG. 


Breaking a lance does 1d4 points of damage, unhorsing does 1d6, and helmet hits, and injuries do full weapon damage. Jude manages to unhorse Andrew David. I could have had Jude continue with the other four, or I could have stopped here, using the morale rules. Andrew David, having been knocked down, would have counted as the first casualty. 

Although the unicorn was simply a vehicle for Jude to use his abilities, I do have a fully spec'ed out Unicorn class to use. You can check it out here. I may reformat this and post it as an actual character class on DrivethruRPG and Ko-Fi. 

I have never really been satisfied with mounted combat in D&D, in every version. I use a format where the mount handles all movement and gives up its attacks. Once the rider becomes separated from their mount, both are free to attack. Anything else is too overpowering. I guess I should get better at describing quick and fast movement, because I can't find a way to fix these rules. They are good enough. 

I didn't take detailed notes as I went through this combat while watching hockey. The party was victorious, having killed Andrew David, the elk, two tigers, and both lupin. They now have his potion, his mace +2, and his shield. I figured he had a shield to go with the lance. The rest fled due to failing morale. 

The party healed themselves up and proceeded on to the Chapel entrance. The next session will be session 6.0. 

Over the next week, I will be watching the Sabres battle the Canadiens while making some changes to the website. The top banner for DriveThruRPG is only the start of some changes around here.