|I don't know who drew this|
This post draws lots of inspiration from here but tries to make the content more gameable.
Every settlement will have houses you can break into, which correspond to weekly expenses of staying in a settlement. Finding a house full of promise for robbing takes 1d4 days.
Villages are able to support house treasure up to Comfortable.
Towns are able to support house treasure up to Prosperous.
Cities are able to support house treasure up to Flush.
These are rather sparse on purpose, because I feel that everyone has their own methods of creating dungeons.
This is barely a step up from mugging, and as such dungeon rule's aren't really useful here.
1 way out
Inhabitants (1d2 roll)
2 ways out
Inhabitants (1d3 roll)
4+1d6 3+1d4 rooms
3 ways out
Inhabitants (1d4 roll)
4+2d4, 3+1d6, 2+1d4 rooms
4 ways out
Inhabitants (1d6 roll)
Stocking the Dwelling
Stocking rooms in a dungeon generally follows this table:
Treasure with 75% Chance of Monster
These are changed for robbing a house:
Loot 50% chance of Inhabitant, 25% chance of Disturbance
This is someone who lives in the house and will likely not appreciate the characters entry into their home. The Reaction roll instead of reflecting the reaction is now used to determine the likelihood of the inhabitants being asleep at night.
1d3 Non-Hostile Inhabitant
Hostile Inhabitant 1d4 HD
1d4+1 Huscarls 2 HD
1d6 Trained Beast 2 HD
1d6+1 Patrolling Huscarl (Causes Wandering Monster Checks) 2HD
1d4 Elite Huscarl 4 HD
This is something you can steal and sell for money
These work like traps but instead of dealing damage, they increase the likelyhood of encounters by inhabitants
Light, Disturbances, Encounters, Traces, and Consequences
In a dungeon, you need light to see and in turn explore. Similarly you need light to explore a house, but people can see the light and then you. Each light source can be seen from double the distance it illuminates. For every 10 feet of illumination provided by a lightsource, there is a -1 penalty to reaction rolls. These stack so if there are 2 torches (which illuminate a radius of 15 ft in my games) there would be a -2 to all reaction rolls.
Characters have a 2 in 6 chance of triggering traps in a dungeon. People generally don't have traps in their homes, but often they have things that can be knocked over like vases. Each time one of these disturbances occurs there is a -1 penalty to all future reaction rolls during this heist. Within a dungeon loud actions have a tendency to cause wandering monster checks, during a heist, instead loud actions have a 2 in 6 chance of causing a disturbance and incurring a a -1 penalty to all future reaction rolls during this heist.
The only wandering checks which occur during a heist are the result of rolling a 5 on the inhabitants table. Otherwise there are no rolls to see if someone shows up.
Every encounter causes a reaction roll, but unlike a dungeon, these reaction rolls determine the awareness of the encountered inhabitants. A negative reaction roll is indicative of the inhabitants raising an alarm and screaming that someone has broken into their house (if they win initiative or have surprise). A neutral reaction roll indicates that the inhabitants are aggressive to whoever has broken into their house and wish to do them harm. A positive reaction roll indicates that the inhabitants are asleep, and will ignore the characters unless they are disturbed.
In a dungeon, characters generally interact with their environment with no regard to traces they may leave. In a house, especially one that is patrolled leaving traces of yourself is a sure-fire way of being noticed and causing an alarm to be raised. Referees and DM's should note what the players do and if there is someone patrolling the location have them react to the traces of the players.
If you get caught you'll likely die. No-one likes thieves and communities will seek to rid you of your breathing. If an alarm is raised guards/a mob arrive in 1d10+5 minutes to deal with the players.