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Tessa’s Guide to Pickpocketing and Pilfering

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Published by Maria I C, 2023-03-27 14:19:20

Tessa’s Guide to Pickpocketing and Pilfering

Tessa’s Guide to Pickpocketing and Pilfering

Tessa’s Guide to Pickpocketing and Pilfering 49 d100 Item 1 Invisible Dust 2 Jar of Endless Ink 3 Jester's Cartography Instruments 4 Jeweled Beetle 5 Kavix's Lunch Bag 6 Knuckle Sandwich 7 Lady Constance's Baby Bottle 8 Language Primer 9 Lead Box of Headaches 10 Leander's Display Cushions 11 Lighter than Air Feather 12 Liquid Constitution+ 13 Lord/Lady Detrius' Dancing Shoes 14 MacTeague's Bootlaces 15 Maddening Cube 16 Mage's Companion 17 Magic Oil 18 Magical Lunch Sack 19 Marble of Joy 20 Mask of Obscurity 21 Mason's Returning Coin 22 Necrotic Weapons 23 Nesting Dolls of the Spymaster 24 Neurion's Eye 25 Orb of Dancing Lights 26 Orcish War Drum 27 Origin Coin+ 28 Paper Folder's Parchment 29 Pavlov's Leash 30 Perfect Yule Logs 31 Perpetual Brass Airship 32 Pillow of Absorption 33 Pin Ring 34 Plectrum of Rhythm 35 Pocket Watch of the Stars 36 Potion of Selfish Stride 37 Pyrite Figurine of Wondrous Power 38 Ravenfritha's Quill 39 Returning Arrow 40 Ribbon of Faith 41 Ribbon of Jynx 42 Richard's Rock Light 43 Ring of Attraction 44 Ring of the Mermaid 45 Ring of the Wolf Pack 46 Rock of Minor Illusion 47 Rock Tumbler 48 Rosa's Flowers 49 Rose of the Lady 50 Scarf of Dramatic Flair 51 Schmendrick's Silver Spoon 52 Scholar's Gloves 53 Serial Scribe's Signet 54 Serpent Stone 55 Severin's Sapling 56 Shaman's Staff of Friendship 57 Shard of the Lady's Heart 58 Sharp Kickin' Boots 59 Sheath of Holding 60 Shirt of the Rogue 61 Sickle Sword 62 Silverhand's Arrow 63 Skeleton Leech Jar 64 Skywalking Slippers 65 Spice Jar 66 Spike of Spite 67 Springing Boots 68 Star Lamp 69 Static Seeing Stone 70 Stone of Listening 71 Stoneskin Amulet 72 Sunglasses of Glinting 73 Symbol of an Unknown God 74 Tabard of Traitors 75 Tavern Master's Mug 76 Tessa's Brooch 77 Tiny Tower 78 Tolen's Seedling Bag 79 Tranquila Tequila 80 Trashcan of Kicking 81 Triple Fire Crossbow 82 Uncrushable Amulet 83 Unholy Water 84 Vampire Hunter's Kit 85 Vengux's Denture 86 Vial of Victor's Spark-juice 87 Wakeful Vapors 88 Wand of Hope 89 Wand of Light 90 Water Compass 91 Welcome Mat of Fidus Achates 92 Wizard Whiskey 93 Wolf Claw Knuckles 94-00 Re-roll Chart B


