Over one thousand mundane and magical artifacts at a five finger discount. 5e supplement by Paul Dean
Product Identity: The following are identified as Product Identity, as defined by the Open Game License version 1.0a, Section 1(2), and are not Open Content: All trademarks, proper names (characters, new deities, etc.) artwork, graphics, maps, sidebars, and trade dress. Open Game Content: The Open content in this book includes the item and artifact names and descriptions. No other portion of this work may be reproduced in any form without permission. Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson Tessa’s Guide to Pickpocketing and Pilfering Written by Paul Dean Art by: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games; © Felipe Gaona; Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.,; Daniel Comerci – danielcomerci.com; Some artwork © 2021 Sade, used with permission. All rights reserved.; Some artwork © 2021 Douglas “Draco” Manzini, used with permission. All rights reserved.; Some artwork © 2021 Jennifer S. Lange, used with permission. All rights reserved.; © 2022 Bartek Blaszczec; © 2019 Eric Pommer,; Some artwork © 2015 Brett Neufeld; © 2013 Gary Dupuis; © 2015 Jacob E Blackmon; © 2022 Petr Joura Layout and Design: Paul Dean © 2022 Paul Dean
Introduction I wrote this book while I was dying, bleeding into my brain. My carotid artery had suffered a minor, internal laceration that led to two weeks of excruciating, nauseating pain. All I could do was lay on my right side, on the couch in our basement. I was unable to read, watch TV, even listen to music. All I could do was lay on my side... and think about mundane items a thief could steal in a fantasy world. Any time I thought of a new item I rolled over, wrote it down, then collapsed. Partially out of my mind on morphine, it was fun to come back to the list and ask “what in the world are The Gloves of the Dealmaker Devil?” Freaking metal, is apparently the answer. Of course it wasn’t all brilliance. It took me a while to realize that “Square, 5 cp” wasn’t an unfinished thought. The result of my near death experience is the book before you now. 1000+ items, mundane and magical, across 10 different tables and 10 sub-tables to give variety and simplicity to thievery in 5e. Thank you for purchasing this book. I genuinely appreciate it and look forward to hearing your feedback. It is my first published work, and I look forward to creating more as time allows. Paul Dean Shaunavon, Saskatchewan June 2022 Contents Introduction .......................................................iii Chapter 1: On Pickpocketing ..............................2 Why Pick Pockets? ........................................................................... 2 How Challenging is Pickpocketing?.............................................. 3 Free rolls .............................................................................................. 4 Sharing the Table .............................................................................. 5 Chapter 2: Areas of Thievery ............................6 Village................................................................................................... 6 The City ............................................................................................... 8 The Outlands .................................................................................... 10 The Monastery ..................................................................................12 The Artificers ....................................................................................14 The Royals ........................................................................................16 The Necromancers ...........................................................................18 The Wizards .....................................................................................20 The Infernal ......................................................................................22 Sub-Sections .....................................................................................24 Chapter 3: The Booty .......................................27 Chapter 4: Marvelous and Magical ..................48 Chart A...............................................................................................48 Chart B ...............................................................................................49 Wondrous items ...............................................................................50 Chapter 5: The Library ....................................70 Chapter 5: Seed Quests................................... 80 Appendix A - Handouts ...................................83 Appendix B: Tessa’s Quick Reference .............89 Appendix C: The Guild ................................... 90 Dedication .........................................................96
Paul Dean 2 Chapter 1: On Pickpocketing Out. OUT! The lot of you! Shop’s closed! Yes, yes, it is awfully early to close up shop. Got a long day of drinking ahead of me and I’ll likely overcharge you for that ring anyhow. So, get out! Not you.... You stay— I’d like to have a word with you. No, no, I know you haven’t stolen anything. Not yet anyway. Saw you eying that tiara and those earrings. Must be new in town. No one steals from me. Door’s locked, friend, and I’d keep my hand off my dagger if I was you. I’m faster with this crossbow than you are with your blade. No need for the City Watch. Take a breath. Relax. Do you see the rope hanging behind me? The way it’s resting? Yes, Thieves Cant. We’re siblings, you and I, but it seems you still have a thing or two to learn from your big sister. My name is Tessa. Heed my advice and you’ll end up rich rather than swinging from the gallows. Why Pick Pockets? Seriously? I’ve made my living off other people’s lack of awareness. Like any game, stealing is about the thrill more than the result. There is an art, a flow state that you can reach while you are stealing that allows you to be aware of everything around you in a single moment. It’s about doing the impossible and showing the rich that they are not untouchable. You are telling them, “I can get close enough to you to take what you love, and you will never know who did it.” That said, stealing isn’t simply about being fast or being sneaky. It’s about being aware. It’s about picking your targets carefully. Knowing what you’re wanting to accomplish. Picking a mark and moving at the perfect moment, in the perfect way, to slip past their notice and into their pocket. The noble may have more gold in their pocket, but the priest isn’t being followed by a half dozen bodyguards. Determine what level or risk you’re willing to take, and know how hard to push each day. If you press your luck too much you’ll find yourself on a short rope with a sudden stop. Should I pick pockets or just take things that people set down? Yes. Stealing is about opportunity. A drunken noble stumbling through the streets, a shopkeeper keeping an eye on two stalls while another relieves himself, an adventurer setting down their purse to test the weight of a new sword. Thieving is not for the impatient or the faint of heart. Remember: awareness. That drunk may have a retinue, the second shopkeeper may return, the adventurer may have a party. Do not
Tessa’s Guide to Pickpocketing and Pilfering 3 move until you are certain, and once you are certain do not second guess yourself. Second guessing only gives your mark more time to act. How Challenging is Pickpocketing? The basic framework is this: Succeed on a Slight of Hand Check, roll a d100 for your reward. In general, a standard pickpocketing attempt is accomplished by finding the proper mark at proper time and in the proper place. This takes patience. Each attempt should take between 5 and 30 minutes for all these things to align. Thievery is achieved by succeeding on a Slight of Hand check determined by the base DC of the area and a few of other factors. On a successful roll, you roll a d100 to determine which item on the list you managed to pilfer. (Note: 00-0 is 100) Base DC Area 11 Village 11 City 11 Outlands 12 Monastery 13 Artificer 14 Royal 15 Necromancer 16 Wizard 17 Infernal Characters may only pickpocket a number of times per day equal to their level. Persistence Pickpocketing more than once in a day causes the DC to increase by 1 for every previous pickpocketing attempt. This represents how wary the guards, shopkeepers, or other citizens are due to items going missing. Persistence is reset back to zero at the end of every day. Heat Heat is like persistence, but created by stealing day after day. If you have pickpocketed in the same area (village, city, etc.), the locals remember their losses from previous days. They are cautious of remembered faces and more careful of what they have about their person. The DC increases by 1 for each consecutive day stealing. Heat diminishes at the same rate it accumulates. If you leave a town for three days after five days of consecutive stealing, the town will still have a bonus DC of +2. Risk taking While the standard rules for this guide have only one outcome for a successful check, there is the option to take on additional risk for a less random item. The player may choose to increase the DC of the Slight of Hand check in order to choose an item from a semi-random list rather than leave the decision solely to the dice. For every +1 DC of risk the player voluntarily takes, the range of the roll on the d100 is increased by 1 in both directions. The player then chooses one item from this list. Support/Opposition Thieves rarely work alone. In most cities there is some form of organized crime. Having the support of such organizations can mean the difference between success and failure, though it does come at a cost. Most guilds have either an annual fee or a tax to steal within the city. Pay it, and you can expect support from the guild. This may mean an opportune flood of urchins Setting the DC: Base DC + Persistence + Heat + Risk +/- Support Sara is in the City of Bellows when she chooses to make a Slight of Hand check to lighten the burden of its denizens. Instead of choosing the standard DC11, she opts to increase the difficulty by 2, making it a DC13 Slight of Hand check. She rolls a 15 and succeeds. She then rolls for loot, and rolls a 32. Because Sara chose to roll against the higher DC, she is allowed to choose any treasure between 30 and 34: The number she rolled and the two treasures above and below the roll.
Paul Dean 4 suddenly running through shops, another guild member pointing out a good mark, or a hidden door being opened when fleeing the authorities. Keep in mind, the guild is not everywhere. Even if you have the support of the guild, it may mean nothing if you are in the Governor’s private manse. Having the support of the local guild creates a -1DC to Slight of Hand checks when they are able to support you. Be warned, some thieves will not tolerate “unlicensed thieving” in their territory. Like a parasite, a thieves guild survives and thrives through the health of their city. Your presence may be determined to be threatening to the “host” city. Hostile guilds may actively work against your efforts and increase the DC of all thieving attempts by alerting local authorities or warning townsfolk of your misdeeds. Particularly aggressive guilds may take more direct measures to “remove” the threat. Free rolls Once a day, anyone with proficiency in Slight of Hand may spend an hour to get a free, restricted roll on an area’s chart. This roll is made with a D20 rather than with a D100. The first twenty items tend to be smaller and less expensive than other items on the list. This is sustenance level thievery. Two additional free, restricted rolls may be made if a character is “familiar” with the area. Your free rolls do count against your total number of attempts in a day, but if a level one or level two character has three free rolls, they can still make all three if they choose to as long as they don’t attempt any additional pickpocket check. Background Familiarity The most common way for a character to be familiar with an area is to have lived and thieved there for years. They know the patterns, the people, the blind spots. Even if you’ve never been to this specific city, you know the roles the people all play and when they play them. For example: Acolytes are likely to be familiar with a monastery, giving them two additional rolls in the Monastery area IF they are proficient in Slight of Hand. Gaining Familiarity It is hard to gain a lifetime of knowledge in only a few days. You may gain familiarity with an area by working hard, pushing your luck, and learning from your near misses. You must succeed on 5 pickpocketing rolls
Tessa’s Guide to Pickpocketing and Pilfering 5 for 5 consecutive days without failing a single time. Rogues with the Thief subclass must succeed on 3 pickpocketing rolls for 5 consecutive days without failing a single time. You must be working alone when attempting to gain familiarity with an area. After all, you won’t always have someone there to watch your back. Sharing the Table Working together If more than one character is proficient in Slight of Hand, they may choose to work as a team to perform the task. The character being supported makes Slight of Hand checks with advantage, but they only receive one item for their trouble. Additionally, this does not shorten the time necessary to find the right target, meaning the level limit is still in effect. Two level five characters with slight of hand, working together, only have five attempts to pickpocket. Characters who are not proficient in Slight of Hand cannot grant advantage to these checks. They are a liability who may end up giving their partner away through us of an unsubtle glance or other unconscious mannerism. Disrupting the game Of course, taking every opportunity to steal may be tiresome to other players. Be sure to consider their time. If you are making many attempts, or performing checks over multiple days, be brief and considerate. Remember, everyone is there to have fun. If you feel like the other players are growing tired of it, don’t be afraid to talk openly about how everyone is feeling. Ask your DM if you can make these rolls at the beginning or end of a session instead of in the middle. DM’s, don’t be afraid to hand wave these moments when the player wants to make multiple attempts. Simply ask them to make their series of checks and then narrate how their time went overall rather than individually. Know when to stop If Sara is caught stealing from the King’s Palace, this gives a good opportunity for role playing with the guards as she tries to talk her way out of a one-way trip to the dungeon or a lesser reward for her efforts in slaying the Ember Tyrant. If Sara tries to steal from the Palace again, it may be difficult for the DM to come up with a convincing reason why she wouldn’t be locked in irons for a few months. As a rule of thumb, it is often best to stop once you have failed a Slight of Hand roll. DM’s are encouraged to be generous to the player, not necessarily having the player arrested for a failed Slight of Hand check, but once you’ve been caught it’s often best to call it a day.
Paul Dean 6 Village A surprising number of new thieves believe that the village is the best place to start a career in pickpocketing and pilfering. This cannot be further from the truth. While it is true that your average town has less guards and watchmen than the cities, once one of these country bumpkins knows you’re a thief, every one of them will know. It’s harder to blend into the background when there is little background at all. This is why most thieves and guilds are found in the city, it’s not simply a matter of better goods to steal. That said, there are still reasons to pilfer from a small town. The people tend to be more trusting. One exploit is to plead ignorance. Explain, as a merchant demands back their bag of flour, that you come from “a small town, and are unfamiliar with the customs of big cities. I was merely going to show this to my child/brother/husband/wife/ etc.” This elicits a sort of bemused pride, that this town isn’t quite so backwater. Alternatively, you may claim to be a wealthy noble or his representative (attire permitting). Claim that it’s common practice in civilized, trusting places to give a merchant 10% of the item’s value in exchange for time to present the object to interested parties. When the merchant claims to have not seen the down payment, simply grow incensed at the gall of this commoner calling you a liar! (Which you are.) Throw the item back at them in outrage and claim to take your business interests to a more reputable shop. While this approach leaves you without the object in question, I’ve been approached by other village shop owners claiming to have just such a policy in their shop. I made a big show of entering and praising their business acumen before putting a “down payment” on a slightly above average piece of jewelry. No need to be greedy. Of course, the people in villages tend to have long memories and your actions cast long shadows, especially if you’re an outsider. Always keep enough food for a trip to travel a few villages over. Shouldn’t be a long journey if you make the trip on a village horse. Chapter 2: Areas of Thievery d8 Value 1 1d4 cp 2 1d4 sp, 2d6 cp 3 1d6sp, 4d4 cp 4 1d4 gp, 2d6 cp 5 1d4 gp, 1d6 sp 6 1d4 gp, 2g4 sp 7 1d6 gp, 1d4 sp 8 1 pp Cutpurse
