DnD Gadgets Pricing Sign in Start free trial

Free tables Pockets & trinkets

What's in a Guard's Pockets? d20 Table for 5e

A free d20 table of what a town guard or watchman carries in 5e: pay, keys, paperwork, confiscated goods and a lead or two.

A guard stands where things happen and writes some of it down, so a guard's pockets are a good place to find out what's going on in town. Keys, rosters, a notebook of faces at the gate, a bag of things taken off travellers: most of it leads somewhere.

Roll d20 once per guard searched. Some results are just pay and kit; others are a door, a name or a bribe. If the party is searching a guard who's merely asleep, remember that the guard will wake up and check their pockets.

The table

20 results. Roll d20.

d20 Result What happens
1 Pay Day 2 sp and 6 cp, freshly paid, in a purse with the guardhouse tag still on it.
2 Dice and Debts Three dice, one of them loaded, and a scrap tallying what they owe the sergeant.
3 Whistle A tin whistle on a lanyard. One blast brings the watch within minutes.
4 Three Keys A ring with keys to the barracks store and the north gate postern, and a third filed down to fit something else.
5 Swapped Roster The week's duty roster. Two names on the night shift have been swapped, in different ink.
6 Too Much Gold 5 gp wrapped in cloth: more than a guard earns in a fortnight.
7 Rations Hard biscuit and a strip of dried beef, both a bit fluffy.
8 Circled Face A folded wanted notice. The face is circled, with "seen at the Tipsy Anchor" written beside it.
9 Manacle Key A spare key for the standard manacles the watch carries.
10 Flat Flask A flat flask of cheap brandy, half empty, carried strictly against orders.
11 Letter from Mother A letter asking why they haven't written, and whether they're eating properly.
12 Password Token A wooden token marked with tonight's password, which is "Turnip".
13 Gate Notebook A notebook describing everyone who came through the gate this week. The party is on the last page.
14 Red Bolt A crossbow bolt with its head painted red, kept for luck, never fired.
15 Confiscations A bag of things taken at the gate: a silver earring, a deck of marked cards, and a dagger with someone's initials.
16 Fine Book A book of blank fine tickets. Three are filled in, with 6 sp tucked between them that never reached the magistrate.
17 The Sergeant A small carved wooden owl labelled "Sergeant". They talk to it on night watch.
18 Vague Orders Sealed orders to arrest "the tall foreigner at the inn" tonight. Nothing else to go on.
19 Prisoner's Note A note slipped to them by a prisoner, still folded: "Ask about the second cellar."
20 Holed Coin A gold piece with a hole punched through the middle, hidden in a boot. It's a token, not money.

Questions

What does a town guard carry?

Their pay, something to eat, and the tools of the job: a whistle, keys, manacles, perhaps a notebook. Then whatever they've confiscated, bought on the side, or been paid to overlook. That last part is usually the interesting bit.

What happens if the party searches a guard?

Usually trouble. Robbing or searching a guard is a crime almost everywhere, and a guard who goes missing gets looked for. That doesn't mean don't let them: a stolen key or a roster can be worth the risk, and the players should get to make that call.

The rest of this set