Paul Dean 50 Wondrous items You’ve never heard of these? I suppose I can dive a little deeper and tell you what I know. Most of the items I have here were donated by a member of the guild, you’ll not likely find many of these out on the streets anymore. Only here. On common test to join the guild is to steal a wondrous item. An identifying name is added to signal who the thief was. Of course, most of these names are pseudonyms. Some are even the name of the unlucky target or local nobles or merchants. That way if the Watch ever gets their hands on this list, they’d have to accuse half the city to round up just a handful of our brothers and sisters. Lookouts helped in the acquisition of the artifact, often choosing the target, but credit still goes to the thief who provided for the Guild. Admiral’s Sextant Wondrous item, uncommon Any navigation check made at sea with this golden sextant has advantage. Provided to the Guild by Ronando. Lookout: Tessa Alembic of Vlad’s Improbability Wondrous item, common This alembic has produced countless potions and can now create them at a 10% lower cost. However, any potion successfully brewed with this tool develops a random side effect, chosen by rolling 1d6 when drinking it. Each effect lasts 10 minutes. d6 Effect 1 The drinker forgets how to sit down. 2 The drinker suffers 70% hearing loss 3 The drinker thinks that he is a goblin. 4 The drinker develops the belief that an object present is a mimic. 5 The drinker feels the taste of the sounds. 6 The drinker develop a nostalgic and tragically comic memory of Vladimir Slavhinsky. Provided to the Guild by Vladimir Slavhinsky Alixandra’s Helping Hand Wondrous item, common A large, curved spoon made from purple heartwood. While using Alixandra’s Helping Hand to stir a bowl, pot or cauldron speak the command word to have the spoon continue to stir independently. To end this effect, either speak the command word a second time or grab the spoon. Provided to the Guild by Alixandra Hunter Amulet of Despair Wondrous item, rare (requires attunement) Emits a fog in a 30 foot radius centered on the amulet. This fog obscures vision beyond 10 feet. Any creature within the fog takes 1 point of necrotic damage per round and has disadvantage on all checks made while in the fog. Undead, constructs, and school of Necromancy Wizards only experience obscured vision from the fog. You unattune from the amulet if it is moved five feet or more away from your person. Amulet of Dragon Sense Wondrous item, uncommon A crystal stone held within a petrified dragon wyrmling claw. If a dragon is within a mile of the amulet, the crystal will begin to glow the color of the dragon it is sensing. Additional dragons are indicated by alternating colors. Number of dragons is suggested through the intensity of the glow. Provided to the Guild by Jack. Lookout: Paul Dean Amulet of First Impressions Wondrous item, common, requires attunement When activated, the user’s Hair becomes clean and combed, their clothing cleaned, mended, and pressed. The amulet does not change the smell of the user. The amulet has one charge and recharges every new or full moon. Provided to the Guild by Joshua Waard. Lookout: Lurch Amulet of Resistance Wondrous item, common, requires attunement You gain resistance to a single type of damage. You can change the type during a short rest. Provided to the Guild by Doug Lucy. Lookout: Daeron Frost


Tessa’s Guide to Pickpocketing and Pilfering 51 Ancaluime Wondrous item, uncommon This item is a bracer with two buttons and a small nozzle near the wrist. The wearer can use an action to activate this item. All creatures in a 15-foot cone must succeed in a DC15 Dex saving throw or take 2d6 fire damage as flames shoot out of the nozzle. As a bonus action, the wearer may switch the device to an alternate fire mode. In this mode, when the device is activated, all creatures in a 20-foot line must succeed in a DC 15 Dex saving throw or take 2d6 cold damage as shards of ice blast out of the nozzle. This item was created by a clever little gnome who formed portals to the fire and ice elemental plains in the device, which are alternately closed and opened when the switch button is pressed. Provided to the Guild by Geniac Anti-mess kit Wondrous item, uncommon A mess kit containing fork, spoon, knife, plate, and cup. Any food or drink consumed from this kit is purified as by the spell Purify Food and Drink. Additionally, food cannot accidentally fall off of the plate or any utensil. Provided to the Guild by Michael Cullen. Lookout: Ryerson Anti-thievery Ring Wondrous item, uncommon This ring can hold up to 10,000 coins in an extra-dimensional space. By speaking a command word, any coins in the wearer’s hand are sent to this extra-dimensional space and can be recalled in the same manner. The ring cannot be removed from the finger it is on except by speaking a command word or destroying the finger. Provided to the Guild by Amber Vincent Astral Mimic Companion Wondrous item, uncommon At first glance, this appears to be a small music box. On closer inspection, it is a tiny mimic (AC 13, HP 5) that deals 1 point of poison damage when touched. Attuning to the mimic allows you to handle the creature without being harmed. Attuning requires 1 hour and a successful DC 13 Animal Handling check. The Mimic can understand and speak Common, Undercommon, and Abyssal. Its primary motivation seems to be hunger. A handful of small items may be safely stored inside it. Provided to the Guild by Cloverhoofs Auto loading crossbow Wondrous item, common Reloading this crossbow is a bonus action. Holds 5 bolts. Crossbow experts may fire twice with a single action. Automatic Crossbow Wondrous item, common As an action this weapon shoots seven bolts. Make 3 ranged attacks. Takes a full minute to reload. Range 10/50. Badge of the Watch Commander Wondrous item, uncommon, requires attunement While attuned, you have advantage on persuasion checks while talking to law abiding persons and intimidation checks on others. Provided to the Guild by Maryann Dean. Lookout: Paul Dean Bag of Treats Wondrous item, rare Inside this playful and colorful small bag are 2d4 magical candies. When you pull a candy out of the bag, roll on the following chart to determine the candy’s effect. d8 Candy 1 Witch-y-Corn. When you consume this candy, if you are frightened you are no longer frightened 2 Crystal Candy. Roll 1d100 on the Wild Magic Table as per the Wild Magic Sorcerer rule set 3 Sweet Talk. A roll of small, red, flavored sugars in the shape of lips. When consumed you gain proficiency in persuasion checks for 1 hour, and if you already have proficiency your proficiency is doubled. 4 Blink Chews. When you consume these white, murky gummies you are immediately teleported exactly 30ft in one of four directions as determined by a d4, forwards, left, backwards, or right. If you would be teleported into a wall, you are teleported to the nearest safe place. 5 Hare’s Hard Candies. When you consume this small marshmallow puff your jumping height is doubled.