Tessa’s Guide to Pickpocketing and Pilfering 7 d100 Item Value 1 Bar (copper, iron, steel, gold) Variable 2 1 lb. of salt 5 cp 3 1 lb. of flour 2 cp 4 1 lb. prunes 3 sp 5 .5 lb. of sugar 5 sp 6 bing of tea 5 sp 7 nails (2d12) 2 cp/1 8 carpenter’s hammer 1 gp 9 1d3 whetstones 1 cp/1 10 blacksmith’s hammer 1 gp 11 crowbar 2 gp 12 chalk 1 cp 13 block of flint 3 sp 14 pitons 2d6 5 cp/ 15 oil lamp 5 sp 16 mess kit 2 sp 17 3 sheet s of parchment 3 sp 18 1d4 chicken eggs 1 cp/ 19 loaf of bread 2 cp 20 1d4 small cakes 5 cp/ 21 large onion 1 cp 22 a small bag of herbs 1 gp 23 bottle of beer 2 cp 24 a gallon of mead 5 sp 25 a bucket of loose grog 3 cp 26 a bottle of dwarven ale 1 gp 27 a bottle of hard liquor 1 gp 28 half a bottle of wine 1 sp 29 bundle of hops 5 cp 30 bing of aged tea 10 gp 31 a dagger with an engraved name 2 gp 32 walking stick with copper base 1 gp 33 unsharpened shortsword 2 gp 34 hand crossbow 75 gp 35 turquoise jerkin 3 sp 36 leather belt 5 cp 37 winter hat 1 gp 38 bandolier of throwing knives 5 gp 39 set of plain, brown clothes 5 sp 40 eye patch 3 cp 41 thick leather belt 7 cp 42 bandana 3 cp 43 neckerchief 3 cp 44 cloak with large hood 2 sp 45 holy symbol of regional religion 5 gp 46 copper beetle with inlaid round agate 5 gp 47 simple amulet 1 gp 48 bronze ring 5 sp 49 bronze bracelet 1 gp 50 iron ring 1 gp 51 iron bangle 2 gp 52 circlet w small stone 15 gp 53 tooth necklace 2 gp 54 braided steel ring 25 gp 55 book of local animals 25 gp 56 book of local plants 25 gp 57 hoe 8 sp 58 rake 2 gp 59 small spade 5 sp 60 watering can 1 gp 61 ring of keys - 62 walking staff 2 sp 63 waterskin 2 sp 64 small bag of seed 3 sp 65 door hinges 1 sp 66 deck of cards 5 sp 67 iron scarab 3 gp 68 voodoo doll that bears resemblance to local lord 5 cp 69 cloth with unknown heraldic symbol - 70 small clay kettle 1 gp 71 small clay teapot 1 gp 72 tankard 2 cp 73 fine goblet 2 gp 74 a wooden block with the letter “B” burnt on it 2 cp 75 hand broom 5 cp 76 small square pillow 1 sp 77 wooden (weapon) 5 cp 78 merchant’s scales 5 gp 79 3 hoops for constructing a small barrel 3 sp 80 dream catcher 3 gp 81 juggler’s balls 2 gp 82 gambler’s dice 2 gp 83 empty bottle/vial 1 gp 84 spiked leather pauldron 3 gp 85 washcloth 1 cp 86 fire poker 5 sp 87 scarf 5 sp 88 frying pan 2 gp 89 brass candle stick 1 gp 90 bar of soap 5 cp 91 citole 35 gp 92 flute 2 gp 93 tambourine 5 gp 94 grappling hook 2 gp 95 writ of sale - wagon - 96 pouch of iron filings 5 sp 97 a small toy bear stuffed with woodchips 1 gp 98 1d3 apples 1 cp/ 99 half a loaf of bread 1 cp 100 silver ring 10 gp Village Chart Base DC11+
© Dean Spencer Paul Dean 8 The City Ah, the city. This ought to be your bread and butter. Or their bread and butter. Doesn’t matter. Soon it will be your bread and butter. Keep you head on a swivel in the city. There is some honor among thieves (allegedly) but it’s not as though other pickpockets will ask if you’re a thief before stealing from you. There’s nothing worse than cutting a purse only to find your own has gone missing. The city guard, of course, is a problem. Especially in higher traffic areas. Never steal from the Watch. Never. If they catch you stealing from a merchant, they’re chase you a couple blocks and then decide you’re not worth their while. Steal a bent copper from a straight copper and he’ll have every Watchman in the city chasing you down. Low income areas of the city are commonly patrolled by gangs, not by guards. (Though I never saw much of a difference between the two.) Their streets, their law. If it comes down to it, be arrested by the Watch, not caught by a gang. Best advice I can give you? Get in good with the local guild. Sure, you could keep robbing the people of the city without their support, but a true thief knows that networking is how you get the real paydays. You’re investing a few gold pieces now for information about an unguarded warehouse or unlocked manor later. Of course finding yourself a good fence, such as myself, is a necessity. Sure, we’ll take a little off the top but there’s nothing like being able to take your stuff to a single place and trade it in for cold, hard cash at the end of a long day. Not many taverns accept a spool of silk string in exchange for lodging, after all. We fences are multi purpose as well. We tend to have a little extra information or advice for our favorites, but we appreciate any story or lesson you’ve learned. It’s good to have something for us to pass on to the next thief looking to move up in the world. d8 Value 1 1d4 cp 2 1d4 sp, 2d6 cp 3 1d6 sp, 4d4 cp 4 1d4 gp, 2d6 cp 5 1d4 gp, 1d6 sp 6 1d4 gp, 2g4 sp 7 1d6 gp, 1d4 sp 8 1 pp Cutpurse
Tessa’s Guide to Pickpocketing and Pilfering 9 d100 Item Value 1 spool of silk string 1 gp 2 bar (copper, iron, steel, gold) variable 3 1 lb. of salt 5 cp 4 .5 lb. of sugar 5 sp 5 .25 lb. of cinnamon sticks 3 sp 6 .5 lb. of garlic 1 gp 7 1 lb. of flour 2 cp 8 small box, rosemary 1 gp 9 .25 lb. of ground chili 5 sp 10 1 lb. prunes 3 sp 11 300’ string (40lb tensile strength) 5 gp 12 1 yard of tough canvas 1 sp 13 1 yard of waterproof cloth 1 sp 14 a yard of silk 10 gp 15 5’ coil of silver wire 3 gp 16 a yard of soft cloth, undyed 5 sp 17 1d6 lockpicks 1 gp/ 18 metal file 1 gp 19 woodworking chisel 3 gp 20 stone working chisel 5 gp 21 cat’s claw 50 gp 22 5 bandages 3 cp 23 sawblade 5 sp 24 vice grip 2 gp 25 lockpick set 10 gp 26 sealing wax 5 sp 27 bottle of ink 10 gp 28 charcoal pencil 3 cp 29 waterproof satchel 15 gp 30 metal writing utensil with interior ink reservoir 15 gp 31 spell scroll case with 5 sheets of parchment in it 2 gp 32 a sheet of spell quality paper 5 sp 33 a spell scroll case with 5 sheets of spell quality paper inside 4 gp 34 a bottle of holy water 25 gp 35 flask of oil (fire breathing) 1 sp 36 gambler’s set 5 sp 37 small metal snare 5 gp 38 smoke bomb 50 gp 39 basic poison 100 gp 40 a bottle of a hallucinogenic alcohol 1 gp 41 a gallon of dwarven liquor 10 gp 42 experimental alcohol 5 sp 43 a package of dried meat 5 sp 44 full cooked chicken 3 sp 45 hunk of cheese 1 sp 46 large fish 1 sp 47 a bottle of fine wine 10 gp 48 A quart of brandy 5 gp 49 A gallon of rum 10 gp 50 Bottle of Whiskey 5 gp 51 A quart of Vodka 5 gp 52 blackjack 1 gp 53 walking cane with an ivory wolf head 150 gp 54 hilt of broadsword 5 sp 55 blade of a short sword 5 gp 56 ornate elven shortbow 100 gp 57 crossbow bolt 2d6 10 cp/ 58 sword cane 100 gp 59 stiletto 5 gp 60 fan blade 25 gp 61 silvered mace 100 gp 62 golden dagger 250 gp 63 moon cloak 5 sp 64 sun cloak 5 sp 65 heavy cloak 5 sp 66 priest’s vestments 5 sp 67 silver pin 1 gp 68 trihorn hat 1 gp 69 corset 5 gp 70 simple sundress 1 gp 71 worn guard’s cloak 1 sp 72 azurite that looks like an eye 10 gp 73 semi precious stone 10 gp 74 holy symbol of foreign religion 5 gp 75 stone on necklace with dwarven rune carved into it 1 gp 76 Iron tiara with silver foil 5 gp 77 amulet (wings) 5 gp 78 single golden earing 5 gp 79 pair of silver earrings 3 gp 80 simple silver tiara 50 gp 81 common/elvish/ dwarfish language primer 25 gp 82 chart of the sea 10 gp 83 sextant 10 gp 84 city watch badge 1 sp 85 merchant’s scales 5 gp 86 merchant’s signet ring 5 gp 87 empty jewelry box 2 gp 88 large glass jug 20 gp 89 deck of cards with 4 extra aces 5 sp 90 puzzle box 10 gp 91 paint bottle (variable) 10 gp 92 an unfinished work of fiction (you hope) - 93 false hand 25 gp 94 shaving razor 2 gp 95 golden tooth 3 gp 96 iron greaves 20 gp 97 iron helm 20 gp 98 a single iron pauldron 5 gp 99 ring mail skirt 50 gp 100 halberd blade with local knight’s ensign 15 gp The City Base DC 11+
Paul Dean 10 The Outlands Share and share alike. I appreciate the motto. I think more people should adopt it. It’s not the life for me, mind you, but it makes stealing much easier. Nomadic tribes are wary of outsiders. If you can, try to be gifted something by these people. It shows that you’re a trusted member of their community (or as close as an outsider can be to it). Sometimes being caught stealing is made right by offering a simple gift. Caught lifting a drum? Offer a handful of berries. Not a fair trade, by any right, but it shows that you’re looking out for the good of the tribe and not just outright stealing their possessions. These people have little of value, but they can be a safe harbor while the heat dies down without having to forgo stealing altogether. If you’ve been working a city for a while, ask around about nomadic tribes in the area. Head out there for a fortnight and get to know the people, hear their stories, steal their stuff. Then come back to the city when the Watch is a little less watchful. With luck, by the time the Watch is bearing down on you again you’ll have a whole new tribe to spend a fortnight with. Additionally, you’ll be remembered for years to come. If you find yourself in a pinch some time down the line you can always make your way to a tribe you once stole from. Bring them an offering to show there’s no hard feelings. They’ll bluster, you’ll grovel, everything will be fine. You can lay low with these kind people once again. You can probably even grab that offering on your way out. d8 Value 1 1d4 cp 2 1d4 sp, 2d6 cp 3 1d6 sp, 4d4 cp 4 1d4 gp, 2d6 cp 5 1d4 gp, 1d6 sp 6 1d4 gp, 2g4 sp 7 1d6 gp, 1d4 sp 8 1 pp Cutpurse Bone Breastplate
Tessa’s Guide to Pickpocketing and Pilfering 11 d100 Item Value 1 bear skin cloak (with head) 3 gp 2 wolf skin cloak (with head) 3 gp 3 fur boots 1 sp 4 moccasins 1 gp 5 half helm 5 gp 6 bandit mask 5 cp 7 antler tiara 1 sp 8 carpenter’s hammer 5 sp 9 pristine peacock quill 5 gp 10 1d4 raven quills 3 cp/ 11 one-man (medium sized) tent 1 gp 12 torch 1 cp 13 50’ coil of rope 1 gp 14 bouquet of flowers 5 sp 15 prayer wheel 5 gp 16 divination runes 5 gp 17 saw 1 gp 18 spool of thread 1 gp 19 needle and thread 2 gp 20 stone mortar and pestle 2 gp 21 fishing line and tackle 1 gp 22 dice made of bone 5 cp 23 3 quail egg 1 cp/ 24 honeycomb 5 sp 25 squirrel on a stick 1 cp/ 26 jackal leg 1 sp 27 whole roasted crow 1 sp 28 monster’s egg variable 29 a small bag of sun dried crickets 5 cp 30 horse roast 2 sp 31 cooked rat 5 cp 32 handful of berries in a cloth bag 1 sp 33 dried fruits 5 sp 34 jug of yak’s milk 5 cp 35 a cracked barrel of Beer 5 cp 36 bottle of common wine 5 sp 37 a quarter bottle of hard liquor 3 sp 38 wine skin (full) 2 sp 39 fermented berries 3 cp 40 wicker basket with vegetables 1 sp 41 bone spearhead 4 cp 42 exotic blowgun 25 gp 43 darts 3d4 10 cp/ 44 sling shot 5 sp 45 wolf claw knuckles 10 gp 46 warrior’s net 1 gp 47 ceremonial burial dagger 5 gp 48 sickle sword 5 gp 49 whip 2 gp 50 5 arrows 10 cp/ 51 hatchet 5 gp 52 boomerang 5 sp 53 arrowheads (1d4) 1 cp/ 54 circlet of braided behemoth/ettin hair 25 gp 55 amulet of monster teeth 1 gp 56 uncut leather 5 sp 57 a bundle of cotton 1 cp 58 bundle of hops 2 cp 59 hand drum 5 gp 60 bull roarer 5 gp 61 bone flute 5 gp 62 shofar 30 gp 63 rain stick 5 gp 64 three string wooden harp 3 gp 65 rare feather 3 gp 66 small stone idol 5 cp 67 bearskin purse 5 sp 68 fishing net 5 sp 69 dragon scale 10 gp 70 lock of griffon hair 3 gp 71 bit and bridle 2 gp 72 bull horn filled with ash and burning coals, sealed 1 sp 73 brush for horses 1 sp 74 rabbits foot 2 gp 75 drinking horn 2 cp 76 small chest with lock 25 gp 77 abacus 2 gp 78 gold nugget 3 gp 79 leather quiver 1 gp 80 local flower planted in a skull - 81 shrunken goblin head. 5 gp 82 necklace of orc ears - 83 bird skull earrings 3 gp 84 raven’s wings 5 cp 85 clay pot with crude painting 1 sp 86 blanket 5 sp 87 a dried, pressed flower 3 cp 88 broken orc tusk - 89 Tiefling tail - 90 elf’s ear - 91 riding crop 2 gp 92 1d4 horseshoes 4 sp 93 wooden scarab 5 sp 94 empty saddlebag 4 gp 95 bag of horse feed 2 cp 96 bedroll 1 gp 97 sharp knife 1 gp 98 wooden smoking pipe 10 gp 99 tobacco 3 sp 100 bone breastplate* 50 gp Outlands Chart Base DC 11+ * See Chapter 4 for details
d8 Value 1 3d4 cp 2 2d4 sp, 2d6 cp 3 2d6sp, 4d8 cp 4 1d6 gp, 2d6 cp 5 2d4 gp, 1d8 sp 6 2d4 gp, 4g4 sp 7 2d6 gp, 1d6 sp 8 1d4 pp Cutpurse Paul Dean 12 The Monastery Is it wrong to steal from the gods? I would say no. If anything, you would think an all-powerful being would be able to stop a simple thief. Remember, there is a god of thieves and that makes us priests. Holy men and women of a different order. And who would the god of thieves steal from if not other gods? Temples and monasteries offer a certain appeal. Simply knowing the rites and rituals of a religion is enough to begin robbing them blind. Here’s the basic grift: Strip down to next to nothing, claim to be a lesser priest of their order from a distant city. (A bit of scouting beforehand to ensure no priest of that city is currently present may be helpful.) On your pilgrimage (they like that word, pilgrimage) you were robbed as you made the final leg of the journey. All your belongings taken. They will take you in, feed you, clothe you, give you a tour of the temple and have you participate in some ritual or other. They’ll say it’s to remind you of your god’s goodness or vengeance or something, but it’s really to make sure that you are actually a priest. (Remember, I said you need to know their rites and rituals.) After that, you’ll be a guest of the temple, given free access to anywhere a lesser priest would normally be allowed to go. After a couple days (remember, they’ll look after your basic needs) you should be able to take an item here or there without arousing any suspicion. Realistically, because of the amount of coin collected from a temple’s faithful, there’s little that is more profitable than stealing from the gods. Just remember: gold is a good conductor for electricity.
Tessa’s Guide to Pickpocketing and Pilfering 13 d100 Item Value 1 religious text detailing worship of good/ neutral/evil god 15 gp 2 a few pages of a religious text - 3 alms box with 3d12 copper 2d6 silver 5 cp+ 4 several pieces of stained glass - 5 incense sticks 3 sp 6 plain robes 3 gp 7 robes 5 gp 8 1 lb. of salt 5 cp 9 .5 lb. of sugar 5 sp 10 .25 lb. of cinnamon sticks 3 sp 11 1 lb. of flour 2 cp 12 a yard of cloth, undyed 5 sp 13 sealing wax 5 sp 14 bottle of ink 10 gp 15 charcoal pencil 3 cp 16 a bottle of holy water 25 gp 17 hunk of cheese 1 sp 18 large fish 1 sp 19 a bottle of fine wine 10 gp 20 priest’s vestments 5 sp 21 holy symbol of foreign religion 5 gp 22 1 lb. prunes 3 sp 23 carpenter’s hammer 1 gp 24 flagellant’s whip 2 gp 25 3 sheet s of parchment 3 sp 26 oil lamp 5 sp 27 a dagger with an engraved name 2 gp 28 leather belt 5 cp 29 set of plain, brown clothes 5 sp 30 holy symbol of regional religion 5 gp 31 book of local plants 25 gp 32 waterskin 2 sp 33 hoe 8 sp 34 small spade 5 sp 35 watering can 1 gp 36 small bag of seed 3 sp 37 voodoo doll that bears resemblance to local lord 5 cp 38 cloth with unknown heraldic symbol - 39 small clay kettle 1 gp 40 small clay teapot 1 gp 41 fine goblet 2 gp 42 hand broom 5 cp 43 small square pillow 1 sp 44 brass candle stick 1 gp 45 torch 1 cp 46 50’ coil of rope 1 gp 47 prayer wheel 5 gp 48 divination runes 5 gp 49 spool of thread 1 gp 50 needle and thread 2 gp 51 jug of yak’s milk 5 cp 52 bottle of common wine 5 sp 53 wine skin (full) 2 sp 54 three string wooden harp 3 gp 55 Small iron idol 1 gp 56 blanket 5 sp 57 a dried, pressed flower 3 cp 58 sharp knife 1 gp 59 3 candles 3 cp 60 sandals 1 sp 61 foot wrappings 5 cp 62 2d8 sheets of parchment 1 sp/ 63 2d4 pieces of paper 2 sp/ 64 harp 50 gp 65 silver candelabra 5 gp 66 silver candle stick 3 gp 67 pristine peacock quill 5 gp 68 extravagant priest’s garb 25 gp 69 ivory idol 250 gp 70 pentacle 5 gp 71 block of incense 5 gp 72 book of religious rites 25 gp 73 book of foreign religious rites 25 gp 74 book of wisdom 25 gp 75 notes on religious rites - 76 hallucinogenic wine 5 gp 77 golden chalice 100 gp 78 silver chalice 25 gp 79 silver ring 10 gp 80 golden ring 50 gp 81 extravagant holy symbol 100 gp 82 bing of tea 5 sp 83 divination runes 25 gp 84 mace 5 gp 85 silvered mace 100 gp 86 buckler adorned with holy symbol 15 gp 87 silvered buckler shield adorned with holy symbol 150 gp 88 mace adorned with holy symbol 25 gp 89 priest’s sermon notes - 90 notes on advancing within the religion - 91 writ of sale - warehouse in city - 92 simple silver tiara 50 gp 93 religious notes, unknown author - 94 small box of pungent herbs 3 gp 95 empty jewelry box 2 gp 96 large glass jug 20 gp 97 shaving razor 2 gp 98 crowbar 2 gp 99 pair of silver earrings 3 gp 100 an examination on summoning demons 100 gp Monestary Chart Base DC 12+
Paul Dean 14 The Artificers There’s not a whole lot of advice I can give you for the artificers except this: if you don’t know what it is you probably shouldn’t be touching it. If you don’t know what it is, it’s probably worth more than you would expect. These people are double edged swords. Some of their drawings are more archaic than the Wizards’. Some of their contraptions are more dangerous than a faulty Wand of Fireball. They would lose their heads if they weren’t attached, but you may lose yours is you’re not careful. Take some time to get to know these eccentric types. They’re more than happy to show you what they’re working on, lay out all of its secrets to you (if you can decipher their fast-paced jargon), and then turn their backs without a second thought. Once they notice their latest invention is gone, they’re more likely to blame a rival than you. Sharp as a tack, but not terribly bright. Of course, even after hearing all they have to say, there’s no guarantee that the object they just showed you isn’t going to blow up in your hand the second you start running. It’s easy for them to forget a feature or two in their excitement to speak to an interested party, and it’s equally easy for you to miss the term “acute proclivity to detonative action” or something equally obscure. Once you’ve gotten your hands on something like that, if you choose to get your hands on it, I’d recommend finding another expert in the subject in a hasty, yet cautious manner. Once they’ve confirmed (preferably in writing) that is poses no health risk to yourself or any future owner, I’d be glad to take a look and offer you a fair price for it. d8 Value 1 2 gp 2 1d4 gp, 2d4 sp 3 1d4 gp, 2d6 sp 4 1d6 gp, 2d6 sp 5 2d4 gp, 2d6 sp 6 1d10 gp, 2g6 sp 7 2d6 gp, 3d4 sp 8 1 pp, 1d6 gp, 3d8 sp Cutpurse
