Professional Documents
Culture Documents
Whats in Your Pockets
Whats in Your Pockets
By Eddie Gioffre
Artwork used:
This cover has been designed using assets from Freepik.com,
Pixabay.com, and images in the public domain
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide,
D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the Copyright laws of the United
States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast.
©2022 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
This work contains material that is Copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is Copyright 2022 by Eddie Gioffre and published under the Community Content Agreement for Dungeon Masters Guild.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Introduction
A
s the group of heroes made their way through
the ancient ruins, they came across an old well.
Derwin Brokenlock ran over to the well full of
excitement, his topknot dancing on his head.
On tippy-toes, he peered down the well before
turning back to his friends, “It’s pretty deep, I
wonder how far down it goes?”
The kender starting climbing on top of the well to jump in when
his good friend Kiara spoke, “Derwin, maybe we should test
how far down it is before you jump?”
Derwin scrunched his face and climbed down. He smiled,
“I have just the thing!” as he rummaged through his various
pockets and pouches. The first thing he pulled out was a feather.
“No, this was my uncle’s, I need to save it for him.” Derwin
tucked the feather back in a different pocket. Next he drew out a
pickle, “that reminds me, I’m hungry.” He took a bite and tossed
the rest down the well.
Everyone listened in silence for a long time before it made a
soft, distant splash.
“Wow, that’s really far down! Are you sure I can’t jump in?”.
Kender Pockets
Kender are known to have all manner of objects on their person,
from magical to mundane. The following d100 table, in the spirit
of the Kender Pockets rules as presented in the original Drag-
onlance Adventures sourcebook for AD&D first edition, offers
players and DMs a ready-made list of items that kender could
randomly pull from their various pouches and pockets.
The items on the table, include the follow:
• Twenty blank spaces for players or DMs to add items the Alternately, players could build their own Kender Pockets
kender is equipped with or picks up during the course of table from scratch with the included blank table. If players are
their adventures. maintaining and using their own Pockets table, they might
• Five low level magic items (any one of which could be want to leave spaces for “DM surprise” and when they roll one
swapped for a potion of healing with the DM’s permission). of these entries, the DM consults their own private table to see
• Eight items that spellcasters could use as material com- what is recovered.
ponents for various spells (for DMs and players who don’t
track material components, replace two of these listings For Dungeon Masters
with a free component pouch while the other six spaces Dungeon Masters can make use of the table for use with kender
could be blank or something else). NPCs. Many of the items could also be used as things found on
• Seven items that could spark adventure quests. a body, or the result of a successful pickpocketing attempt.
• Thirty items that are non-magical, but possibly useful. The included blank table allows DMs to create their own
• And thirty items that are also non-magical, but probably not Pockets table and leveraging their own creativity along with
useful. any number of various published trinket tables or random item
generators.
Care should be taken so that kender pockets allow for and en- Also you can increase the likelihood of finding a particular
courage roleplaying. If the kender is in combat, or under a time item by including it across multiple numbers. Instead of assign-
constraint, they should be allowed to flawless retrieve a known ing “One steel coin” to a single space (#5), you can include it
item, or randomly pull the most useful item from the list. Other- across several numbers (#5 through #10) for greater frequency.
wise, roll randomly once or twice and have fun with the results.
I hope you get plenty of use from this table, and a lot of great
Using the Tables roleplaying fun. If you use this table, let me know how it works
out for your table or character by leaving a comment on
For Players DMs Guild, twitter @dmfumbl, or YouTube (https://www.you-
Players can use the pre-built Kender Pockets table with your tube.com/channel/UCHZ0kViTJVC7N9MfyU38dUA),
Dungeon Master’s approval for their next kender character. The and please consider some of my other offerings on DMs Guild
table includes 20 blank spaces for items they already have or (bit.ly/3EutajY).
pick up along the way.
1 A servant bell 26 A piece of chocolate (with tiny nibbles on it, see #6)
3 28 Dirty shirt
16 A black rose 41 A wanted poster. What did the person do? Is the bounty still ac-
tive? Does the kender have a personal connection to the wanted
17
person? (Possible adventure seed)
20 A non-magical dagger
45 Three juggling balls
21 Flint and Steel
46 A small doll with the tag “Is No Fun, Is No Blinsky!”
22
47 A metal ring typically worn on the horn by minotaur pirates
* DM may choose to substitue a Potion of Healing for one of the included magic items.
51 Pouch with 10 marbles 76 A charcoal sketch of a female kender (friend, sister, mother?)
53 An animal tooth 78
80 A bit of bat fur (it could be used as the material componet for
56 A treasure map. It lacks enough detail to know the actual
arcane eye, darkness, enhance ability, lightning bolt)
locations shown in the map. Who can help decode the map’s
locations? What is its ‘treasure’ (Possible adventure seed) 81 Hair brush
57 Palm size chunk of broken mirror (functions as a mirror as well 82 A quill. Actually a feather from a Kyrie (a bird-like humanoid race
as an improvised weapon) similar to Aarakocra)
62 A small wrapped present, addressed to one of the kender's 87 A fancy key in the shape of a dragon with the tail being the key’s
friends blade. Where is the lock that this key goes to? What is inside?
(Possible adventure seed)
63 A pair of glasses, missing lenses
88
64
93
69 A textbook about extinct creatures. Are they truly gone? Is there
a quest to find the last of their kind? (Possible adventure seed)
94 A small garnet (worth 10 stl)
70 A rock that looks like a small petrified skull (isn’t, or is it?)
95 Lock (for practice)
71 Ear plugs
96 A toy sailboat (actually floats)
72 A pair of finger cymbals (zills)
97
73
1 26
2 27
3 28
4 29
5 30
6 31
7 32
8 33
9 34
10 35
11 36
12 37
13 38
14 39
15 40
16 41
17 42
18 43
19 44
20 45
21 46
22 47
23 48
24 49
25 50
51 76
52 77
53 78
54 79
55 80
56 81
57 82
58 83
59 84
60 85
61 86
62 87
63 88
64 89
65 90
66 91
67 92
68 93
69 94
70 95
71 96
72 97
73 98
74 99
75 100