Paul Dean 52 6 Caramel Cinnamon Conundrums. When you eat this small cake like object that is entirely made out of caramel, everything you eat or drink tastes of caramel. 7 Speedtacs. These sugar pills vibrate violently. When consumed they give you +1 to your dexterity modifier for 10 minutes 8 Candyland Chews. This candy, a small orb of red, white, and dark brown coloring makes you see everything as candy until the next dawn. Provided to the Guild by The Spider in the Corner of Your Room. Beast Commander Wondrous item, uncommon Blowing into this while thinking about a specific type of beast will create a call to draw every animal of the type to the noise. Make an Animal Handling Check. Every beast of the desired type within one mile must succeed in an opposed Wisdom saving throw vs your Animal Handling check or be drawn to the noise. Any beast who succeeds this save cannot be influenced by Beast Commander until the next dawn. Provided to the guild by Kristiansan Cooper Beetle of the Itching Foot Wondrous item, common This jade encrusted copper beetle stays with the owner, but perpetually wanders through their pockets, bags, and coin purses. Provided for the Guild by Plutoswrath Belt of Many Pouches Wondrous item, uncommon When an item is placed inside this pouch, it is sent to one of five pouches in an extra-dimensional plane. To retrieve the item, focus on an image of the item in your mind while reaching into the pouch. The pouch has a 6” diameter opening. Each pouch can hold up to 10lbs. If the pouch is ruptured, each item inside the pouches have a 50% of appearing within 5 feet of the belt. The rest are lost in the extra-dimensional plane. Caution: If a Belt of Many Pouches had previous owners, you may pull unexpected items from the pouch. Bladesward Amulet Wondrous item, common, requires attunement You gain resistance to non-magical slashing damage Provided to the Guild by Richard S Bacon. Lookout: Daeron Frost Blightedge Wondrous item, uncommon An iron sickle with a single black nail in it’s handle. Deals 1d4 Necrotic damage. Non-magical plants are vulnerable to this damage. If used in a field or forested area, there is a 20% chance the blight spreads and kills all non-magical plants in a 100-foot radius.   Provided to the Guild by Walden03. Lookout: Noah Ingram Bloodiron Shackles Wondrous item, common Bloodiron Shackles have 50 hit points and can be burst with a DC 30 Strength check Bloodiron Weapons Weapon, uncommon Bloodiron weapons are magical, dealing standard damage plus 1d4 fire damage. Blood tattoo Wondrous item, uncommon Take 2d8 damage and a temporary insanity condition. Using this pen and the blood of a non-construct, non-humanoid creature, create a tattoo in your arm which lasts until the next dusk, you gain resistance to nonmagical damage from that monster’s type. The insanity fades at dusk or upon use of a Greater Restoration spell. Provided to the Guild by Adrienne M. Lookout: Noah Ingram Bone Breastplate Wondrous item, common Barbarian only. Wearing a bone breastplate does not affect a Barbarian’s unarmored defense. This breastplate grants +1 to AC. Bone breastplate breaks if struck by a critical hit, dealing 2d6 piercing damage to the wearer. Book of Culture Wondrous item, common Studying a book of culture for one hour gives you advantage on your next persuasion or deception check on an individual of that culture. (Creatures are not necessarily a member of a culture simply due to their race.)