Tessa’s Guide to Pickpocketing and Pilfering 15 d100 Item Value 1 glass stirring rod 10 gp 2 metal frame for holding a vial over a flame 1 gp 3 marching wind up toy 25 gp 4 mechanical canary in a brass cage 50 gp 5 mechanical walking beetle 25 gp 6 wind up spider 25 gp 7 wind up fly 50 gp 8 magnifying glass 5 gp 9 mechanical mouse with popper slots 25 gp 10 mechanical hand with input glove 50 gp 11 head that follows movement 100 gp 12 Hand that turns pages of a book 25 gp 13 calendar 5 gp 14 pocket watch 50 gp 15 caliper compass 1 gp 16 square 5 cp 17 ruler 1 cp 18 slide ruler 5 cp 19 1d2 half inch copper balls 1 gp / 20 steel ball bearings 5 gp 21 1d3 steel springs 1 gp/ 22 model of a Rocketship 5 gp 23 switch blade 5 gp 24 rod of the short sword 25 gp 25 rod of the long sword 35 gp 26 rod of the halberd 50 gp 27 butterfly knife 5 go 28 triple fire crossbow* 500 gp 29 auto loading crossbow* 150 gp 30 automatic crossbow* 300 gp 31 grenade* 50 gp 32 hand cannon* 500 gp 33 multi tool 5 gp 34 rock tumbler 25 gp 35 retractable wings 250 gp 36 spectacles with magnifier 25 gp 37 automated astrolabe 100 gp 38 combination lock 5 gp 39 letter combination lock 5 gp 40 automatically turning hourglass 25 gp 41 poppers 1 gp 42 delayed poppers 2 gp 43 springing boots 25 gp 44 handle from unknown device - 45 handheld music box 5 gp 46 iron orb with a keyhole - 47 gears 3 sp 48 large iron pins 1 gp 49 ring with hidden sundial 50 gp 50 ball pendulum 10 gp 51 glass tube with brass ends containing a metal coil - 52 a package of dried meat 5 sp 53 a gallon of beer 2 sp 54 a gallon of mead 5 sp 55 dried fruits 5 sp 56 bottle of common wine 5 sp 57 bottle of beer 2 cp 58 a bottle of fine wine 10 gp 59 half a bottle of fine wine 3 gp 60 1d4 chicken eggs 1 cp/ 61 loaf of bread 2 cp 62 large fish 1 sp 63 honeycomb 5 sp 64 metal file 1 gp 65 sawblade 5 sp 66 saw 1 gp 67 carpenter’s hammer 5sp 68 woodworking chisel 3 gp 69 stone working chisel 5 gp 70 crowbar 2 gp 71 oil lamp 5 sp 72 flask of oil 1 sp 73 bottle of ink 10 gp 74 pristine peacock quill 5 gp 75 sealing wax 5 sp 76 charcoal pencil 3 cp 77 waterproof satchel 15 gp 78 spell scroll case w/ 5 paper 2 gp 79 merchant’s signet ring 5 gp 80 spell scroll case w/ 5 parchment 2 gp 81 empty book 25 gp 82 door hinges 1 sp 83 6” canvas, unpainted 10 gp 84 sharp knife 1 gp 85 gold dust 15 gp 86 wooden smoking pipe 10 gp 87 tobacco 3 sp 88 walking staff 2 sp 89 hand broom 5 cp 90 imperfect miner’s goggles* 3 cp 91 drawings of an airship - 92 sketch for a clockwork man - 93 sketch of a house with movable walls - 94 sketch of retractable stairs - 95 sketch of a clockwork dragon (incomplete) - 96 sketch of a clockwork spider - 97 sketch of a brain at various depths - 98 sketch of the vitruvian dwarf - 99 sketch of cogs and wheels powered by steam - 100 notes on resources required to build army of automatons - Artificers Chart Base DC 13+ * See Chapter 4 for details
Paul Dean 16 The Royals Do you need a reason to steal from Royalty besides the obvious? They’re rich! They have all the best paintings, the best food, the best clothes… all they don’t have are the best sense! Sense enough to hire extra guards, unfortunately. The rich get rich by not losing their money. They keep it by hook or by crook. We’ll gladly take it by the latter. It’ll take more than a nice shirt and some forged documents to steal from these places. You’ll need an invitation and more clout than you can fake. Because of this, you’re likely to be in these places as your normal, everyday self. Either under the cover of dark or by special invitation. Dukes and Earls, even Kings tend to have minor issues that warrant the attention of skilled professionals with few moral scruples who are skilled in the application of force. If you happen to be one of these skilled professionals, you will find it a challenge to leverage additional funds out of the rich. Relieving them of a few worldly possessions as an additional fee may be called for. Even if you are found out, the nobility often turn to our kind because they are out of options. You’re unlikely to lose the job, only the favor of your potential employer. It is often more harmful to steal a hammer from a commoner than it is to take a chest full of gold from a noble. The disparity between how well guarded these two objects are, and the true value to the owner, is disheartening. Be careful around those guarding the nobility. They are often privately employed and take their work far more seriously than the Watch does. There is true reputation on the line, and their level of pay warrants a desire to keep their employer happy. They will not be as easily shaken or bought as your average Copper. d8 Value 1 2 gp 2 4 gp, 2d4 sp 3 2d4 gp, 2d6 sp 4 1d10 gp, 2d6 sp 5 2d6 gp, 2d6 sp 6 2d8 gp, 3d4 sp 7 2d10 gp, 3d6 sp 8 2 pp, 5d4 gp Cutpurse
Tessa’s Guide to Pickpocketing and Pilfering 17 Royal Chart Base DC 14+ d100 Item Value 1 local flag 5 sp 2 foreign flag 5 sp 3 extravagant boots 5 gp 4 lady’s bag with spending money variable 5 silk pajamas 15 gp 6 sash 3 gp 7 2d8 sheets of parchment 1 sp/ 8 2d4 pieces of paper 2 sp/ 9 smoking jacket 10 gp 10 extravagant jacket with royal coat of arms 15 gp 11 extravagant cap with feather 5 gp 12 masquerade mask 3 gp 13 tobacco 3 sp 14 walking staff 2 sp 15 hand broom 5 cp 16 3 candles 3 cp 17 full cooked chicken 3 sp 18 hunk of cheese 1 sp 19 honeycomb 5 sp 20 A page of a soldier’s journal reminiscing about home - 21 golden cloak pin 25 gp 22 velvet dress 100 gp 23 ornate scabbard 30 gp 24 ornate arrow 10 gp 25 golden ring 50 gp 26 key - 27 porcelain tea cups 5 gp 28 a small music box 25 gp 29 spectacles 10 gp 30 pocket sized sundial 25 gp 31 hourglass 25 gp 32 compass 5 gp 33 a silver bell 5 gp 34 porcelain doll 10 gp 35 pair of gold earrings 25 gp 36 extravagant cutlery set 50 gp 37 fine paint brush 5 gp 38 ivory game piece 150 gp 39 dagger with a crescent moon shaped cross guard 3 gp 40 ivory figurine 150 gp 41 gold dust 15 gp 42 an empty bottle engraved with elven designs 5 gp 43 black stone shaped like a dragon 5 gp 44 white stone shaped like a cat 3 gp 45 stone figurine of a knight 1 gp 46 a sheet of musical notes 5 sp 47 silver cutlery set 25 gp 48 small patterned rug 5 gp 49 silver candelabra 5 gp 50 silver candle stick 3 gp 51 bottle of perfume 5 gp 52 steel hand mirror 5 gp 53 baby bottle 1 gp 54 cosmetics 5 gp 55 6” canvas, unpainted 10 gp 56 rough glass eye 10 gp 57 sword cane 100 gp 58 stiletto 5 gp 59 basic poison 100 gp 60 sealing wax 5 sp 61 bottle of ink 10 gp 62 small diamond 50 gp 63 ever clean shirt 50 gp 64 ever mended shirt 50 gp 65 silver hand mirror 25 gp 66 simple sundress 1 gp 67 holy symbol of foreign religion 5 gp 68 holy symbol of reginal religion 5 gp 69 monocle 25 gp 70 golden belt buckle 25 gp 71 book of religious rites 25 gp 72 book of foreign religious rites 25 gp 73 golden chalice 250 gp 74 silver chalice 100 gp 75 wooden smoking pipe 10 gp 76 medal 5 sp 77 braided yellow cord demonstrating service in military 1 sp 78 page from a book of heraldry - 79 book of culture* 25 gp 80 potion of healing 50 gp 81 a bottle of fine wine 10 gp 82 a bottle of dwarven ale 1 gp 83 a bottle of hard liquor 1 gp 84 bottle of whiskey 5 gp 85 golden ring with inlaid sapphire 75 gp 86 pearl 100 gp 87 golden wedding ring 50 gp 88 walking cane with an ivory wolf head 100 gp 89 shattered longsword - 90 ceremonial burial dagger 5 gp 91 paint bottle (variable) 10 gp 92 ivory idol 250 gp 93 platinum game piece 100 gp 94 empty jewelry box 2 gp 95 jewelry box with 1d6+2 onyx stones (50 gp/stone) 2 gp 96 extravagant holy symbol 100 gp 97 trihorn hat 1 gp 98 corset 5 gp 99 ornate elven shortbow 100 gp 100 golden dagger 250 gp
Paul Dean 18 The Necromancers It’s not grave robbing if the dead are walking around. Finding a city of the dead that is willing to overlook your state of living is probably going to be a challenge. Nevertheless, there is a great deal of value that the dead may yet have on their persons. Because the undead need little, what they have tends to be either completely valueless or incredibly valuable. You’re about as likely to swipe a misplaced skull as you are to find the blade of a famous paladin. The greatest issue is what happens when you get caught. They’ll gladly turn you into a shuffler without giving it much thought. Many of the undead consider such a fate to be better than spending a year in prison. Of course, “don’t get caught” is easier said than done. The greatest advantage the undead have is relentless endurance. I can run for a couple hours, if absolutely necessary. They will follow you until you collapse and be as fresh (no pun intended) as they were when you started running. Additionally, some undead are connected to one another through a single intelligence, often a creator. This allows them to communicate your location to one another over a great distance, all converging on you at once. This means you need to find a trap door or hidden room fast. And enter it without being seen. The longer you are out in the open, the more undead will gather and the harder it will be to access that escape route unseen. It is always best to scout the area, find the exit you plan on utilizing, and move like the wind if you are seen. Those who are captured by the undead are rarely given a fair trial. (Though why would you ever want a fair trail when an unfair trial can be bought?) d10 Value 1 1d4 gp 2 3d4 gp 2d6 sp 3 2d8 gp, 2d6 sp 4 2d10 gp, 3d4 sp 5 1d4 pp, 2d6 gp 6 1d6 pp, 3d4 gp 7 1d6 pp, 5d6 gp 8 2d6 pp, 5d6 gp Cutpurse
Tessa’s Guide to Pickpocketing and Pilfering 19 Necromancer Chart Base DC 15+ d100 Item Value 1 witch’s hat 1 gp 2 bat wings 5 cp 3 skull in jar 10 gp 4 vial of blood 1 gp 5 skull goblet 3 gp 6 bottle of ink 10 gp 7 charcoal pencil 3 cp 8 a dagger with an engraved name 2 gp 9 maddening cube* 50 gp 10 wand 5 gp 11 bottle of magic ink 25 gp 12 combination lock 5 gp 13 clay pot of grave dirt 1 sp 14 a lich jar (full) - 15 glass bead 5 gp 16 broken ornate wand - 17 skull - 18 sealing wax 5 sp 19 box of ghostly whispers 100 gp 20 ivory figurine 150 gp 21 golden ring 50 gp 22 ornate scabbard 30 gp 23 ornate bone arrow 10 gp 24 small diamond 50 gp 25 unholy water 100 gp 26 glass eye 100 gp 27 wand of hope* 250 gp 28 amulet of despair* 2,500 gp 29 ivory strip 50 gp 30 a bottle of fine wine 10 gp 31 2 platinum coins melted onto skull 20 gp 32 a dried, pressed flower 3 cp 33 bone breastplate* 50 gp 34 .5 lb. of garlic 1 gp 35 basic poison 100 gp 36 moon cloak 5 sp 37 heavy cloak 5 sp 38 paint bottle (variable) 10 gp 39 false hand 25 gp 40 golden tooth 3 gp 41 pitons 2d6 5 cp/ 42 1d6 wooden stakes 1 cp/ 43 tooth necklace 2 gp 44 empty bottle/vial 1 gp 45 carpenter’s hammer 5 sp 46 1d4 raven quills 3 cp/ 47 50’ coil of rope 1 gp 48 dice made of bone 5 cp 49 bone spearhead 4 cp 50 bone flute 5 gp 51 bone breastplate (shatters if critically struck) 100 gp 52 local flower planted in a skull - 53 shrunken goblin head. 5 gp 54 necklace of orc ears - 55 bird skull earrings 3 gp 56 raven’s wings 5 cp 57 broken orc tusk - 58 Tiefling tail - 59 elf’s ear - 60 component pouch 25 gp 61 Scholar’s gloves 100 gp 62 petrified eye of newt 5 sp 63 foot wrappings 5 cp 64 grave clothes 1 cp 65 silver ring 10 gp 66 extravagant priest’s garb 25 gp 67 ceremonial burial dagger 5 gp 68 fish bones - 69 femur of a saint 500 gp 70 brass jar 1 gp 71 wooden plank of a dead vampire’s coffin 5 gp 72 baby bottle 1 gp 73 cosmetics 5 gp 74 silver hand mirror 25 gp 75 a silver bell 5 gp 76 silver chalice 100 gp 77 golden wedding ring 50 gp 78 masquerade mask 3 gp 79 velvet dress 100 gp 80 golden belt buckle 25 gp 81 smoking jacket 10 gp 82 shattered longsword - 83 simple sundress 1 gp 84 golden cloak pin 25 gp 85 extravagant boots 5 gp 86 miniature headstone 10 gp 87 deathly mirror 250 gp 88 fingerbone of a saint 100 gp 89 rotten bag with coins 3d6 sp 90 eyepatch 3 cp 91 bandit mask 5 cp 92 spectacles (broken) 1 sp 93 mace adorned with holy symbol 25 gp 94 necrotic bone dagger* 40 gp 95 necrotic bone warpick* 80 gp 96 necrotic bone handaxe* 80 gp 97 necrotic bone bolts* 20 gp 98 necrotic bone arrows* 20 gp 99 necrotic bone shortsword* 200 gp 100 necrotic bone longsword* 300 gp * See Chapter 4 for details
© Dean Spencer Paul Dean 20 The Wizards I cannot stand Wizards. So wasteful. Take a perfectly lovely, beautiful gemstone with tremendous value and decorative potential… and grind it into dust. I mean, I know these people aren’t fully sane, but they shouldn’t be wantonly destructive either. They have their uses, I’m not denying that. Stealing from a Wizard, for example, can be particularly lucrative. Still, why train in any field of magic that isn’t either transmutation or illusion? Wizards, for as wealthy as you can become stealing from them, are particularly paranoid. They have wards and traps invisible to the eye that could see not only the city guard alerted to your actions, but could alert the entire countryside to your actions after you’re blasted through the wall by an overly ambitious fireball. I know I’ve told you to be cautious while stealing, but be doubly cautious while stealing from these maniacs. They can call ethereal beasts to their side to track you down. Or raise the dead around you as you try to beat a hasty retreat through a graveyard. They could call down lightning on your ship as you sail away, or cause the horse you’re fleeing on to turn into a stinkbug. Sigh. I have a lot of thoughts about Wizards. And, yes, I know, those examples were all a little too specific to have been improvised. They are some of the richest people in the kingdoms and they need to be reminded that, even with their magic and their wards, they are not untouchable. They have turned their money into power and their power into money, each growing exponentially as they trade them back and forth. When was the last time a poor man nearly ended the world because of his hubris? It is understandable if you fear the Wizards, so long as they are humbled. d10 Value 1 1d6 gp 2 3d4 gp, 2d6 sp 3 2d8 gp, 2d6 sp 4 2d10 gp, 3d4 sp 5 1d4 pp, 2d6 gp 6 1d6 pp, 3d4 gp 7 1d6 pp, 5d6 gp 8 2d6 pp, 5d6 gp Cutpurse
Tessa’s Guide to Pickpocketing and Pilfering 21 Wizards Chart Base DC 16+ d100 Item Value 1 bottle of magic ink 25 gp 2 chart of the stars 10 gp 3 everclean shirt* 50 gp 4 evermended shirt* 50 gp 5 wand 5 gp 6 washcloth 1 cp 7 blunt dagger 1 gp 8 silk handkerchief with initials 3 gp 9 1d4+1 magical stones (ammo) 5 gp/ 10 glass ball, pea sized, with blue smoke inside 5 gp 11 potion holster 5 gp 12 holster altered to hold book 1 gp 13 pouch of iron powder 5 sp 14 pouch of iron filings 5 sp 15 honeycomb 5 sp 16 bat fur 1 cp 17 vial of blood 1 gp 18 snakeskin gloves 2 gp 19 silver pin 1 gp 20 incense sticks 3 sp 21 clay pot of dirt 1 sp 22 jar of endless ink* 500 gp 23 everburning candle* 100 gp 24 potion of healing 50 gp 25 backpack with two books in it 52 gp 26 ceremonial lightning dagger 100 gp 27 scholar’s gloves* 100 gp 28 an examination on summoning demons 100 gp 29 heart of an elemental 100 gp 30 vial of red sand 1 gp 31 book of culture* 25 gp 32 common/elvish/ dwarfish language primer* 25 gp 33 small diamond 50 gp 34 jeweled horn 100 gp 35 glass eye 100 gp 36 heart of flame* 250 gp 37 shard of the Lady’s heart* 500 gp 38 maddening cube* 50 gp 39 star chart carved onto a silver bar 100 gp 40 a book detailing the life cycle of colossal sized creatures 50 gp 41 wand of light* 100 gp 42 wand of hope* 250 gp 43 orb of dancing lights 250 gp 44 imperfect miner’s goggles* 100 gp 45 small crystal cone 25 gp 46 pouch of ruby dust 250 gp 47 belt of many pouches 500 gp 48 pouch of powdered silver 100 gp 49 dove feather 1 sp 50 small brass brazier 5 sp 51 polished stones carved with dwarven runes 100 gp 52 hummingbird feather 1 sp 53 component pouch 25 gp 54 leather belt 5 cp 55 crystal bead 5 gp 56 glass bead 5 gp 57 pouch of diamond dust 100 gp 58 small silver rod 10 gp 59 petrified eye of newt 5 sp 60 small metal rod 3 sp 61 pearl 100 gp 62 owl feather 1 sp 63 vial of lead ink 10 gp 64 small stone wizard 10 gp 65 ivory strip 50 gp 66 small chest with lock 25 gp 67 jar with firefly 5 gp 68 rod of amber 50 gp 69 apprentice robes 10 gp 70 wizard’s robes 25 gp 71 strip of cured leather 1 gp 72 vial of cooking oil 2 gp 73 short piece of copper wire 1 sp 74 petrified chicken bone 5 sp 75 tiny marble doorway figurine 10 gp 76 tiny tower* 250 gp 77 everflowing purse of coin* variable 78 heart of ice* 250 gp 79 small crystal sphere 25 gp 80 small pouch of jade dust 100 gp 81 silver hand mirror 25 gp 82 full cooked chicken 3 sp 83 hunk of cheese 1 sp 84 1d4 small cakes 5 cp/ 85 bottle of common wine 5 sp 86 bottle of beer 2 cp 87 a bottle of fine wine 10 gp 88 half a bottle of wine 1 sp 89 a quart of brandy 5 gp 90 monster’s egg 91 3 quail eggs 1 cp/ 92 1d4 chicken eggs 1 cp/ 93 loaf of bread 2 cp 94 waterskin 2 sp 95 a package of dried meat 5 sp 96 .5 lb. carrots 1 cp 97 .5 lb. potatoes 2 cp 98 broken ornate wand - 99 waterproof satchel 15 gp 100 empty spell scroll case 1 gp * See Chapter 4 for details
d10 Value 1 2d6 gp, 2d6 sp 2 3d6 gp, 3d6 sp 3 2d10 gp, 3d6 sp 4 2d12 gp, 4d4 sp 5 1d6 pp, 3d6 gp 6 1d8 pp, 4d4 gp 7 1d8 pp, 6d6 gp 8 2d8 pp, 6d6 gp Cutpurse Paul Dean 22 The Infernal The Hellish planes are filled with valuable items created by infernal means. The items that you acquire there you may want to leave there, or find a fence in the overworld that you don’t care for. Particularly pious thieves have been known to descend into the depths of hell to steal souls from the devils themselves. These souls are returned to a temple back in the overworld where they can be safely released and set on their way to a, hopefully, better place. Remember, Devils are far more cunning than you are. They will gladly allow you to steal just about anything if they believe that they can steal your soul. Never let a devil know you have stolen from them. Cunning and guile are their lifeblood. To rob from a devil is to challenge its place in the infernal hierarchy. Many devils have progressed in the ranks by stealing something of great value from a superior and making their shame known. Though no devil would ever admit to being robbed, especially by a mortal, if a devil knows that you have stolen from them, it will be he devil’s sole desire to retrieve what has been lost, with blood or spirit as interest.
