One thing that stuck out was that I didn't have any rules for finding lodging in a village without a tavern or inn. Now, of course, you don't need rules for these things, but I realized there wasn't a downside to staying at someone's house instead of camping.
To stay at the home of some peasant, make a reaction roll. On a Neutral or better (10+), the PCs can do this. Don't bother rolling for every home in a settlement; this is for the whole settlement. Historically, this is a common way to wayfare; folks seldom left home, and welcomed the tales wayfarers would tell, and the small trade they would bring.
Of course, there are modifiers to this reaction roll. For each day after the first, apply a -3 to the reaction roll; the wayfarers eat the food, and the tales get old. Apply another -3 if there is a tavern or inn in the village, as if there is, that's where wayfarers should spend the night. The weather can affect this too: use the weather modifiers for Survival and Tracking in DF 16, p. 30, but reverse the signs, as bad weather makes folks more likely to help.
(Incidentally, these rules will work fine for classic D&D if you make the reaction penalties for extra days and the presence of a tavern -2 instead of -3. I'd make them -4 in d20 or D&D 5e, since a reaction roll is on a flat d20 (it's a Charisma check) instead of 2d6 or 3d6. Folks in classic D&D let you stay on a reaction roll of 7 or better, 10 or better in d20.)
A pickpocket shouldn't happen often, maybe only on a 3 on 3d. If you want to have the Bloody Benders happen, that shouldn't be a random roll, and needs to be role-played.