Tessa’s Guide to Pickpocketing and Pilfering 53 Book of Spreading Darkness Wondrous item, uncommon A book with midnight covers and a ruby emblazoned on the front. When you open this book, a magical darkness encompasses everything within a 5-foot radius of the book. The book is the only visible object inside the darkness. The radius of the effect increases by five feet every round for five rounds. The effect ends when the book closes. Provided to the Guild by Eric Stitzman. Lookout: Fyodor Bookmark of Reminiscence Wondrous item, uncommon (requires attunement) Bookmarks of Reminiscence are woven together from the skins of bookworms that have naturally perished from eating too many magical books/scrolls, and spider silk. When placed inside a book you have spent an hour reading in the past 24 hours, the Bookmark of Reminiscence grants Advantage for checks related to the book’s subject matter a number of times equal to your Intelligence modifier (minimum 1). Provided to the Guild by Tenbatsuz Bookshelf of Sorting Wondrous item, uncommon A set of bookshelves made from polished maple. The shelves sort any books, scrolls, documents on them by Author Name, Date Written, Title, or Subject Matter, at the owner’s directive. The shelves will only sort in languages the owner knows. Provided to the Guild by Jean-Jacques Payot. Lookout: Lurch Boots of the Fire Walker Wondrous item, uncommon, requires attunement While attuned to these boots, you are resistant to fire damage. Provided to the Guild by Turtlelover2244. Lookout: Tessa Bowery’s Bracers of Burglary (cursed) Wondrous item, uncommon, requires attunement These sleek leather bracers give the wearer proficiency in thieves tools and a +2 on related checks. However, these items have been imbued with a mischievous nature. At the DM’s discretion the character wearing these bracers must make a Wisdom saving throw against a DC 15 or start taking random items and pickpocketing people for 1d10 minutes. The character is completely unaware that they are stealing items and instead insist that they have “found” the item in question when caught or the stolen item is discovered. The cursed character will vociferously proclaim their innocence and chide the accusing party that they are lucky that the player found the item and the accusing party should be more careful not to lose such items in the future. Only a Remove Curse, Greater Restoration, or Wish spell will allow the character to remove the bracers and end the curse.  Provided to the Guild by Mark Bowrey Box of Ghostly Whispers Wondrous item, uncommon When this box is opened, a faint murmuring can be heard. Any living creature within 30 feet and with intelligence of 8 or higher has disadvantage on Wisdom saving throws vs fear effects. Bugbear Tongue Trophy Wondrous item, uncommon Most of the lower jaw is still attached to this grizzly trophy. You have advantage on intimidation checks vs. Goblins. Provided to the Guild by Duncan Usher-McGee. Lookout: Daeron Frost Buffalo Belt Buckle Magic item, rare Once per da, this buckle may be activated to summon a herd of spectral buffalo to stampede from a starting point within 25’ of them through an area up to 40’ wide and 100’ long before vanishing.   Any creature sized large or smaller within the stampede area must succeed in a DC16 Dexterity Saving throw or receive 6d8 bludgeoning damage and be knocked prone, taking half as much damage and not being knocked prone on a success. The buckle recharges at sunset. Provided to the Guild by C. Holmes Cap of Many Faces Wondrous item, uncommon A purple velvet hat with two simple feathers. While wearing this cap you can alter the appearance of your face to that of another humanoid. You choose the race, but not the specific features of the face. The cap does not alter your appearance in any other way. The illusion disappears when you remove the cap. Provided to the Guild by Quashawn Boykins. Lookout: Tessa Candles of (Un)Holy Rites Wondrous item, common A set of 3-7 Black, gray, or white candles with religious or arcane etching and cannot be blown out by natural means. When all candles are properly lit and placed in a