Tessa’s Guide to Pickpocketing and Pilfering 23 Infernal Chart Base DC17+ d100 Item Value 1 oil lamp 5 sp 2 tarot cards 5 gp 3 pronged trident 5 gp 4 soul stone 5 gp 5 flagellant’s whip 2 gp 6 incense sticks 3 sp 7 infernal symbol 5 gp 8 vial of red sand 1 gp 9 vial of blood 1 gp 10 silver pin 1 gp 11 small brass brazier 5 sp 12 incense 13 sealing wax 5 sp 14 bullseye lamp 10 gp 15 flask of oil 1 sp 16 charcoal pencil 3 cp 17 a few pages of a religious text - 18 whip 2 gp 19 double headed coin 2 gp 20 gloves of the demon dealmaker* 250 gp 21 infernal candle* 100 gp 22 potion of healing 50 gp 23 heart of an elemental 100 gp 24 polished stones carved with infernal runes 100 gp 25 religious text detailing worship of an Evil god 15 gp 26 maddening cube* 50 gp 27 everflowing purse of coin* variable 28 small diamond 50 gp 29 religious notes, unknown author 30 book written by notable Devil 250 gp 31 fireproof spell scroll case 20 gp 32 fireproof backpack 40 gp 33 unholy water 100 gp 34 bottle of ink 10 gp 35 a dagger with an engraved name 2 gp 36 divination runes 5 gp 37 maddening cube* 50 gp 38 bottle of magic ink 25 gp 39 heart of flame* 250 gp 40 monster’s egg var 41 inflammable paper (contract) 10 gp 42 demonic hourglass 150 gp 43 devil horn 50 gp 44 contract swearing servitude to a devil - 45 a quarter bottle of hard liquor 3 sp 46 waterskin (empty) 2 sp 47 tobacco 3 sp 48 potion of healing 50 gp 49 book of local plants 25 gp 50 .25 lb. of ground chili 5 sp 51 cloak with large hood 2 sp 52 iron ring 1 gp 53 iron bangle 2 gp 54 ring of keys - 55 empty bottle/vial 1 gp 56 fire poker 5 sp 57 brass candle stick 1 gp 58 component pouch 25 gp 59 everburning torch 100 gp 60 empty jewelry box 2 gp 61 bloodiron chain (5 feet) 10 gp 62 bloodiron shackles* 10 gp 63 succubus love letter - 64 book of blasphemous wisdom 100 gp 65 book of discouragement 25 gp 66 wormwood letters 25 gp 67 angel’s feather 100 gp 68 devil tail 100 gp 69 potion of selfish stride* 1000 gp 70 large obsidian stone 50 gp 71 iron fly 10 gp 72 obsidian stone 10 gp 73 cloven hoof of a devil 15 gp 74 vial of acid 10 gp 75 imp stone 10 gp 76 repentant soul stone 100 gp 77 bottle of unrepentant souls 50 gp 78 box of unrepentant souls 250 gp 79 flask of everburning oil* 250 gp 80 everburning coal* 100 gp 81 hooded lantern 10 gp 82 scepter 250 gp 83 infernal perfume 5 gp 84 bottle of distilled souls 100 gp 85 fiendish hunting trap 50 gp 86 fiend’s signet ring 50 gp 87 a package of dried meat 5 sp 88 simple silver tiara 50 gp 89 tarot deck that is blank when examined but not when used 100 gp 90 bloodiron shortsword* 200 gp 91 bloodiron longsword* 300 gp 92 bloodiron handaxe* 80 gp 93 bloodiron bolts* 20 gp 94 bloodiron arrows* 20 gp 95 bloodiron scimitar* 500 gp 96 bloodiron warpick* 80 gp 97 bloodiron warhammer* 300 gp 98 bloodiron maul* 200 gp 99 bloodiron dagger* 40 gp 100 an examination on summoning demons 100 gp * See Chapter 4 for details
Paul Dean 24 Sub-Sections Of course, wherever you go there’s always variation. The City has a seaport, the village is a mining community, the Necromancers have a tavern. (Have you ever been to Necromancer Tavern? Surprisingly lively.) These sub-sections don’t stand on their own, but instead can modify an existing chart by replacing the first 20 items on that chart when a Rogue is actively thieving in those areas. These charts are not used when making free rolls. Jewelry Treasury Upper City Tradesmen d20 Item Value 1 platinum dove broach 200 gp 2 golden crane pin 100 gp 3 extravagant bracelet 75 gp 4 gold necklace w silver crescent moon around onyx 50 gp 5 five rats with knotted tail gold earrings 50 gp 6 silver star chain ear cuff 10 gp 7 earring shaped like a dagger, gold handle 10 gp 8 platinum ouroboros earring 50 gp 9 gold key on silver chain 50 gp 10 silver dragon draper necklace 100 gp 11 moonstone Cufflinks 100 gp 12 garnet crystal pendant 150 gp 13 gold locket with picture 50 gp 14 small silver acorn on chain 10 gp 15 silver ring w engraved music notes 25 gp 16 sun & moon ring 25 gp 17 glass bead bracelet 25 gp 18 onyx bead bracelet 500 gp 19 silver cuff bracelet 25 gp 20 gold hand chain bracelet 50 gp d20 Item Value 1 fountain pen 25 gp 2 scholar's gloves 100 gp 3 gold cloak pin 25 gp 4 handkerchief 1 sp 5 small diary of selfimportant noble - 6 merchant's signet ring 5 gp 7 small bottle of dye 2 gp 8 cleaver 2 gp 9 woodworking set 1 gp 10 bouquet of roses 1 gp 11 philanderer's note - 12 cap 1 sp 13 woven basket 1 sp 14 religious symbol 5 gp 15 orchid 2 sp 16 medal for military service - 17 rapier, capped tip 25 gp 18 monocle 25 gp 19 3d6 foreign gold coins 1e/ 20 peacock feather 5 gp d20 Item Value 1 royal robes 250 gp 2 scepter 250 gp 3 crown 750 gp 4 golden clasp 50 gp 5 jeweled chest 100 gp 6 golden chalice 75 gp 7 gold lamp 5 gp 8 silver mirror 25 gp 9 diamond, small 50 gp 10 platinum burial urn 750 gp 11 red leather belt with golden buckle 50 gp 12 1d12+3 rubies in bag 100 gp/ 13 velvet bag 15 gp 14 hold statuette 250 gp 15 gold hand with magic emblem in palm 250 gp 16 gold and platinum plate 100 gp 17 platinum rose 250 gp 18 5lb gold bar 250 gp 19 1lb platinum bar 500 gp 20 platinum harp 1,000 gp d20 Item Value 1 heavy apron 1 gp 2 blacksmith hammer 5 gp 3 tongs 3 gp 4 blacksmith drawplate 10 gp 5 blacksmith swage 3 gp 6 pliers 3 gp 7 chisel 3 gp 8 carpenter’s hammer 5 sp 9 square 5 cp 10 chalk 1 cp 11 sawblade 5 sp 12 empty vial 1 gp 13 alembic 50 gp 14 calciner 50 gp 15 merchant scales 5 gp 16 treated animal hide 1 gp 17 milk of lime 4 oz. 1 gp 18 oil varnish 1 gp 19 horse hair - 20 animal sinew -
Tessa’s Guide to Pickpocketing and Pilfering 25 Mine Outskirts Marketplace Seaport d20 Item Value 1 pickaxe 2 gp 2 coal 1 cp 3 1 lb iron ore 1 sp 4 piton 5 cp 5 gold nugget 2 gp 6 precious gemstone 100 gp 7 rabbit stew 5 cp 8 carpenter’s hammer 5 sp 9 map of the mine - 10 pickaxe head 1 gp 11 goldpan 1 sp 12 imperfect miner's goggles 50 gp 13 waterskin 2 sp 14 shovel 2 gp 15 caged bird 10 gp 16 tinderbox 5 sp 17 hooded lantern 10 gp 18 mess kit 2 sp 19 torn shirt - 20 chisel 3 gp d20 Item Value 1 navigational charts 50 gp 2 small bag of guama beans 2 sp 3 kiwano fruit 5 sp 4 ship manifest - 5 foreign flag 5 sp 6 pully 2 sp 7 rudder 2 gp 8 moonraker sail 15 g 9 spyglass 1,000 gp 10 neckerchief 3 cp 11 sea shells 2 cp 12 conch 5 cp 13 caged bird 10 gp 14 shipwright's Notes - 15 trihorn Hat 1 gp 16 map of local reefs 5 gp 17 strange iron idol 2 gp 18 chainplate 2 gp 19 bottle of rum 5 gp 20 cutlass 15 gp d20 Item Value 1 animal hide 3 sp 2 rabbit stew 5 cp 3 shortbow 25 gp 4 bowstring 1 gp 5 bloody bandages - 6 cloak 2 gp 7 ranger's boots 5 gp 8 coin featuring 5 rats with tails knotted together 1 gp 9 broken mirror - 10 bloody, elbow length gloves 5 sp 11 manacles 2 g 12 four leaf clover - 13 ruby ladybug 250gp 14 rabbit's foot 1 gp 15 turtle shell 1 gp 16 unholy symbol 5 gp 17 weighted dice 50 gp 18 caltrops (bag of 20) 1 gp 19 empty flask 2 gp 20 glass eye 100 gp d20 Item Value 1 3 brass buttons 1 sp 2 3 brass stars 2 sp 3 wizard's hat 5 gp 4 black wax candle 5 sp 5 ram horn 2 sp 6 hooded lantern 10 gp 7 Merchant’s scales 5 gp 8 alembic 50 gp 9 calciner 50 gp 10 empty vial 1 gp 11 shears 2 gp 12 hand mirror 25 gp 13 small clay pot 1 sp 14 pointed shoes 5 sp 15 unplucked raw chicken 2 sp 16 caged bird 10 gp 17 carpenter’s hammer 5 sp 18 folding knife 2 gp 19 local flag pin 2 gp 20 onyx statuette 250 gp
Paul Dean 26 Hunting Lodge Tavern Thieves Guild d20 Item Value 1 taxidermy squirrel 5 sp 2 stuffed trout 5 sp 3 fishing line and tackle 1 gp 4 bait, predator 2 gp 5 bait, prey 2 gp 6 bait, scavenger 5 sp 7 animal call 1 gp 8 shortbow 25 gp 9 bow string 1 gp 10 5 arrows 5 cp/ 11 skinning knife 2 gp 12 untreated rabbit hide 3 cp 13 quill 3 cp 14 mounting stand 1 sp 15 masking scent 5 gp 16 ear opener 2 gp 17 needle and thread 2 gp 18 venison steak (raw) 1 gp 19 bottle of dwarven ale 1 gp 20 2d8 fletching feathers 1 cp/ d20 Item Value 1 bottle of wine 5 gp 2 bottle of rum 5 gp 3 small keg of beer 2 gp 4 hunk of cheese 1 sp 5 plate 1 sp 6 cutlery 2 sp 7 mess kit 5 sp 8 tankard 1 cp 9 knife 1 gp 10 meat (raw) 3 sp 11 rabbit stew 5 cp 12 weighted dice 50 gp 13 dagger 2 gp 14 apron 5 cp 15 washcloth 1 cp 16 small tray 5 cp 17 potion of healing 50 gp 18 silver ring 2 gp 19 deck of cards 2 gp 20 hooded lantern 10 gp d20 Item Value 1 lockpick set 10 gp 2 weighted dice 50 gp 3 marked cards 50 gp 4 four cards (aces) 1 sp 5 purse of gold (cutpurse) - 6 dagger 2 gp 7 cloak 2 sp 8 glass bead 5 gp 9 3 clay cups 1 sp 10 priest’s vestments 3 gp 11 religious symbol 5 gp 12 extravagant clothing 15 gp 13 practice lock 10 gp 14 disassembled lock 10 gp 15 city watch badge 1 sp 16 city watch uniform 5 gp 17 manacles 2 gp 18 1d12+3 false coins 1 sp/ 19 1d6 darts 5 cp/ 20 caltrops (bag of 20) 1 gp
Tessa’s Guide to Pickpocketing and Pilfering 27 What is it you bring to me? What have you managed to get your hands on? Something that someone didn’t want you to have, I hope. There is little else worth having. .25 lb. of cinnamon sticks - 3 sp Flavorful and robust, these sticks are a delicacy. .25 lb. of ground chili - 5 sp Throwing dirt in someone’s face is so passe. What’s that? Oh, apparently you can put it in food, too. .5 lb. carrots - 1 cp A standard fare for commoners. .5 lb. of garlic - 1 gp Sell it for cash, put it on toast, fight a vampire… what can’t you do with garlic? .5 lb. of sugar - 5 sp You don’t need this. You’re sweet enough already. .5 lb. potatoes - 2 cp Boil ‘em, mash ‘em, stick ‘em in a stew… 1 lb. of flour - 2 cp A staple product of the world. 1 lb. iron ore - 1 sp Pure potential. 1 lb. of salt - 5 cp Necessary for life, available as a powder or a cube. 1 lb. platinum bar - 500 gp Easily one of my favorites. It may not look like much, but even the phrase “good as gold” doesn’t do these beauties justice. 1 lb. prunes - 3 sp For when those rations were particularly heavy. 1 yard of tough canvas - 1 sp Multipurpose, tough 1 yard of waterproof cloth - 1 sp Not as heavy as canvas, not as tough either. 10 large iron pins - 1 gp You can get awfully creative with these. 1d2 half inch copper balls - 1 gp / Perfectly spherical, symmetrical. These must have a purpose. 1d3 apples - 1 cp/ I imagine Granny Smith, but you can picture golden delicious if you must. 1d3 steel springs - 1 gp/ A critical component of many artificers designs. I like to watch them jump. 1d3 whetstones - 1 cp/1 Sharpens your blade, very good for calming yourself after combat. 1d4 chicken eggs - 1 cp/ Eat them quick, last thing you need is to be responsible for another life. 1d4 horseshoes - 4 sp An effective improvised weapon, if nothing else. 1d4 raven quills - 3 cp/ Write simple letters… you are literate, aren’t you? 1d4 small cakes - 5 cp/ Delicious, smell of honey and larceny 1d4+1 magical stones (ammo) - 5 gp/ I keep one of these in my pocket at all times 1d6 darts - 5 cp/ Perfect to pass on a little subtle poison. 1d6 lockpicks - 1 gp/ My sweetest friends 1d6 wooden stakes - 1 cp/ Keeps up your tents, keeps down your vamps. 1d12+3 False coins - 1 sp/ There’s nothing better than passing false coins. These ones are particularly good. Made of copper, coated in gold film. 1d12+3 rubies in a bag - 100 gp/ It’s always nice to see the upper class gather so much wealth in such a small package. 2 platinum coins melted onto skull - 20 gp A bit morbid, but does a really good job of tying a room together. 2d4 pieces of paper - 2 sp/ Always disappointing. I’d hoped for a map. 2d8 fletching feathers - 1 cp/ Soft, yet firm. Be gentle when you’re working them into an arrow. 2d8 sheets of parchment - 1 sp/ Only thing worse than stealing paper? Stealing parchment. 3 brass buttons - 1 sp Keep a few of these lying around. They can help your coin stretch a little further if your fingers are quick enough. 3 brass stars - 2 sp Decorative little pieces that look nice sewn into a wizard’s hat. Anything to make them a little more conductive. 3 candles - 3 cp You can actually eat these in a pinch. After a few days without food… it’s not so bad. 3 clay cups - 1 sp These identical cups are perfect for street-side cons. Keep your eye on the ball, kid. 3 hoops for constructing a small barrel - 3 sp Stick a plate in the middle and it looks like a bear trap at dusk. 3 quail eggs - 1 cp/ Try them poached. 3 sheets of parchment - 3 sp More parchment. 300’ string (40lb tensile strength) - 5 gp Strong enough to pull up the bag of loot, but not your partner. A real money maker! 3d6 foreign gold coins - 1e/ These coins are slightly smaller than what you tend to see around here. Shopkeepers are a little hesitant to accept them, devaluing what you’d otherwise get with them. 5 arrows - 10 cp/ Better collecting them like this than collecting them in your chest. 5 bandages - 3 cp I’ve dodged many former lovers by donning a few extra bandages. Chapter 3: The Booty
Paul Dean 28 5’ coil of silver wire - 3 gp Ever tried capturing a werewolf with steel chains? Me neither, but I imagine reinforcing it with this would work wonders! 50’ coil of rope - 1 gp I never seem to need rope, until I leave it at home. 6” canvas for painting, unpainted - 10 gp The best artists paint exclusively in red. A book detailing the life cycle of colossal sized creatures - 50 gp I have a hard time seeing these creatures before they start moving. A bottle of a hallucinogenic alcohol - 1 gp Best enjoyed in small doses, mid-morning, beside a lake, with no commitments until mid-afternoon A bottle of dwarven ale - 1 gp The dwarfs know their ale. A couple glasses of this will peel the paint right off your walls. A bottle of fine wine - 10 gp And they call me a thief. A bottle of hard liquor - 1 gp Highest alcohol content at lowest cost. Smells like burning and tastes no better. A bottle of holy water - gp 25 I made holy water once. Took normal water and boiled the hell out of it. A bucket of loose grog - 3 cp That is grog, right? Smells like… I hope that’s grog. A bundle of cotton - 1 cp Make sure it’s tightly packed or you’ll look like a wounded teddy bear fleeing the city guard. A cracked barrel of Beer - 5 cp Time to make some new friends, and fast. A dagger with an engraved name - 2 gp I’m sure we can make that look like a sailing ship if we do a little more work on it A dried, pressed flower - 3 cp I do miss him… A few pages of a religious text - - They say they’re all about helping the poor and downtrodden, but when I do it by sharing High Priest Carovin’s wealth it’s “stealing”. A gallon of Beer - 2 sp Sealed in a wooden cask. Just tap and distract! A gallon of dwarven liquor - 10 gp Perfect for redecorating the inside of a tavern. A gallon of Mead - 5 sp Sweet nectar of the gods! Honey + Alcohol in a sealed container. Keep out of direct sunlight. A gallon of rum - 10 gp Pirates can’t get enough of this stuff! Best to have some on hand for a seaborne expedition A lich jar (full) - - Liches use these things to store their organs in. Rumor has it if they’re killed the Lich will reanimate near one of its jars. Best to destroy it if you’re feeling brave or pick a direction and walk for a few months. A package of dried meat - 5 sp Give it a look, give it a sniff. Don’t know what it is? Best not to eat it. A page of a soldier’s journal reminiscing about home - - Sappy… maybe there’s something more here. A quart of brandy - 5 gp Never been my forte, but the nobs seem to like it.. A quart of Vodka - 5 gp If you don’t need to eat your potatoes, better to drink them. A quarter bottle of hard liquor - 3 sp Looks like someone’s already gotten into this. Still some good stuff on the bottom if you’re not afraid of a little backwash. A sheet of musical notes - 5 sp Looks like a sonata from the last Master Highclaven of… I mean, just a bunch of lines and dots! A sheet of spell quality paper - 5 sp I know a wizard who’s likely to make a deal. A silver bell - 5 gp A round semi-sealed container with a metal ball inside… best leave this at home. A single iron pauldron - 5 gp Made of iron and rests on the shoulder. Like a knight’s parrot. A small bag of herbs - 1 gp Brown cloth bag. Giving it a whiff, it seems like it was mixed for cooking. Boring. A small bag of sun dried crickets - 5 cp They’re not as bad as you might expect. As good as any other dry ration, in a pinch. A small music box - 25 gp These little contraptions are often made for children. If I could figure out a way to delay its songs I may be able to distract others with it. A small toy bear stuffed with wood chips - 1 gp A toy for a child, or one with the mind of a child. A spell scroll case with 5 sheets of spell quality paper inside - 4 gp Wonderfully useless for me, but Selvin may have use of it. A wooden block with the letter “B” burnt on it - 2 cp Bit of a consolation prize, this. A yard of cloth, undyed - 5 sp It’s plain, but unassuming in an urban environment. A yard of silk - 10 gp I torn. I want to sell it, but have you felt silk on your skin? Maybe a clothier could fashion something for me. Abacus - 2 gp A series of sliding beads held between two small planks. Never needed more maths than what I could do with a five finger discount. Alembic - 50 gp I’m fairly certain this is just a part of a distillery, isn’t it? Why do alchemists feel like they need to make a big show of their tools? Alms box with 3d12 copper 2d6 silver - 5 cp + Someone is clearly upset that this is missing, and that person may not be mortal. Amulet (wings) - 5 gp Branching wings protruding from a small notch of iron. Looks like it was made for someone of noble blood.
