While in [tavern name here] the party hears a commotion at the back of the tavern. In the corner appears to be a raucous game of Kobold’s Knuckles.
Kobold’s Knuckles is essentially Blackjack in D&D. The objective is to get to 10. The GM rolls a d6 in the open and a d4 behind the screen. The players roll both (d6 and d4) in the open. They can keep rolling d4’s to try and reach 10. If they go over 10 they bust. Highest value wins. Dealer tie is a push and pot is split with all those who tie.
One particular woman seems to be doing extremely well. If the party participates or investigates further, they will see that the female half-elf Ranger (identified at some point as Triss Floxenboots), has an interesting trinket next to her, a rabbit’s head. The taxidermy job was rough and the expression on the rabbit’s face can only be described as horrifying. Mouth agape, eyes going in wonky directions, it looks haunted.
If they discuss with the Triss, they will find that she is selling these rabbit heads as good luck charms, an insight she gained by translating an elder text about gaining advantage in all situations.
Her winnings prove she may be on to something, but if the party tries to explain that she should be keeping the rabbit’s feet instead, she will become embarrassed and challenge you to a duel to defend her honor.
If the party doesn’t try to correct Triss, she will ask them if they’d like to go into business with her, selling her wares door-to-door. She’s got at least 100 more heads and shoulder blades back at her place that need selling.
An Insight check of 10+ will reveal that she seems to have a belt made entirely of rabbits feet and has been deceiving the party and everyone else that the rabbit head is lucky whereas all of her luck is drawn from the feet she wears.
Will the party help her with this hare-brained scheme? Or will they out her and get her to refund all of her patrons?
Lots of ways you can roll with this one as a DM, but a fun random NPC to encounter at a bar and something a little different than the standard bar conversation.
If the party does manage to get the feet from Triss, the Belt of Feet grants +2 on all saving throws and grants the wearer one Lucky Point per day where they can re-roll any die, or make an enemy take a lesser roll if rolled by the wearer.