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robbing_people

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ROBBING PEOPLE

The simplest way to gain money without working or, God Forbid!, farming is to steal from someone else.

MUGGING OR PICKPOCKETING

Most people have a little cash on their person, based on their level of personal wealth. If you steal their purse by stealthy or violent means, consult the following chart:

  • Poor (landless worker, monk or hermit): 1d6 cp, 1 roll on the pockets table–column A
  • Average (householder, craftsman, priest): 1d6 sp 2 rolls on the pockets table–column-A
  • Above Average (knight, successful craftsman) 1d6 gp 3 rolls on the pockets table–column B
  • Prosperous (lord, successful merchant): 1d6 x10 gp 4 rolls on the pockets table–column B
  • Wealthy (great lord, wealthy merchant): 1d6x100gp 5 rolls on the pockets table–column B

THE WHAT'S IT GOT IN ITS POCKETS TABLE:

d20 RollColumn AColumn B
1stringRoll again, column A
2

BURGLARY OR RAIDING

Most people keep their stuff in their houses.

1–In the Country or Farming Communities

BuildingRansack ModCashLock BoxGoods
Shack+51d12x1sp0minimal
Cottage+21d12x2gp1cooking gear, some clothing
Farm House+01d12x10gp3farm tools, clothing, cooking gear, basic furniture
Barn-40 0animals (at least 2 oxen per farm) or grain
Public House-51d12x20gp6Beer, furnishings, food stores
Smithy01d12x10gp5smith tools, iron bars, iron tools
Parish Church-51d12x50gp8altar service, gospel or book of hours
Manor House, small-101d12x200gp15good furniture, some weaponry, horses
Manor House, large-151d12x400gp20good furniture, some weaponry, horses

Type: Shack: decrepit home of landless laborer; Cottage: small, but nicer home of a landless tenant; Farm House: House of a Militia House-Holder with 1 Hide of Land; Barn: storage building for a farm; Public House: meeting hall, traveler's rest, drinking spot for community; Smithy: local blacksmith; Parish Church: religious structure of the Hundred; Manor House, Small: house of the Lord of a Hundred, perhaps fortified. Manor House, Large: big house of the lord of 2-3 Hundreds, can be a castle.

Ransack Mod: number added on the search roll to see how long the search of the place takes.
Cash: the amount of savings the owners have hidden in the house, half will be in the form of jewelry, gemstones or art, half as coin.
Lock Box: roll 1d20, if the Lock Box number or lower is rolled, then the cash is in some sort of locked box, chest, or safe, which must be opened or carried off (requiring at least 2 people, being very obvious) or pried loose from the floor etc. Goods: suggested goods one might find, retail value should equal the cash total, but much harder to move and likely to net a lower price at sale.

2–In the Town or City

3–Ransack Roll
When you want to tear up a place to find all the valuables, hidden on not, you need to make a Ransack roll to determine how long it takes. The character with the highest Investigation skill score or Intelligence bonus rolls a check, add +1 for each person helping, +2 if that person has Investigation skill, add or subtract the Ransack Modifier for the building type, and look at the following table to determine the length of time it takes to gather the valuables. You can specify a full search which yields all valuables present, or a quick search which yields half the value.

Ransack Roll TotalFull Search TimeQuick Search Time
-5 or less2 hours1 hour
-4 to -1 1 hour 30 minutes
0-445 minutes20 minutes
5-830 minutes10 minutes
9-1225 minutes12 minutes
13-1620 minutes10 minutes
17-2015 minutes8 minutes
21-2410 minutes5 minutes
25-285 minutes2 minutes
29+ 2 minutes1 minute

If a lock-box is found, it will take 1 minute per attempt to pick the lock. To pry it out of the building it will take 1 minute per attempt (DC 20, Strength Bonus of 2 people, disadvantage if you don't have a crowbar).

4–Heat The thing about robbing people is that people live in a society which doesn't like it when people get robbed. The chance that people will notice and raise the “Hue and Cry” (legal requirement for all men nearby come to stop crime) depends on where you are and how long the crime lasts.

LocationCheck FrequencyLikely ResponseReinforcements
Forest Trailonce per hour2d6 woodsmen1 per half hour, Local lord, household troops
Isolated Farmsteadonce per hour2d6 militia1 per half hour, local lord, many militia
Villageonce per 5 minutes1-2 milita per house in sight every 5 minutes, all militia
Town or Cityonce per minute2d6 neighborsonce per minute, 3d6 militia

Most law enforcement is carried out by the militia of country householders or town building owners led by the local lord.

When a crime is committed, when the frequency time is expired roll 1d6. If there was a witness to the crime then response will occur on a 1-3, if there were no witnesses, then response will happen on a 1. Keep checking each frequency period until the response happens. If the malefactors stay in the area after the initial response, check for reinforcements at the indicated frequency with them appearing on a 1-3 on a d6.

robbing_people.1580060182.txt.gz · Last modified: 2020/01/26 17:36 by dave