Tessa’s Guide to Pickpocketing and Pilfering 29 Amulet of Despair - 2,500 gp What if I never find a buyer? Amulet of monster teeth - 1 gp This amulet instills fear in the hearts of its kind. Must have been a renowned warrior you swiped this from. Not paying attention, were we? +1 Intimidate vs. monsters who these teeth belong to D6 Monster 1 Ogres 2 Goblins 3 Kobolds 4 Gnolls 5 Trolls 6 Bugbear An empty bottle engraved with elven designs - 5 gp This is exquisite. Flowering patterns dance about the bottle, twisting and weaving like playful fairies. A masterwork. An examination on summoning demons - 100 gp This is concerning. Did you get a good look at who you stole this from? You should probably report this to the guards… wait… maybe not. DC 18 Religion/Arcana check: Based on your understanding of demons and their planes, the rituals laid out in this book will not work. An unfinished work of fiction (you hope) - - Morbid and uncouth, this book is written from the perspective of the unnamed author. It lays out the diabolical and disturbing method of murder and torture this degenerate favored. Hopefully it is fiction and not reality. Animal Call - 1 gp Perfect for bringing supper in sooner Animal hide - 3 sp Until this gets a little more work done on it, it’s not going to be worth too much. There are a few people in the guild who have a talent for tannery. Animal sinew - - Good and tense, but not good for much. Angel’s feather - 100 gp A feather roughly the size of a grown man’s forearm and bristling with divine energy. I’ve never been one for violence, but this would make for a masterful arrow. Antler tiara - 1 sp Equal parts savage and tasteful, this tiara is created from the antlers of a small woodland creature. Apprentice robes - 10 gp Very plain, very non-nondescript, very good for hiding in plain sight. Apron - 5 cp Keeps the blood off your clothes. When things go sideways, I sometimes wish I had one on. Arrowheads (1d4) - 1 cp/ I have no intention of taking up fletching as a hobby. I’d just as soon toss them as pawn them. Auto loading crossbow - 150 gp This incredible contraption holds 5 bolts in a… canister? Container? Clip? It reduces the amount you would have to reload a cross bow by 80%! Automated astrolabe - 100 gp This piece of equipment is not only designed to track the movement of the stars, but it does it without any user input. The arms simply move as time passes. I wonder what such an artifact would do if under otherworldly skies. Automatic crossbow - 300 gp Almost as ingenious as it is impractical. Heavy and massive, this weapon fires off its entire quarrel in under five seconds. Seven bolts, all shot from their own string, all vaguely headed in the same direction. Some of them even manage to go farther than 50 feet. Automatically turning hourglass - 25 gp The hourglass is roughly 3 inches tall. The hourglass is held in the center by a beam suspended between two rods that are anchored into two mahogany planks. In a feat of engineering genius, this hourglass turns itself over every time one side is emptied. Azurite that looks like an eye - 10 gp I like looking at treasure, I don’t care much for it looking back. Baby bottle - 1 gp It’s like stealing candy from a baby. The main difference is that the baby shouldn’t be eating candy in the first place. Harder to justify this theft. Backpack with two books in it - 52 gp People put far too much stock in books. D10 Book 1 Brief history of local noble family 2 Brief history of the local area 3 A nobleman’s musings on their divine rights 4 Terrible book of poetry 5 Blank pages 6 A criticism of the local priest’s homilies 7 “The Flame Rises”, a story about a dragon conquering a kingdom 8 Religious text 9 Instructions on skinning a dragon 10 Various herbs and flower of local area Bag of horse feed - 2 cp No sense riding a starving beast while trying to flee a city Bait, predator - 2 gp Careful with this stuff, and use it quick. The smell it gives off attracts some of the larger creatures in the area awfully fast.
Paul Dean 30 Bait, prey - 2 gp A veritable potpourri. I knew an assassin who liked to keep a fair amount of this stuff in his home after some of his messier missions. Bait, scavenger - 5 sp While the predator bait uses some fine cuts, this scavenger bait will bring in creatures that are used to eating whatever is leftover after the others have had their fill. It’s smells rancid. Ball pendulum - 10 gp Five iron balls suspended above a rail. Swinging one of the end balls causes the one on the opposing end to swing while the rest remain seemingly stationary. I feel important just letting it “click, click, click, click…” Bandanna - 3 cp A simple cloth to hide your identity. Bandit mask - 5 cp Honestly, it’s best to look completely innocent until the last possible moment. Bandolier of throwing knives (2d6 knives) - 5 gp Easy access for the thief on the go. Bar of metal (copper, iron, steel, gold) - 5sp/3 gp/5 gp/50 gp Standard trade goods. Pretty well as good as any coin in any city. Bar of soap - 5 cp Every so often, it’s nice to feel like a Lady again. Basic poison - 100 gp A blade will deter most people, but sometimes it’s best to make sure your point gets across. Bat fur - 1 cp A small patch of grayish brown. If it weren’t for the smell, it would be fairly nice. Bat wings - 5 cp Witches use these, right? Making soup, or something? Bear skin cloak (with head) - 3 gp This is pretty hardcore, but it’s hard to be unnoticed while wearing an apex predator. Bearskin purse - 5 sp Not particularly elegant, but beautiful. Bedroll - 1 gp Rest is as important to a thief as a reliable lockpick or a concealed dagger. Belt of many pouches - 500 gp Now this is something that might be worth holding on to. Hard to believe, I know. Bing of tea - 5 sp A hard cake of tea leaves that you break portions off to brew. Much more portable than leaves which will take up to ten times the space. Given a few years, this tea will ferment and change in flavor, increasing in value. Bird skull earrings - 3 gp What better way to say “I will murder you” than with the skulls of tiny animals dangling from your lobes. Bit and bridle - 2 gp If your mount isn’t just an opportunistic ride, best make sure you have the metal bit and leather bridle needed to guide the creature through streets or across fields. Black stone shaped like a dragon - 5 gp A lovely little piece of artwork. Carved from a dark stone, the edges have worn down with time leaving a less defined piece than was originally created. Black Wax Candle - 5 sp Burns the same as any other candle, but with twice the ambiance. Blackjack - 1 gp A copper’s best friend. A sword says “I will kill you.” A blackjack says “let’s go talk at my place.” 1d4 bludgeoning damage Blacksmith’s drawplate - 10 gp Used by blacksmiths to create metal wire. Blacksmith’s swage - 3 gp Used by blacksmiths for shaping some of the more intricate pieces. Blacksmith’s hammer - 1 gp A large iron brick at the end of a wooden stick. Very good for stubborn problems. Blade of a short sword - 5 gp Not completed yet, still missing a handle, but makes a halfways decent thrown weapon if you don’t slice your own hands open. Blanket - 5 sp Throw this around yourself and settle into the nook of a doorway. Guards don’t often see beggars. Block of flint - 3 sp With this and a dagger, you’re ready to make camp. Block of incense - 5 gp A red brick with a wick. Hounds don’t much like these set in the middle of a busy thoroughfare. Makes tracking difficult with such a pungent smell being dragged by every passerby down every city street. Bloodiron chains/shackles - 10 gp Demons are known to use blood, not water, to quench iron that is being forged. This process, aided by magic, creates a more ferocious end product. Bloodiron weapons – variable Demons are known to use blood, not water, to quench iron that is being forged. This process, aided by magic, creates a more ferocious end product. (Bloodiron deals +2d4 fire damage and are considered magical) Bloody bandages - - Once used, but in a pinch they can make you look like you’re recovering from some grievous injury. Bloody, elbow length gloves - 5 sp Certainly not the type of formal wear you’d expect to see at the Duke’s dinner party. Blunt dagger - 1 gp Basically no better than a butter knife. Far more expensive, though.
Tessa’s Guide to Pickpocketing and Pilfering 31 Bone breastplate 100 gp I only know one guy who would wear this thing. Everyone else is a little smarter than to run around wearing nothing but someone else’s ribcage. Bone flute - 5 gp Plays a wonderfully haunting melody, for a femur. Bone spearhead - 4 cp These are favored by certain uncivilized tribes or devoted cults. Some nobles consider genuine pieces like this a valuable collectible. I think they’re creepy. Book of (orc/gnome/etc.) Culture - 25 gp Ah, to learn about others is to know how to better exploit them. Book of blasphemous wisdom (schemes) - 100 gp This must be satire. There’s no way someone could genuinely act on the terrible things the author is suggesting. “Fear is as much a motivating force on the battlefield as it is in the wheat field. Exploit it.” Book of discouragement - 25 gp Hmm… a few excerpts: “Why wait for death to come for you?”, “Believe in yourself, no one else does” and “If you accept any challenge you will make an interesting corpse.” Book of foreign religious rites - 25 gp Might be able to make a buck off a con using this… Book of local animals - 25 gp The pictures leave much to be desired, but the recipes have my mouth watering! Book of local plants - 25 gp It is surprisingly difficult to describe something you see every day but barely notice. Book of religious rites - 25 gp Always good to have a god in your corner, even if it’s “I know we don’t talk much, but…” Book of wisdom - 25 gp Filled with proverbs and sayings to… hmmm… says quite a bit about stealing in here. Not much of it good. Book written by notable Devil - 250 gp Is… is this safe? Should you hold onto this? Who could you sell this to? Boomerang - 5 sp Careful this doesn’t find its way back Bottle of Beer - 2 cp For when the keg is all gone. Bottle of common wine - 5 sp Always good to have one of these hanging around in case you need to get on someone’s good side. Bottle of Distilled Souls - 100 gp A green bottle, seemingly empty but undulating with wisps of greens, blues, and reds. Often used in trade with demons, but maybe you should take this to a temple. Bottle of Dwarven Ale - 1 gp An ale with a greater alcohol concentration than most wines. Bottle of ink - 10 gp All extravagant deeds and titles are written with plain ink. Bottle of magic ink - 25 gp Selvin never seems to find enough of this stuff. He uses it to write in that book of his. Bottle of perfume - 5 gp Smash this in a crowded street and you’ll throw of anyone using scent to track you. Bottle of rum - 5 gp A favorite for nautical thieves. Bottle of Unrepentant Souls - 50 gp Though the bottle feels empty, it is filled with red wisps of smoke that seem to cover over one another and scream at the edges of the bottle. Maybe some are best left forgotten. Bottle of Wine - 5 gp Good to keep a couple of these hanging around for the slower nights. Bottle of Whiskey - 5 gp When you want to forget: drink. When you want them to forget: swing. Bouquet of flowers - 5 sp My mother used to put out a vase of flowers in my room each week. Bouquet of roses - 1 gp Every rose has it’s thorn, they say. I’m more inclined to believe that the world is a big bush of thorns, just a few stems happen to have roses. Bowstring - 1 gp I’d argue this is more useful off the bow than on it. Tripwire, garroting, hanging off of buildings... Box of Ghostly Whispers - 100 gp A pale, cold box seemingly made of marble. The air fills with hisses and voices when it is opened, unnerving anyone within 30 feet. Box of Unrepentant Souls - 250 gp A black box with gold trim. On the front, a latch sealed with a platinum lock that has no key. The lid of the box is slightly loose by design. Wisps of red smoke press up against the lid that clicks back down into place just as quickly as it rose. A slight red haze an a quiet screaming sound emanates from the crack of the box. Braided steel ring - 25 gp Three bands of steel wrap around one another in a loop, forming a small ring with the visage of an elk where the loop closes. Braided yellow cord - 1 sp A military decoration from a recent war. This cord is meant to wrap around the shoulder on a dress uniform. Brass candle stick - 1 gp A used three pronged candlestick with burn marks around the holders. Brass jar - 1 gp This jar will hold about a quart of liquid. Anything solid is going to make a lot of noise. Broken mirror - - Basically just a handle. Bad luck. Broken orc tusk - - About two inches long. I wouldn’t want to meet whoever this broke off of. Broken ornate wand - - The wand is made of three witchwood sticks braided together. There are black lightning bolts near the head of the wand and a scorched hand print in the middle. Bronze bracelet - 1 gp There is the visage of a unicorn rearing up on its hind legs along the exterior of the bracelet. I wouldn’t be opposed to wearing it. Bronze ring - 5 sp A poor man’s ring. Brush for horses - 1 sp When fleeing the guards, even your steed should look the part.
Paul Dean 32 Buckler adorned with holy symbol - 15 gp Some wanna-be Paladin or Cleric with a chip on their shoulder’s going to be wanting this back! Bull horn, sealed - 1 sp This bull horn is filled with ash and burning coals. The top has been fashioned into a stopper and a leather strap lets you carry it on your torso. Keeping this next to your body will help keep you warm and give you a starting point for fire when you rest. Bull roarer - 5 gp A wooden slat on a long piece of rope. Creates a loud noise when swung and can be used to communicate or ward off spirits. Bullseye Lamp - 10 gp Every thief needs light, we also need darkness at a moment’s notice. Bundle of hops - 2 cp I’d still rather just steal the beer directly, but I’m not so against work I won’t let some lackey make it for me. Butterfly knife - 5 gp A dagger that sits inside a metal contraption. Flipping it in a certain manner will reveal the blade. Brass calendar - 5 gp A 1.5 square inch piece of brass with markers and sliders that can be used to help keep track of the days. Calciner - 50 gp A steel cylinder that rotates inside a furnace to help in some alchemical process or other. Caliper compass - 1 gp A precise means of measurement. Caltrops - 1 gp There’s no reason to not have a bag of these on hand. You can slow down just about any pursuer, humanoid or otherwise, with a well placed scattering. Cap - 1 sp A simple gray flat cap that helps anyone blend in with any crowd. Throw this on a dragonborn in a halfling village and they practically disappear. Carpenter’s hammer - 1 gp A wooden mallet. Cat’s claw - 50 gp The Cat’s Claw is a perfect lockpick that can get past any spring lock or quick trap lock makers try to trip you up with. Ceremonial burial dagger - 5 gp A curved dagger of blackened steel with a handle wrapped in leather strips. Ceremonial lightning dagger - 100 gp Any blade with this much potential is sure to bring down all sorts of unwanted attention. From previous owners to would-be future owners. Chainplate - 2 gp A simple metal plate bolted to the hull of a ship to anchor rigging. Chalk - 1 cp Perfect for marking targets inconspicuously. Leave some Thieves Cant laying around for the next guy. Charcoal pencil - 3 cp Despite my hatred of parchment, charcoal writes beautifully and can be smudged out of existence in a pinch. Chart of the sea - 10 gp Ships are not for me. Not nearly enough places to hide, not nearly enough space to run. Chart of the stars - 10 gp Spend too much time looking up and you’ll find yourself lost, naked, and dying of exposure. Chisel - 3 gp A piece of metal used to chip away at wood. Circlet of braided behemoth/ettin hair - 25 gp Though there is a bit of a smell, it’s the authenticity of the smell that lets it credence. Circlet w small stone - 15 gp A thin silver circlet with a blue stone inlaid in the front. Citole - 35 gp Stringed, lute-like instrument City watch badge - 1 sp I mean, there’s nothing better than yelling “Stop! Thief” and being able to pull a badge, follow them to the next alley, and then split the loot. City Watch uniform - 5 gp A lot of their clothing is ill fitting and optional, but with very little work you can cobble together an outfit that looks vaguely “watch-esque” Clay pot of dirt - 1 sp Looks as though someone was trying to grow something in the pot Clay pot of grave dirt - 1 sp Here’s the question. How badly do you need the money? Clay pot with crude painting - 1 sp Some call it art. Most call it a lateral move. Cleaver - 2 gp Any good butcher’s tools are on par with a dwarf axe, at a minimum. Cloak - 2 sp Inconspicuous. Cloak with large hood - 2 sp Now THIS is something worth keeping! The style, the flow, the statement! Cloth with unknown heraldic symbol - I don’t recognize the style. Is this from a foreign house? d6 Result 1-2 Red unicorn on a black tower shield 3-4 Boar’s head on a blue and white heater shield 5-6 Stars horizontally splitting an orange buckler Cloven hoof of a Devil - 15 gp These are magical creatures. There are those who would pay good money for something like this. Coal - 1 cp A small black lump. Good for burning. Terrible present. Combination lock - 5 gp A steel lock with a series of letters or numbers. Common/elvish/dwarfish language primer - 25 gp Learn a new language! People are much easier to trick when you can speak to them. Compass - 5 gp Never lose your way. The compass is a magnetized needle on cork inside a small seal-able bowl, fill with water to point North. Component pouch - 25 gp A lockpick set is so much nicer than all the random garbage a wizard gathers. And people think I hold onto silly things.
Tessa’s Guide to Pickpocketing and Pilfering 33 Conch - 5 cp The shell of some ocean dwelling animal. Listen to the sound of the ocean. Ocean dwellers living on land treasure these things. Contract swearing servitude to a Devil - - Someone’s got themselves in deep trouble… Cooked rat - 5 cp I knew a dwarf who swore by cooked rat. Copper beetle with inlaid round agate - 5 gp A small copper beetle that will fit in the palm of your hand. An agate has been affixed to a divot in the beetle’s head. Corset - 5 gp Never. Again. Cosmetics - 5 gp It’s far easier to pass yourself off as posh with this. Gets you closer to the people with the real money. Crossbow bolt 2d6 - 10 cp/ Better to gather them with your hands than with your chest. Crowbar - 2 gp If I’m out and about at night, there’s no way I’m going without my crowbar. Doors, boxes, skulls… these open everything! Crown - 750 gp Less scrupulous people than you have gotten their hands on these things in the past. Crystal bead - 5 gp Perfectly spherical piece of crystal no bigger than your pinky. Cutlass - 15 gp Basically just as good as a longsword, but most people appreciate the curved blade. Cutlery - 2 sp No amount of propriety can hide a tiger’s stripes. Dagger - 2 gp Simple. Effective. Dagger with a crescent moon shaped cross guard - 3 gp If you’re catching swords on your dagger’s cross guard, you’re doing it wrong. Darts 3d4 - 10 cp/ Almost as likely to find these in a tavern as you are to find beer! Deathly Mirror - 250 gp I’ll not be looking in it, thank you very much. Deck of cards - 5 sp Don’t go anywhere without it. Deck of cards with 4 extra aces - 5 sp Sometimes luck needs a little extra help. Delayed poppers - 2 gp Once set, these guy go off ten seconds later. Great for a distraction. A small cylinder with a pull string on the base. Artificers created these little devils to give a brief bang and a spark. Though it seems like magic, there’s simply a black powder inside them that reacts violently to heat, which the string creates shortly after pulled. Keep away from flame. Demonic Hourglass - 150 gp An ornate hourglass. The sand is slow moving. On a plaque at the bottom there is something written in Infernal. Devil horn - 50 gp A devil’s horn is a source of great pride. Someone is certainly looking for this. Devil tail - 100 gp Some heroes make these trophies into belts. Feels to me like you’re just asking for trouble. Diamond, small - 50 gp Some of my best friends are diamonds. Dice made of bone - 5 cp Let’s hope luck favors you more than whoever these dice came from. Disassembled lock - 10 gp Know your enemy. Divination runes - 5 gp Stones, bones, or sticks with holy letters written on them (usually a runic language such as Dwarven, giant, etc.) Door hinges - 1 sp Did you steal these off someone or did you start taking even the things that are nailed down? Double headed coin - 2 gp Heads, I win. Tails, you lose. Dove feather - 1 sp Delicate and precious. Words I’ve come to despise. Dragon scale - 10 gp One might be forgiven for thinking such an object to be leather covered steel. Drawings of an airship - - A detailed list of equipment and processes for creating an airship, includes diagrams. Dream catcher - 3 gp A wooden circle with multicolored string stretching across it in seemingly random order Dried fruits - 1 sp Just because you’re on the road doesn’t mean you can’t indulge in something sweet. Drinking horn - 2 cp The horn of a ram. Your drink spills out of small holes and there’s no way to set it down. Best to drink fast. Ear opener - 2 gp Used in taxidermy too... too... ugh, it hurts just thinking about it. Earring shaped like a dagger, gold handle - 10 gp You already know as much about it as I do. Elf’s ear - - A macabre trophy. Empty book - 25 gp Pure potential. Empty bottle/vial - 1 gp You can never have enough. Empty flask - 2 gp An 8 oz. container for liquor. Empty jewelry box - 2 gp A wooden box, carved and painted to create a piece of art to hold art. There is no sadder state for a jewelry box than “empty” Empty saddlebag - 4 gp If you have a horse, why would you ever carry anything yourself. Get caught with someone else’s property in the saddlebag, blame the horse. She was always a thief. Empty spell scroll case - 1 gp Spell scrolls aren’t the only thing that can be hidden away in a case.
Paul Dean 34 Ever clean shirt - 50 gp I have a number of shirts I can’t get the blood out of. Should only ever do my business in Ever Clean attire. Ever mended shirt - 50 gp What I really need is ever mended socks. Imagine the savings not having to take it to get darned! Everburning candle - 100 gp Looks like you got lucky. These are hard to distinguish from ordinary candles without some magical training. Everburning candle (gives of sulphuric smell) - 100 gp I’ve never understood the devil’s appreciation for sulfur. Are they as impressed by rotten eggs? Everburning Coal - 100 gp A simple piece of coal that cannot be put out. Can compliment any tavern, or be carried in a bull’s horn for adventurers on the go. Everburning torch - 100 gp I saw one of these once, they used it to light a castle’s dungeon. Reeked of sulfur. Just as bad for the guards as the inmates. Everflowing purse of gold/silver/copper (1 gold, 5 silver, 20 copper) - 1000x coin value The age old question: sell or keep? Exotic Blowgun - 25 gp A delicately fashioned blowgun created from a dark wood with a flowing river depicted along the shaft. Experimental alcohol - 5 sp The alcohol isn’t experimental, just the liquid around it. Smells like peppermint. Extravagant boots - 5 gp Gold trim along velvet fabric. Surprisingly quiet, unsurprisingly flashy Extravagant bracelet - 75 gp Leather gilded in silver and gold emblazoned with semi-precious gemstones. Extravagant clothing - 15 gp It may not be enough for to wear to a royal summons, but it’s certainly fancier than you’d want to wear while running errands. Extravagant cap with feather - 5 gp A flat velvet cap that droops down one side of your head regardless of how it’s placed. The plume looks like it is off of a very large, colorful bird. Extravagant cutlery set - 50 gp Silverware. Legitimate SILVERware. Dining with werewolves has never been safer. Extravagant holy symbol - 100 gp Whoever commissioned this piece clearly had righteous amounts of money. Extravagant jacket with royal coat of arms - 15 gp Smoothed, thin leather, blue trim, a Griffon emblem? Excuse me, I have to go. Extravagant priest’s garb - 25 gp Made for some pious individual with more sense of self importance than sense of morality. Eye patch - 3 cp Covers an eye. False hand - 25 gp Made of solid iron, worthy of any statue or nobleman. And what’s the difference between them, really? Fan blade - 25 gp A weapon that folds into itself. When unfurled, a razor blade along the top edge is revealed. 1d6 finesse Femur of a saint - 500 gp A priesthood somewhere will surely pay for the return of this artifact! It gives of a slight glow and humming noise. Fermented berries - 3 cp Eat only a few at a time. Fiendish Hunting Trap - 50 gp Made of the blackishbrown bloodiron. This is enchanted to only go off when a sufficiently weak creature passes over it. This would be useful if you have a particularly large score in mind, otherwise, sell the thing. Fiend’s Signet Ring - 50 gp This ring is emblazoned with a twisted horn. I wonder if we could forge a few documents with it. Fine goblet - 2 gp A gray chalice that has been designed to make it look as though the handle is the length of a tree, the receptacle its branches. Fine paint brush - 5 gp Looks as though the tip is made from griffon’s hair. Fingerbone of a saint - 100 gp Some priesthood will pay good money for this to be returned. Certainly got some holy magic in it still. Fire poker - 5 sp A metal rod for moving logs about in a fire. Fireproof backpack - 40 gp Little can be more helpful than a backpack full of items you don’t have to worry about when you light the house on fire. Fireproof spell scroll case - 20 gp Selvin has lost a few spell scrolls to fire. He’d appreciate the wards placed on this case. Fish bones - - You thought they were lockpicks when you picked them up, didn’t you? Fishing line and tackle - 1gp Perfect for a lazy afternoon of letting the heat die down. Fishing net - 5 sp This is equally helpful if a pursuer gets too close. Five rats with knotted tail gold earrings - 50 gp Been seeing more and more of these things popping up, lately. Flagellant’s whip - 2 gp Used by the depravedly pious to beat themselves for their transgressions or to prove their devotion. Some of the strands still have blood on them.
Tessa’s Guide to Pickpocketing and Pilfering 35 Flask of Everburning Oil - 250 gp A black flask, warm to the touch, emblazoned with flames. A single drop of this will burn for five minutes unless covered. Flask of Oil - 1 sp A small amount of oil. Flask of oil (fire breathing) - 1 sp I once saw a street performer do this. You should try it! Flute - 2 gp A wonderful little instrument made of wood. Folding Knife - 2 gp Perfect for concealing a small weapon about your person. Foot wrappings - 5 cp For the beggar on the go. Foreign flag - 5 sp Patriotism is a good thing, as long as it’s for our country. Fountain pen - 25 gp Very popular among the muckety-mucks. These are essentially quills that can contain a greater amount of ink and release a steady stream without much worry of excess, breakage, or splatter. Four aces - 1 gp Removed from one deck to enhance your winning. Make sure the backs match the current card set before using them. Four leaf clover - - Make a wish. Frying pan - 2 gp Cast iron, perfect for cooking. Do not leave wet. Full cooked chicken - 3 sp A full day’s worth of good eating. Fur boots - 1 sp Absolutely darling boots made from bear fur that lines the top of the boot. There must be a name for that. Gambler’s dice - 2 gp A set of dice that seem to come up favorably more often than not. Maybe that’s just your imagination. Gambler’s set (detail, dice, fanciful cup) - 5 sp A set of dice inside a cup specifically designed for rolling. Makes a satisfying rattle when you shake them. Garnet crystal pendant - 150 A small precious stone on an impossibly thin chain Gears - 3 sp A number of cogs and pieces that were probably important. Glass ball, pea sized, with blue smoke inside - 5 gp The smoke seems to be moving on its own accord, never settling. Glass bead - 5 gp Formed for some sort of necklace or as a button Glass bead bracelet - 25 gp Five small glass beads on a thin strip of leather. Glass eye - 100 gp An intricately created piece, made by a master in the art of glass blowing. Could have some humorous uses. Glass stirring rod - 10 gp I’ve never understood these artificer types. What? Wood too cheap for you? Glass tube with brass ends containing a metal coil - - This looks… important. That metal coil inside the glass probably does something. Gloves of the Demon Dealmaker - 250 gp This black glove has hidden compartment inside of it to store ink. The user will simply push the quill through a small self-sealing flap and pull it out filled with ink. In this case, however, dipping a quill in the hidden inkwell taps into the veins of a magically connected body. I hate to think of the poor fool that these are connected to. Gold and platinum plate - 100 gp A decorative plate with a gold rim and a platinum center. No larger than the area of your hand. Gold dust - 15 gp A small cloth pouch that needed more attention than it got. Gold hand chain - 50 gp A series of chains and hoops that stretch from the wrist around fingers to create a beautiful net of gold over your hand. Gold hand with magic emblem - 250 gp A golden hand, roughly half the average size. In the palm someone has etched a symbol of one of the schools of magic. Gold key on silver chain - 50 gp This must open something incredibly valuable, but do you hold onto it long enough to find out? Gold lamp - 5 gp A small lamp covered with a gold foil. Lights up 5 feet in dim light. Perfect for nighttime reading. Gold locket with picture - 50 gp A 1” diameter locket with a small latch that opens to reveal a portrait of an elf. Gold Necklace with crescent moon around onyx - 50 gp This necklace looks like it was created for a person of standing. A fence will have to break it into pieces for sale. Gold nugget - 3 gp Unrefined, just how I like them. Gold statuette - 250 gp A small idol made of solid gold. Golden belt buckle - 25 gp Gaudy and unnecessary. This will melt down nicely. Golden chalice - 100 gp For drinking the blood of peasants, I’m sure. Golden clasp - 50 gp A mechanical piece added onto the ends of already intricate jewelry to improve value and ease of use. Golden cloak pin - 25 gp This pin is fashioned into the image of a leaf. Keep yourself wrapped in darkness in style! Golden crane pin - 100 A great deal of work went into the creation of this piece.
Paul Dean 36 Golden dagger - 250 gp Absolutely a wonderful way to make a mugging stand out. Being aware of branding is important when you’re in the business of violent thievery. Yes, you’re being mugged, but it’s by the best! (So don’t try anything.) These rich folk love a good story to tell, otherwise they were just robbed. Gold ring - 50 gp Jewelry is a wonderful thing. Such an efficient means of redistribution. Golden ring with inlaid sapphire - 75 gp Precious stones make for good trading. Golden tooth - 3 gp How did you get this again? Golden wedding band - 50 gp Don’t feel bad. Don’t. It should have been on a finger. Gold pan - 1 sp A simple tin plate with many tiny holes used to find gold in rivers. Grappling hook - 2 gp Sometimes the best thing to steal is the thing that will get you to your next big score. Grave clothes - 1 cp Plain, gray linen. Thankfully never used. Grenade - 50 gp A gray orb with a small locking pin keeping the striker from going. Remember, once you pull the pin there’s no going back. Halberd blade with local knight’s ensign - 15 gp Still needs to be set into a polearm. Careful who you sell that one to. An honest person is likely to remember your face. Half a bottle of fine wine - 3 gp On a date, there’s no telling the difference between half a bottle and a full bottle. By the time they go for a second glass, you should already have their purse. Half a bottle of wine - 1 sp Once opened wine is only good for a couple of days. That’s a deadline. Half a loaf of bread - 1 cp Sometimes, you take what you can get. Half helm - 5 gp The first step in creating a convincing guard uniform. Hallucinogenic wine - 5 gp Let your would-be suitor drink while you hold onto their belongings. It’s only lady-like. Hand broom - 5 cp I tried a few times to make it fly. No luck. Hand cannon - 500 gp If anything would get me to give up my crossbow, this might be it. Hand crossbow - 75 gp Never leave home without it. Hand drum - 5 gp There are some incredible songs that can be created with this staple of nomadic society. Hand mirror - 25 gp A simple reflective surface on a wooden frame. Great for looking behind yourself or around corners inconspicuously. Hand that turns pages of a book - 25 gp Did a wizard make this? I’ll bet a wizard made this. Handful of berries in a cloth bag - 1 sp It’s a little disappointing, but it’s a good distraction while you size up a new target. Handheld music box - 5 gp Turn the handle five times and release. Gears inside turn and press up against small metal filings that play the soft melody of a childhood song. Handle from unknown device - - Something probably won’t work without this. Handkerchief - 1 sp A small cloth used for blowing one’s nose in polite company. Harp - 50 gp A simple seven string harp made from reinforced wood and decorated with a silver foil. The instrument of angels. Hatchet - 5 gp Jean would wield two of these beasts in combat. Surprisingly versatile, as weapons go. Head that follows movement - 100 gp A small bust of a gnome. Whenever something in the room moves, the head moves to track it. I can’t see how it manages to do that… And I thought the Wizards were trying to creep me out. Heart of an elemental - 100 gp This “rock” glows with the light of its elemental type and is absolutely bursting with potential. Heart of flame - 250 gp Inside a small stone box is a bright red stone, roughly half the size of a fist, that burns constantly. Keep this inside the box if you don’t want your house to burn down. Heart of ice - 250 gp Inside a small stone box is a bright blue stone, roughly half the size of a fist, that is persistently cold. If you want something chilled, keep it inside the box. Heavy apron - 1 gp Much sturdier than a cloth apron, these are favored by tradesmen who find the added protection from heat or other hazards to be instrumental. Heavy cloak - 5 sp Keeps you warm on rainy nights. Still, the only people around tend to be the Watch. Best keep indoors. Hilt of broadsword - 5 sp Ready to mount a blade. Hoe - 8 sp Gardening is the work of the commoner and the pastime of the rich. Holster altered to hold book - 1 gp A leather strap, once meant to sheath a sword, now serves to hold a single book for easy access. In case the super smart need to duel. Holy symbol of foreign religion - 5 gp Simple imagery, forged in iron. Didn’t know they were sending priests out this way. Holy symbol of regional religion - 5 gp Simple imagery, forged in iron.
Tessa’s Guide to Pickpocketing and Pilfering 37 Honeycomb - 5 sp Easier to steal this from people than to steal it from the bees. Hooded Lantern - 10 gp Thieves needs light for their work, but to snuff that light quickly is an additional benefit. Horse hair - - Very little value but if you know someone allergic, it may have a purpose yet. Horse roast - 2 sp Makes me sad, but meat is meat. Hourglass - 25 gp simple glass bottle, narrow in the middle, to mark the passage of time. Hummingbird feather - 1 sp Blue and fair. Hunk of cheese - 1 sp If this is all you have to eat in a day, scope out the fruit vendor tomorrow. Imp stone - 10 gp A small stone with the symbol of a (roll d6 on table) on it. Throw this stone on the ground to summon the creature to you. d6 Animal 1 Dog 2 Cat 3 Raven 4 Iguana 5 Snake 6 Rat Imperfect Miner’s Goggles (5 minutes darkvision/ day) - 100 gp If you need more than five minutes to rob a house, you’re doing it wrong. Incense - Smells wonderful. Incense sticks - 3 sp Burns for about an hour and smells of lilac. Infernal Perfume - 5 gp Creates a sort of sweet sulfuric smell that isn’t… terrible. Infernal symbol - 5 gp A bloodiron emblem of one of a major devil. Inflammable paper (contract) - 10 gp If you’re chatting with a devil and he pulls one of these out, run. Iron bangle - 2 gp An accessory for people who are into that scene. Iron fly - 10 gp Looks as though this was created with some sort of mold. Still has an incredible amount of detail. Iron greaves - 20 gp Keeps the shins nice and un-kicked Iron helm - 20 gp A suit of armor is probably looking awfully silly right about now. Iron orb with a keyhole - - Doesn’t seem to be a locking mechanism of any sort, but there are hinges at the back and a slit going all the way around. Something is rattling on the inside. Iron ring - 1 gp Some merchants will get these covered in a gold foil to look more wealthy than they are. I don’t see how that’s much different than what I do. Iron scarab - 3 gp A beetle made of iron. Strangely lifelike despite its form. Iron tiara with silver foil - 5 gp These are often used at the weddings of some of the more common folk. They will pool their money to create a single one and use it for weddings within the community for a couple generations. Ivory figurine - 150 gp A piece of ivory carved into a (roll d6: bloodhound, stretching cat, trumpeting elephant, soaring eagle, leaping frog) d6 Figure 1 Bloodhound 2 Stretching Cat 3 Trumpeting Elephant 4 Soaring Eagle 5 Leaping Frog 6 Bleating Sheep Ivory game piece - 150 gp From an ornate set of chess or other game. Someone’s going to be upset that they can’t play with their extravagant game board. Ivory idol - 250 gp An object of worship made of ivory. It is a small woman looking up, her long hair covers her chest while one hand covers… well… covers. Ivory strip - 50 gp A piece of ivory roughly an inch long, half an inch wide, and an eighth of an inch thick. Jackal leg - 1 sp Food is food, even when it’s a scavenger. Jar of endless ink - 500 gp Can’t imagine someone needing this much ink. Jar with firefly - 5 gp A clear glass jar with a single firefly trapped within. Jeweled chest - 100 gp While most people hide their semi-precious stones in boxes, others choose to adorn their boxes with the gaudy little things. This box can only hold about one apple’s worth of items. Jeweled horn - 100 gp Often kept by nomadic tribes as a sign of wealth, these horns are often the subject of conflict between warring tribe or even cause schisms within the tribe itself. Jewelry box with 1d6+2 inlaid onyx stones - 2 gp (+50gp/ stone) A jeweled jewelry box is a sure sign of excess. Jug of yak’s milk - 5 cp Peoples of the plains swear by the stuff. Juggler’s balls - 2 gp Perfectly balanced balls made of multicolored cloth. Key - - Time to put it in every lock you find. No telling what it may be used for. Kiwano fruit - 5 sp One of the great things about living in a port city are all the new and interesting foods that find their way here.
Paul Dean 38 Knife - 1 gp Though I’d rather have a dagger, a knife can be useful in a tight spot. Lady’s small bag with spending money - 1 gp + contents It’s always best when they liquidate their assets for us. 1d4 gemstones (25 gp each), 1d10 platinum, 1d6 gold - Large fish - 1 sp Never had the patience for fishing, but it probably takes less time than thieving. Large glass jug - 20 gp Perfectly clear glass. An absolute masterpiece. Large obsidian stone - 50 gp Hello darkness, my old friend. Large onion - 1 cp I once saw a peasant take a bite out of an onion as though he were eating an apple! How do these marriages last? Leather belt - 5 cp Always handy to have one of these on your person, even if you don’t need it. Great many uses when you’re in a tight spot. Leather quiver - 1 gp Holds arrows when you’re busy firing your bow. Letter combination lock - 5 gp Get the lockpick right between the slats where the letters move. There’s a bar in there that will release the lock. Loaf of bread - 2 cp A little dry for my taste. Local flag - 5 sp Patriotism is a wonderful thing, so long as it’s local. Local flower planted in a skull - - A touch macabre, perhaps, but it really pulls a room together. Lock of griffon hair - 3 gp Some dwarfs are allergic. Lockpick set - 10 gp Never leave home without it. Mace - 5 gp Better to have it than to leave it with someone else. Mace adorned with holy symbol - 25 gp It’s nice when your paladin leaves a mark on people. Maddening cube - 50 gp Do not listen to the rumors, do not listen to the box. It knows nothing. Get rid of it as soon as you can. Magnifying glass - 5 gp Makes small details much easier to see. Manacles - 2 gp Metal restraints that can bind small or medium creatures. Escaping them requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Map of local reefs - 5 gp I’m told a good enough captain can look at the waves and determine the position of reefs under the water. Let’s hope whoever lost this is a good enough captain. Map of the mine - - A crude map detailing not only the layout of the mine but who is assigned to work in which areas. Marching wind up toy - 25 gp Used one of these to distract a troll while I cleaned out its lair. Marked cards - 50 gp It is difficult to create a deck of cards that is obvious enough for a thief to read but subtle enough to pass for legitimate under scrutiny. Masking scent - 5 gp Rangers often use this to pass more stealthily through dangerous lands. Gives disadvantage to checks made to find the wearer using smell. Masquerade mask - 3 gp It’s incredible how much you can get away with at fanciful upper class parties. Meat (raw) - 3 sp Yup, that’s meat, but... well, where did you say you got this from? I can’t tell what animal this came from. Mechanical canary in a brass cage - 50 gp I am impressed by the ingenuity of the artificers. Their things are always a delight to steal. Mechanical hand with input glove - 50 gp An iron hand resting on a stand that has a leather gloved linked to it by a bit of wire. Putting on the glove will allow you to manipulate the iron hand. Mechanical mouse with popper slots - 25 gp The mouse is a simple wind up toy with little reinforced slots on its back for poppers to sit in. A delightful distraction. Mechanical walking beetle - 25 gp This little fellow strolls forward at a steady pace. It’s my understanding that such an object demonstrates the builder’s grasp of mechanics. Medal - 5 sp An award for bravery in battle. Merchant’s scales - 5 gp Perfectly balanced and ripe for exploitation. Merchant’s signet ring - 5 gp Nothing quite as exciting as writing a loan request from someone else and delivering it personally. Mess kit - 2 sp Small tin box with flimsy cutlery and a bit of salt on the side. Metal file - 1 gp Lockpicks aren’t always reliable. Sometimes, time is all you need. Metal frame for holding a vial over a flame - 1 gp Cooking up a potion is delicate work. The bottles can get hot and a consistent temperature is important.
Tessa’s Guide to Pickpocketing and Pilfering 39 Metal writing utensil with interior ink reservoir (1/8 jar of ink) - 15 gp Progress in the scribing community. Though met with initial resistance, early adopters found it to be a time saver. Milk of lime 4 oz. - 1 gp Used both in cooking and in treating raw hides. Miniature headstone - 10 gp Looks like there’s a name carved on here. Too small to make it out. Moccasins - 1 gp Beautiful footwear, quiet as a mouse if you remove the beads. Model of a Rocketship - 5 gp Some people explore the cosmos through books or astral projection, the artificers have a different idea. Monocle - 25 gp Keep this in your disguise kit. Adds an air of respectability about you. Monster’s egg – variable This is… incredible. Collectors or chefs would surely pay a hefty price for something like this. d6 Monster cost 1 Griffon 250 gp 2 Dragon 1,000 gp 3 Basilisk 350 gp 4 Couatl 500 gp 5 Roc 750 gp 6 Rust Monster 50 gp Moon cloak - 5 sp A thief’s best friend. The moonlight reflects off the moon cloak in an odd manner that the eye doesn’t recognize as false. Moonraker Sail - 15 gp The upper most sail on a large vessel. It’s not like a ship that size can’t operate without it. Moonstone cufflinks - 100 gp A pair of cufflinks made out of simple gemstones. Mounting stand - 1 sp A wooden stand for the taxidermy of tiny woodland creatures. Multi tool - 5 gp Small hammer, screwdriver, chisel, knife… just about anything an artificer might need. Nails (2d12) - 2 cp/1 Save a few of these up to build a house one day. Navigational charts - 50 gp More than just a map of a few coastlines, this map shows prevailing winds and dangerous depths for large and small vessels. Neckerchief - 3 cp Stylish. Necklace of orc ears - - This is horrific. Even if they were evil orcs what does it say about the wearer that you’d adorn yourself with such a gruesome trophy? Necrotic bone weapons/ammo The necromancers reinforced the bones of fallen warriors with twisted magic to create their necrotic weapons. The evil in their hearts fills these with malintent. Needle and thread - 2 gp As useful in stitching up a sock as it is stitching up a wound. Notes on advancing within (religion) - - Looks like you’ve stumbled on some document about advancing in the ranks. May be useful for talking your way into some temples. Means of advancing may include: Donations, devotion, acts of service to community or temple, time spent at lower levels, retrieving a great artifact, slaying devotees of other religion, collecting donations for temple, etc. Notes on religious rites - - Understanding a religion is one step closer to understanding how to rip off a religion. Stealing from the gods is basically a sacrament itself. Notes on resources required to build army of automatons - - Is this an intellectual exercise or a proposal? Obsidian stone - 10 gp A basic gemstone. Nothing to sneeze at. Oil lamp - 5 sp Keep you and your loot warm. Oil varnish - 1 gp Many crafting applications. Often used in both woodworking and tanning... Of animal hides. One-man (medium sized) tent - 1 gp Better a tent than just a bedroll. Nights can get cold. Onyx bead bracelet - 500 gp Many small onyx beads of a thin leather strap. Onyx statuette - 250 gp Carved from a larger piece of onyx, this statuette bears a resemblance to a donkey. Orb of dancing lights - 250 gp A glittering orb with three small lights inside, one white, one pink, one blue. When you use it, the lights leave the orb dark and make their way out into the world to light your path. Orchid - 2 sp The thief of the flower world. Ornate arrow - 10 gp Created by some unknown pale material, the arrow has been carved all down the shaft with images of a lake beside a forest. The image wraps around as if a reflection of itself. Ornate bone arrow - 10 gp Clearly carved of bone, this arrow has a graveyard at midnight carved down the length of the shaft. Ornate elven shortbow - 100 gp A thing of beauty. This shortbow has been crafted to seem as though it is a living branch. The string pulls back effortlessly. Ornate scabbard - 30 gp Tipped with gold, this scabbard looks as though it was crafted for the general of a now conquered nation.
Paul Dean 40 Ornate silver tiara - 50 gp Greatly adored for its ability to fit with nearly any ensemble. This tiara has been carefully crafted to suit the more garish desires of an arrogant noble. Owl feather - 1 sp Though raven feathers are ideal for writing, some scholars swear by the feathers of owls. Page from a book of heraldry - - There are three entries on this page detailing the history of the House Durn heraldic symbol as it was passed down from generation to generation. House Durn has since fallen from grace, the last son being a wastrel who departed for adventure. Paint bottle (variable) - 10 gp A simple four oz. bottle of paint. Pair of gold earrings - 25 gp The craftsmanship leaves something to be desired, but there’s not denying its worth. Pair of silver earrings - 3 gp Shaped into a sun/ moon pairing, this exquisite set of earrings would be worth a fortune if made of better material. Peacock feather - 5 gp A overly colorful feather meant to draw the attention of mates, but often draws the attention of hunters. Pearl - 100 gp A simple, pure white pearl of high quality. Pentacle - 5 gp A talisman often used by Divination mages as a focus for magical power. Petrified chicken bone - 5 sp It amazes me that a wizard will pay more for a bone than for an entire chicken. There’s a business opportunity there for someone looking for honest work. Petrified eye of newt - 5 sp A surprising number of witches look for items like this. Seems like a waste to me. Philanderer’s note - - A rather racy letter from a man discussing what he intends to do to the recipient and how he intends on avoiding his wife’s suspicions. Not putting his intentions in write was clearly not a part of the plan. Pickaxe - 2 gp A heavy, blunted instrument used in mining. Pickaxe head - 1 gp Rather scuffed up and missing the handle, but otherwise a workable tool. Pitons 2d6 - 5 cp/ Got a small lead on your pursuers? Got through a door and then hammer one of these home between the door and floor. Instant lock. Plain robes - 3 gp The garb of low level priests and mages. Strange how alike they tend to dress. Plate - 1 sp A simple clay dish, great for smashing and throwing. Platinum burial urn - 750 gp You can’t take it with you, but at least it can take you with it. Platinum dove broach - 200 gp A beautiful decorative piece often worn by diplomats looking to make a deal. Platinum game piece - 100 gp some noble will be disappointed that their favorite game is missing a piece. Platinum harp - 1,000 gp It’s not the best sounding harp, but it definitely makes a statement. Platinum ouroboros earring - 50 gp Vaguely looks like a snake eating its own tail. Platinum rose - 250 gp An intricate and delicate piece likely to be crushed if you’re not careful with it. Pliers - 3 gp Work tools for gripping small pieces. Pocket sized sundial - 25 gp I’ve never quite understood how someone would need this. Want to know how close to nighttime it is? Look at the sun. It’s basically all the sundial is doing. Pocket watch - 50 gp A fancy little creation by the artificers. Little gears and springs keep this contraption running automatically. Good for when you’re underground, indoors, or just wanting to look more important than you are. Pointed shoes - 5 sp Not exactly the height of fashion, but gnomes seem to like them all the same. Polished stones carved with dwarven runes - 100 gp Though these can be used for divination, I’ve seen dwarves sit down and play some sort of game with these stones. There must be more to these than what I know. Polished stones carved with infernal runes - 100 gp Sends a chill down my spine. Must have some sort of malign purpose. If you know infernal, you may try giving these a toss and seeing if anything is written in the stones. Poppers - 1 gp A small cylinder with a pull string on the base. Artificers created these little devils to give a brief bang and a spark. Though it seems like magic, there’s simply a black powder inside them that reacts violently to heat, which the string creates when pulled. Keep away from flame. Porcelain doll - 10 gp A doll with a cloth body and painted porcelain face. Children and collectors tend to keep these. Porcelain tea cups - 5 gp Small cups with painted exterior. Mountains, battlefield, fishing boat, etc. My personal favorite is a series of cups that depict a thief breaking into a nobleman’s house. Potion holster - 5 gp Very helpful. Set a potion in this, threading the string through the cork, and give yourself quick access to one potion in a pinch. This holster allows you to use a potion as a bonus action. It takes fifteen seconds to fit the potion into the holster properly. Potion of healing - 50 gp I can’t tell you how often these things have saved one of my friends. Never needed it myself, of course. Potion of Selfish Stride - 1,000 gp Altair used one of these once. We were in a tight spot and looking for a way out. I’ve not forgiven him.
Tessa’s Guide to Pickpocketing and Pilfering 41 Pouch of diamond dust - 100 gp A small pouch with little inside it but broken dreams. Pouch of iron filings - 5 sp Seems like a waste to me, but Selvin always keeps one of these on his person. Pouch of iron powder - 5 sp The things people keep with them are baffling to me. Pouch of powdered silver - 100 gp Why would someone do this to perfectly good silver? Pouch of ruby dust - 250 gp “Let’s take something beautiful and destroy it so we can make cast spells!” Wizards. Practice lock - 10 gp This lock contains most of what all locks have, but leaving off the metal cap allows the thief to see what is happening inside the lockpick to better understand what they are feeling. Prayer wheel - 5 gp A small symbol with beads and knots all over it to remind the faithful of their prayers. True faithful wouldn’t need a reminder, I say! Precious gemstone - 100 gp A small gemstone that has seen better days. d6 Gemstone 1 Amber 2 Coral 3 Garnet 4 Jet 5 Pearl 6 Tourmaline Priest’s sermon notes - - Lots on here about their god… nothing terribly interesting. Nothing I haven’t heard shouted at me from some robed figure on a box. Priest’s vestments - 5 sp Good for getting where you’re not allowed to go. Pristine peacock quill - 5 gp Large and in charge. This quill certainly says something about the person who thinks they should use it. Pronged trident - 5 gp Do you know the difference between a pitchfork and a trident? Me neither. Pully - 2 sp A simple tool for increasing lifting power. Puzzle box - 10 gp There’s something rattling around inside. Must be a way to open it. (Intelligence check DC 20, half a platinum coin inside) Quill - 3 cp A simple writing implement made from a bird’s feather. Rabbits foot - 2 gp Hard to see how it’s lucky. Didn’t do the previous owners any good. Rain stick - 5 gp I once had to run away with a rain stick. Sounded like I was being chased by a storm the whole way out of town. Rake - 2 gp A poor gardening tool. Ram horn - 2 sp A simple, curved horn. Some alchemists use it in their creations. Ranger’s boots - 5 gp A well worn but sturdy pair of shoes with soft soles for quiet movement. Rapier, capped tip - 25 gp This rapier is used by nobles for training in the noble art of fencing. Their training will get you killed in any real fight. Rare feather - 3 gp This feather seems to have fallen off of a griffon, roc, or other massive bird. Raven’s Wings - 5 cp Something unusually cruel about these spell components. Red leather belt with golden buckle - 50 gp A fairly plain belt, made beautiful by the buckle adorning it. Religious notes, unknown author - There is something off about the things being said here. Religion DC 12 success reveals that these are blasphemous texts. Religious Symbol - 5 gp The symbol of a god or priesthood often used in ceremony and spell casting. Religious text detailing worship of an Evil god - 15 gp The things described here seem to be entirely too human. The cruel things stated in here are not uncommon among many in the upper crust of society. Religious text detailing worship of Good/Neutral/Evil god - 15 gp These notes may make it easier to pass off as a priest of another religion. Repentant Soul Stone - 100 gp A clear glass ball with a single white wisp floating around inside. These are incredibly valuable to devils as capturing a repentant soul is incredibly difficult. Retractable Wings - 250 gp The artificers have outdone themselves here. Seems like an ordinary, if stiff, pack. Press this button and two large canvas wings streak out of it. Falling from high areas shouldn’t hurt you if you deploy this. Great for escapes. Riding crop - 2 gp Whipping a horse to make it go faster may be cruel, but it’s better than what the Watch will do if they catch you. Ring mail skirt - 50 gp Too bulky for my taste. I’d rather avoid a blade than try to deflect it. Ring of keys - - These are probably very important to someone. Even if it’s not valuable to you, it’s valuable to someone. That makes it valuable to you. Ring with hidden sundial - 50 gp The flat top of this silver ring flips open and reveals a hidden sundial. Just in case you don’t have time to look up. Robes - 5 gp Slightly better quality than the usual garb given to mage apprentices and religious initiates.
Paul Dean 42 Rock tumbler - 25 gp A cylindrical tumbler that removes imperfections from rocks and makes them shinier and fly straighter than a rock picked up off the ground. Spend an hour spinning the tumbler with ten rocks inside to make them +1 non-magical stones. Rod of amber - 50 gp An absolutely stunning inch of amber. Rod of the halberd - 50 gp This artifact is a simple 3 foot brass rod with a button at the base. Pressing the button activates a series of levers and gears that extend the rod into a full-length halberd. Rod of the long sword - 35 gp This artifact is a simple foot long brass rod with a button at the base. Pressing the button activates a series of levers and gears that extend the rod into a full-length long sword. Rod of the short sword - 25 gp This artifact is a simple six inch brass rod with a button at the base. Pressing the button activates a series of levers and gears that extend the rod into a full-length short sword. Rotten bag with coins - 3d6 sp The bag may be worthless, but the coins are still valuable Rough glass eye - 10 gp Seems like this eye was created on the cheap. The glassmaker may not have known what he was doing. The pupil isn’t quite on center and the color seems to have made its way to one side. Royal Robes - 250 gp For all the pomp and circumstance surrounding these garments, I found that they were too heavy and hot to be of any real use. Ruby Ladybug - 250 gp An intricate ornament created by a master craftsman and designed to look like a bug. Rudder - 2 gp The steering mechanism of a small ship. Ruler - 1 cp A simple ruler for designing on paper Sandals - 1 sp Footwear for humble carpenters. Sash - 3 gp A sign of nobility and snobbery. Saw - 1 gp A tool for precise wood cutting Saw blade - 5 sp I can think of ways to deter pursuers with this. Scarf - 5 sp Simple brown cloth that will keep your neck warm and firmly in place. (Ditch when being pursued.) Scepter - 250 gp While these vary wildly in ornamentation, this particular scepter is a simple golden rod with little adornment. Scholar’s gloves - 100 gp This black glove has hidden compartment inside of it to store ink. The user will simply push the quill through a small self-sealing flap and pull it out filled with ink. Sea Shells - 2 cp It’s quite amazing how much of a person’s attention can be drawn by a simple shell and how easy it is to hide a ball in their midst. Sealing wax - 5 sp Used for sealing letters or stopping up gaseous traps. Semi precious stone - 10 gp There are many semi precious stone in the world, but this one is yours… now. d6 Gemstone 1 Obsidian 2 Blue Quartz 3 Turquoise 4 Azurite 5 Lapis Lazuli 6 Malachite Set of plain, brown clothes - 5 sp When you want to be invisible, black is rarely the best choice. Several pieces of stained glass - - Seems like these were broken out of a temple’s window. Sextant - 10 gp Help guide yourself at sea, should you ever be unlucky enough to find yourself there. Shard of The Lady’s heart - 500 gp A seemingly innocuous stone, save for the warmth you feel while holding it. It’s easy to pass this over. Well done spotting it. Sharp knife - 1 gp The only true difference between a knife and a dagger isn’t what you put in it, but what you put it in. Shattered longsword - - These five pieces make up a longsword. It’s probably more expensive to fix than it is to purchase a new sword. Shaving razor - 2 gp If you’re shaving with a razor instead of with your dagger, you’re not my kind of people. Shears - 2 gp These come in two varieties, one kind for thick, woolly animals, and another for the thinner hair of humanoids. Ship manifest - - A document explaining all of what is or was on a vessel. Some good intel on these documents. Shofar - 30 gp A trumpet made out of a ram’s horn. Shortbow - 25 gp A weapon favored by ranged combatants in close quarters. Short piece of copper wire - 1 sp Can’t imagine a use for this. Shovel - 2 gp Is grave digging technically stealing? Disgusting? Sure. Tempting fate? Maybe. But stealing? Shrunken goblin head. - 5 gp Trophies such as these say more about the owner than the goblin itself. Usually, it says things that the owner doesn’t intend.
Tessa’s Guide to Pickpocketing and Pilfering 43 Sickle sword - 5 gp For those who are tired of battle axes. 1d8, versatile, finesse when wielded one handed. Silk handkerchief with initials - 3 gp Perhaps we wash this before we use it. Silk pajamas - 15 gp Nothing quite like the feeling of silk against your skin while you sleep. Silver candelabra - 5 gp With five arms for holding candles, these are frequently employed in the mansions of the rich. Silver candle stick - 3 gp While candelabra’s are used to light larger spaces, candle sticks tend to be used for more singular purposes. Going from the bedroom to the toilet at night, descending a dark stairway, or wandering out of the castle at night, for example. Silver chalice - 100 gp With beautiful engravings on the sides of the chalice, these goblets are used almost exclusively for guests of greater renowned than the hosts serving them. Silver cuff bracelet - 25 gp A simple, unadorned silver cuff that slips on over the wrist. Silver cutlery set - 25 gp Four sets of cutlery for use while dining. This set includes, along with standard cutlery, cucumber server, toast fork, mustard ladle, food pusher, butter pick, grape shears, jelly server, lettuce fork and spoon, cheese scoop, and a strawberry fork. Silver dragon draper necklace - 100 gp A decent amount of silver makes up this dragon shaped half-moon that rests on your neck and drapes over the shoulders. Silver hand mirror - 25 gp Polished nearly to death, this hand mirror uses silver as the reflective surface and only because gold would distort the color too much. Silver pin - 1 gp A large pin primarily used for keeping a cloak in place at the shoulders. Silver ring - 10 gp Not nearly as gaudy as a gold ring, but with nearly as much class. Silver ring with engraved music notes - 25 gp For the bard looking for a little extra on-brand panache. Silver star chain ear cuff - 10 gp An earring that attaches in two places with a silver chain running between both star shaped anchors. Silvered buckler shield adorned with holy symbol - 150 gp For Clerics who cannot be bothered with a necklace. Silvered mace - 100 gp Bane of the undead and creatures of hell. Simple amulet - 1 gp A simple charm worn on a necklace depicting a heart. Simple silver tiara - 5 gp Greatly adored for its ability to fit with nearly any ensemble. Simple sundress - 1 gp Some days are not for stealing. Some days are for relaxing in the market… and maybe stealing. Single golden earing - 5 gp The craftsmanship is unremarkable. Sketch for a clockwork man - - The artificers are clever to put something like this together, but how could you give it the ability to think or understand apart from magic? Sketch of a brain at various depths - - Is this real? Did someone actually cut open a brain to make this? Sketch of a clockwork dragon (incomplete) - - There is a place on the back for a rider who would control the monstrosity. Looks like the creature itself would not be airborne, but such a contraption could level an entire city! Sketch of a clockwork spider - - A skilled artificer could likely make something like this. Sketch of a house with movable walls - - While the exterior walls are locked in place, the interior walls can be moved by a series of wheels and cogs to allow access to different “areas” of the house. One thing out of place, though, and suddenly the whole system won’t be able to move. Sketch of cogs and wheels powered by steam - - How could heat and water move metal? It’s not as though metal would try to get away from the heat. Sketch of retractable stairs - - A series of wheels and cogs would allow the staircase to retract back into the wall. Place a false ceiling down and it would be difficult to find a way up into a higher floor. Sketch of the vitruvian dwarf - - Clearly drawn by a dwarf who was being VERY generous. Skinning Knife - 2 gp An extremely short curved blade meant to carve the skin off larger animals.
Paul Dean 44 Skull - - Appears to be elven, though I could be wrong. Skull goblet - 3 gp I knew a guy who drank exclusively from the skulls of his enemies. We were good friends. I wouldn’t have wanted the opposite. Skull in jar - 10 gp A glass jar with a skull inside and filled with a green liquid. Looks like the previous owner did a good job sealing the lid with wax. Slide ruler - 5 cp A ruler used for computational calculations by artificers. Sling shot - 5 sp I would never give up my hand crossbow for something like this. Small bag of guama beans - 2 sp A delicious import. I love living by the sea. Small bag of seed - 3 sp Feel free to eat this while you wait for a new mark. Small bottle of dye - 2 gp - Primarily used in cloth coloring, you can use it to mark just about anything for an extended period of time. Small box of pungent herbs - 3 gp Likely used for cooking. Small box of rosemary - 1 gp Sprinkle a little of this in the dough of fresh bread. Trust me. Small brass brazier - 5 sp Often used by priests to spread incense through the city streets. I, for one, am grateful for the reprieve. Small chest with lock - 25 gp Just because you take their stuff doesn’t mean anyone can come and take yours. Small clay kettle - 1 gp Perfect for boiling water for one. Small clay pot - 1 sp Some people keep valuables in these very fragile vessels. Small clay teapot - 1 gp Having a nice cup of tea at the end of a long day stealing is a wonderful way to relax. Small crystal cone - 25 gp For all their hubris, wizards do make some pretty things. Small crystal sphere - 25 gp I had one of these sitting in my home for a few days. Then Selvin told me what Wizards did with them. Chilling. Small Diamond - 50 gp Nothing better than something that is both small and valuable. Small diary of self-important noble - - There is little value to this book, except maybe to a rival. Small iron idol - 1 gp Someone thought this thing would do them some good. Small keg of beer - 2 gp Good times ready to roll. Small metal rod - 3 sp It’s always disappointing to find that you grabbed something like this. Small metal snare - 5 gp Small creatures beware: I’m eating meat tonight! Small patterned rug - 5 gp Woven of multicolored wool, this rug isn’t even big enough to hide a body. Small pouch of jade dust - 100 gp To take something as wonderful as jade and break it down into dust… Wizards have no respect! Small silver acorn on chain - 10 gp This amulet is the perfect addition for anyone who loves the wild. Small silver rod - 10 gp I swear, the amount of time Selvin spends going through his bag and his pouches looking for one component or another, I could have stabbed the thing a dozen times. Small spade - 5 sp Primarily used in gardening, a small spade can be a good friend when you need to bury something for a few days. Small square pillow - 1 sp Most bedrolls don’t come with a pillow. I can’t remember the last time I slept without out. Small stone idol - 5 cp A small, fat imp-like creature sitting cross legged and smiling cruelly. Someone thought this would be a good idea? Small stone wizard - 1 gp Looks like a piece from an ornate board game. Smoke bomb - 50 gp These have gotten me out of a few close encounter. I’m sure I would have made it out without them, but better to take the easy road than the hard one. You may make a hide check as though you are fully obscured. Smoking jacket - 10 gp I’ll admit, cynical as I am about the extravagances of the rich, a smoking jacket is something I can get behind. Snakeskin gloves - 2 gp Always felt a little clammy wearing these things. Soul Stone - 5 gp A blue wisp seems to be circling inside the stone. These are often traded by demons as readily as currency. Small tray - 5 cp Used in taverns to transport food and drink. Spectacles - 10 gp These optics sit on your nose and improve your vision, if they have been specifically designed for you. If they have not, they’re more likely to make your vision worse. As a prop, however, these make a nice “respectable” addition to any disguise. Spectacles (broken) - 1 sp Wire frames that once held corrective lenses. Now twisted and unseemly. Spectacles with attached magnifiers - 25 gp Primarily used in assessing the quality of gemstones, these spectacles are helpful for an artisan looking for flaws. Spell scroll case with 5 sheets of parchment in it - 2 gp Blank parchment? Surely we can find a better use for this spell scroll case.
Tessa’s Guide to Pickpocketing and Pilfering 45 Spiked leather pauldron - 3 gp Favored by highwaymen and thugs, these pauldron’s strike fear into the hearts of the weak. The strong know that it is a facade worn by cowards. Spool of silk string - 3 gp Better for dressing a wound than regular thread. Spool of thread - 1 gp Keep on hand at all times. Nothing is worse than running away while you’ve got a hole in your socks. Springing boots - 25 gp Sometimes a rooftop getaway is unavoidable. Sometimes, the rooftop get away is preferable. Spyglass - 1,000 gp Looking through this spyglass makes anything viewed look twice its size. Square - 5 cp Used for creating sharp angles. Squirrel on a stick - 1 cp/ A simple meal, not much tastier than rat, but with mustard it’s not half bad. Star chart carved onto a silver bar - 100 gp Clearly something commissioned or created by someone with more money than sense. Steel ball bearings - 5 gp Just as useful for the artificer as it is to a fleeing thief, if for different reasons. Steel hand mirror - 5 gp Polished steel sheet held in a simple frame. Keep it covered if you don’t want the steel scuffed. Stiletto - 5 gp I keep one in my boot at all times. Just as good as a dagger, twice as flashy. Stone figurine of a knight - 1 gp Appears to be a piece out of a game. Stone mortar and pestle - 2 gp combining a few simple ingredients from the forest floor can either heal a wound or poison a king. It’s important to know the difference. Stone on necklace with dwarven rune carved into it - 1 gp A simple ornament, but one that is particularly meaningful. This means “Loyalty”. (If you can read Dwarvish, it actually means “rat pie”) Stone working chisel - 5 gp Remember, an artisan’s tool is usually worth more than you think. Just be careful who you sell it to. Strange iron idol - 2 gp Can’t say I’ve seen anything quite like this. Lots of spikes, ugly face... Perhaps demonic? Strip of cured leather - 1 gp Hard to tell one from another, might as well sell. Stuffed trout - 5 sp This likely has more sentimental value than material value. Easy to hang on a wall. Succubus love letter - - A love letter from a succubus. The content is… graphic. Sun and moon ring - 25 gp A silver ring that has the image of the sun on one side and the moon on the opposite. Sun cloak - 5 sp A golden sun emblazoned on a stark white cloak. Switch blade - 5 gp A single button on the handle releases a spring that pops the blade out of the sheath. Sword cane - 100 gp For a gentleman, a troubadour, who wishes to go nowhere without a blade. Tambourine - 5 gp Wonderful fun around a campfire, grating just about anywhere else. Tankard - 2 cp A standard mug with a firm bottom for slamming into the table. Best I can tell, this is the primary use of tankards as it ejects at least half of whatever you were drinking. Tarot cards - 5 gp Talk of a peaceable kingdom… Tarot deck that is blank when examined but not when used - 100 gp A strange breed of wizard creates such an artifact. Perhaps not a wizard at all. Taxidermy squirrel - 5 sp The eyes don’t look quite right on this thing... or maybe it’s the feet... Thick leather belt - 7 cp Make sure to wear a belt wherever you go, whether you need it or not. Having a long strip of leather at your disposal never hurts. Three string wooden harp - 3 gp A musical instrument for those in a pinch. A skilled bard can still strum out a decent tune on such an instrument. Tiefling tail - - A macabre trophy. Tinderbox - 5 sp A waterproof box with the necessary tools for creating a fire. Good to use while camping or when creating a distraction before you start stealing. Tiny marble doorway figurine - 10 gp The figure looks incredibly lifelike, yet there is no trace of magical potential in it. Perhaps a skilled craftsman? Tiny tower (1 use) - 250 gp A 3 inch stone tower with a purple roof and crooked chimney. Place on the ground and speak the magical code word to cast Leomnid’s Tiny Hut. One use only. Tobacco - 3 sp Loose black leaves perfect for smoking out of a pipe. A hint of peaches behind the aroma. Tongs - 3 gp Used by blacksmiths to manipulate metal inside a forge. Tooth necklace - 2 gp Some hunter must have taken teeth off of their quarry. Given the size and variety, the hunter must have been a traveler. Torch - 1 cp Light up the darkness. Treated animal hide - 1 sp Rolled up and ready to be cut. Trihorn hat - 1 gp It would take a rather dashing figure to pull this look off.
Paul Dean 46 Triple fire crossbow - 500 gp If it weren’t for the weight of the thing I may consider this weapon. Turtle shell - 1 gp The last home of an unlucky animal. Turquoise jerkin - 3 sp A simple pullover jerkin. Uncut leather - 5 cp A large rolled up side of leather. Unholy symbol - 5 gp Used by practitioners of dark arts to cast spells and perform rituals. Unholy water - 100 gp A vile black liquid in a glass bottle. Most things of that description I would drink. Unplucked raw chicken - 2 sp A dead bird. Unsharpened shortsword - 2 gp Needs some work before this will be useful in battle. Some time at a grindstone may be in order. Untreated rabbit hide - 3 cp Poor little fella never saw it coming. Velvet bag - 15 gp Used by proper ladies to carry valuables. Shame this one’s empty. Velvet dress - 10 gp It’s been ages since I’ve seen one of these. The color, the majesty, the extravagance. Unseemly. Venison steak (raw) - 1 gp A beautiful cut of meat. Salt and pepper heavily, grill four minutes total, flip each minute to get the good grill marks, let sit for two minutes, down the hatch. Vial of acid - 10 gp A small glass bottle of a highly volatile substance. Vial of blood - 1 gp Would a Wizard have this, or should we be looking into this with some caution? Vial of cooking oil - 2 gp Make sure to properly grease the frying pan before placing the food in it. Vial of lead ink - 10 gp Lead ink is typically used in official or royal documents since it helps keep the look crisp and dark longer than common ink. Having a vial of this may be helpful for forgeries. Vial of red sand - 1 gp A glass vial filled with red sand. Doesn’t seem to be simply blood covered sand. This must be from somewhere far off. Vice grip - 2 gp Typically used by carpenters and other artisans who need something held together but don’t have a pair of hands to spare. Voodoo doll that bears resemblance to local lord - 5 cp Someone has some ill intent. Whatever you do with that, be careful. Walking cane with an ivory wolf head - 100 gp Lords often enjoy these sorts of extravagances. Well done getting your hands on it. Walking staff - 2 sp A simple wooden stick, treated with oils and some raw leather for a handle. Walking stick with copper base - 1 gp You’ll get a great sense of self-importance, walking around with one of these. The sound it makes as it cracks against stone or wooden flooring is obnoxious. Wand - 5 gp Mages need something to focus their power. A simple magically enhanced length of wood is often sufficient. Wand of hope - 250 gp I appreciate all the help I can get. Wand of light - 100 gp The end of this wand is blackened, as if the light that it creates is slowly burning it like a candle. Warrior’s net - 1 gp Not just warriors can find a good use for these nets. Weighted balls around the edges make these perfect for tripping up your pursuers. Washcloth - 1 cp A simple square of cloth for cleaning. Watering can - 1 gp One of the extravagances of nobles’ “gardening”. Waterproof satchel - 15 gp A handy tool, if you plan on robbing a library in a rainstorm. Waterskin (empty) - 2 sp Never hurts to have an extra waterskin hanging about. You can always drop it if it turns into a burden. Weighted dice - 50 gp Weighted in such a way that there is a 50% change of each die landing on a 6. Whip - 2 gp A long length of leather with a knot at the end. It’s not fun having one of these take you down while you try to escape. White stone shaped like a cat - 3 gp An ornament, not well detailed, but the intent of it is clear. Whole roasted crow - 1 sp Though common, these are far more difficult to catch than chickens Wicker basket with vegetables - 1 sp A couple carrots, a cabbage and some onions. I’ve seen worse. Wind up fly - 50 gp The wonders of the artificers never cease. Made of balsa wood, this model fly can be wound up with a small key. When released, the wings flap violently for about fifteen seconds during which time the fly ascends, is whisked randomly by the wind, and fall back down.
Tessa’s Guide to Pickpocketing and Pilfering 47 Wind up spider - 25 gp Made of iron, this automaton has a small keyhole in the back that allows it to be wound up. When released, it skitters in semirandom patterns around the floor, making a slight clicking sound, for about thirteen seconds. Wine skin (full) - 2 sp Filled with some poor wine. Still better than water in most cases. Winter hat - 1 gp A brown, fur-lined hat with drooping ears. Makes any Barbarian absolutely adorable. Witch’s hat - 1 gp Black, pointy, and crooked. This hat is a hallmark of good witchcraft. Wizard’s hat - 5 gp Far more comfortable than the witch’s hat. Comes in blue, red, and gray. Star adornments are optional. Wizard’s Robes - 25 gp These robes are surprisingly comfortable. The folds of the robes allow air to pass through freely or be cinched up to keep air close, allowing the wearer to remain cool in warmer temperatures and warm in the cold. Wolf claw knuckles - 10 gp On top of being phenomenally cool looking, these wolf claw knuckles are an absolute beast in combat. Wolf skin cloak (with head) - 3 gp It’s awfully cool, but difficult to blend into the crowd while wearing a predator on your head. Wooden (weapon) - 5 cp Used for young nobles in training or common children playing at being knights. Still hurts to get rapped on the knuckles by these. Wooden plank of a dead vampire’s coffin - 5 gp Feel the way your entire body seems to get colder as you hold the wood in your hands? That’s how you can tell this was once a part of a vampire’s coffin. Wooden scarab - 5 sp Intricately carved out of oak, signed JP on the bottom. Wooden smoking pipe - 10 gp Long pipe for rainy afternoons. Woodworking chisel - 3 gp Tool for crafting wood. Woodworking set - 1 gp Everything you need to turn a stick into a walking stick. Wormwood letters - 25 gp A series of letters from a major demon to a minor demon. Seem to have some sort of apprentice relationship. Most of the advice is on how to deceive humans. Worn guard’s cloak - 1 sp Brown and heavily worn, but tough. Woven basket - 1 sp Perfect for petty theft. Throw a red and white towel over it and you got yourself a great method of item concealment. Great for taking cookies to grandma, too. Writ of sale - wagon - - Looks as though someone purchased a wagon from another individual and lost the paperwork. Writ of sale - warehouse in city - - This is a deed entitling the holder to the use of a warehouse in the city.
Paul Dean 48 Chapter 4: Marvelous and Magical d100 Item 1 Admiral's Sextant 2 Alembic of Vlad's Improbability 3 Alixandra's Helping Hand 4 Amulet of Despair 5 Amulet of Dragon Sense 6 Amulet of First Impressions 7 Amulet of Resistance 8 Ancaluime 9 Anti-mess kit 10 Anti-thievery ring 11 Astral Mimic 12 Auto Loading Crossbow 13 Automatic Crossbow 14 Badge of the Watch Commander 15 Bag of Treats 16 Beast Commander 17 Belt of Many Pouches 18 Bladesward Amulet 19 Blightedge 20 Blood Tattoo 21 Bloodiron Shackles 22 Bloodiron Weapons 23 Bone Breastplate 24 Book of Culture 25 Book of Spreading Darkness 26 Bookmark of reminiscence 27 Bookshelf of Sorting 28 Boots of the Fire Walker 29 Bowery's bracers of Burglary 30 Box of Ghostly Whispers 31 Buffalo Belt Buckle 32 Bugbear Tongue Trophy 33 Can Nap Sleeping Mask 34 Candles of (Un)Holy rites 35 Cap of Many Faces 36 Carys's Cap of Cocktails 37 Cat's Claw 38 Ceremonial Lightning Dagger 39 Chase's Compulsive Curio 40 Cloak of Winter Night 41 Compass of the Perilouss Path 42 Cooper's Cane 43 Crispin Harris 44 Cylinder of Bountiful Smoke 45 Dalamar's Coin of Deception 46 Dalton's WhipperZipper Lighter 47 Danette S-C 48 Deathly Mirror 49 Deck of the Dirty Deal 50 Deck of Truth 51 Demonic Hourglass 52 Devil Dealmaker's Gloves 53 Devious Beans 54 Dirty Decanter 55 Drayce's Runic Monocle 56 Duck of Dubious Buoyancy 57 Duncan's Master Lockpicks 58 Eager Maggot Shoo-er 59 Ed 60 Elder staff 61 Enchanted Bit & Bridle 62 Enderius's Music Box 63 Ever Frozen Cubes 64 Everburning Candle 65 Everburning Torch 66 Everclean Shirt 67 Everflowing Purse 68 Evermended Shirt 69 Everwarm Vial of Oil 70 Fairy Dust 71 False Scabbard 72 Fan Blade 73 Fester Xand's Last Resort 74 Fiendish Hunting Trap 75 Fin's Flip Coin 76 Firecracker of Fate 77 Flask of Everburning Oil 78 Flask of Ther Mos 79 Folding Bow 80 Game Stick 81 Globe of the Specter 82 Gloves of Banter 83 Goblin of Holding 84 Grail of the Nine Hells 85 Grenade 86 Guidance Cookie 87 Hair of the Dog 88 Hand Cannon 89 Heart of Flame 90 Heart of Ice 91 Helm of Devil's Sight 92 Hoffmann's Handkerchief 93 Hostel Keeper's Plant 94 Hostel Purse 95 Hush 96 Hymie's Blackboard 97 Imp Stone 98 Impenetrable Amulet 99 Imperfect Miner's Goggles 100 Infernal Candle Chart A