Paul Dean 54 circle, they will float roughly 3 feet of the surface they rested on and will not move from the location until extinguished. To be extinguished, the command word must be spoken from within the circle. Provided to the Guild by Lurch Carys’s Cap of Cocktail Concocting Wondrous item, uncommon A cocktail is a simple recipe... Add alcohol, add a mixer, add some fruit or something sweet. Mix, shake and pour. This hand stitched cap is the perfect party tool for any bar crawl! Alchemy (intelligence) or performance (charisma) checks to mix drinks are made with double proficiency. Add flavor (see what I did there) to your roleplay. Provided to the Guild by Stefan Stacey Cat Nap Sleeping Mask Wondrous item, uncommon A simple cloth sleeping mask, this mask will allow a person to take a ‘cat nap’ of at least 15 minutes. This sleep counts as a long rest. The mask has one charge and recharges with the full moon. Provided to the Guild by Jeff Mone. Lookout: Lurch Cat’s Claw Wondrous item, common A specially designed lock pick that communicates more internal nuance than an average lock pick. +1 bonus to all lockpicking attempts while using the Cat’s Claw. Ceremonial Lightning Dagger Weapon, rare (requires attunement) Deal an additional 1d4 lightning damage. On a critical hit, dagger deals an additional 3d6 lightning damage instead. Chase’s Compulsive Curio Wondrous item, common A small, tough but malleable material molded into the shape of a bone. As an action you can throw the curio up to 60 feet. Any canine who can see the Curio must succeed in a DC14 Wisdom saving throw or immediately use their reaction to chase the Curio. On subsequent turns, the canine will use its action to pursue the curio and return it to the thrower. If another canine retrieves the curio, the canine will follow the lead canine. If retrieving the curio would cause the canine to harm itself, it will get as close as safely possible to the curio and stare at it, in this case the canine may make another Wisdom saving throw at the end of its turn with a success ending the effect. Once a canine succeeds on its Wisdom save, it cannot be affected by the curio until the next day. The effect ends if the canine takes damage. If a canine places the Curio at your feet, you must succeed in a DC14 Wisdom saving throw or use your reaction to throw the Curio. Provided to the Guild by Nathan Flint Cloak of the Winter Night Wondrous item, uncommon A white fur coat made of thin leather that wraps across the shoulder and drapes halfway down the back. Grants the user resistance to cold damage. At sunset the fur turns black and extends long enough to become a hooded cloak until dawn. During the night, the cloak grants the user resistance to necrotic damage in addition to cold resistance until the next dawn. Provided to the Guild by Sagaisgood Compass of the Perilous Path Wondrous item, uncommon (requires attunement) This item appears in every way to be a normal compass except that the needle of the compass always points towards the nearest mechanical or magical trap, regardless of distance. This item provided to the guild by Aiden Major. Cooper Cane Weapon (Cane), Very Rare, Finesse (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. 1d8 bludgeoning damage. This cane is exceptional at stealing coins and gems from unsuspecting guards.  While using this cane, you have advantage and a +4 to Sleight of Hand to pickpocket from behind the person, and +4 to acrobatics or athletics when climbing.  Provided to the Guild by Monkeh Cylinder of Bountiful Smoke Wondrous item, uncommon By twisting the top of this cylinder, smoke begins to billow out of the end of it. The smoke is in every way normal, dispersing with the wind, but continues to pour out of the end for 1d6 minutes. The top of the cylinder


Tessa’s Guide to Pickpocketing and Pilfering 55 ckmon Al b. E cob A J: rt A tock S rogu E g Eniu S g A mES nEvA r Stock Art: JAcob E. blAckmon rogu E g Eniu S g A mES rAvEn may be twisted a second time to reseal the container. Provided to the Guild by Scott Barcroft. Lookout: Tessa Dalamar’s Coin of Deception Wondrous item, uncommon This golden coin is emblazoned with the head of a dragon on both sides. As a bonus action you may flip the coin. The coin begins to create duplicates of itself in the air and 1d4 X 60 coins noisily appear in a pile wherever it lands. On a successful Intelligence (Investigation) check vs 8+ your deception, a creature will notice a faint glimmer around the coins and slight discoloration revealing its true nature. The coins will turn to dust after 1d6 minutes leaving behind only a single, gray, spent version of Dalamar’s coin. Provided to the Guild by Jeremiah “Jrock” Diaz Dalton’s Whipper-Zipper Lighter Wondrous item, common This stainless steel, palm-sized rectangular box opens up at the upper half of the case, which creates sparks from the wheel inside and causing a flame on the oil-soaked magical wick that peeks out of the container. At the bottom, the name “Graywood Gadgets” is engraved on the steel case. Dalton’s Whipper-Zipper Lighter has 10 charges that are refilled by filling the capped spout on the side with a flask of oil. You can use a bonus action to flip open the lid to light the fire-starter. It grants a bright light of 5 feet and dim light at another 5 feet. It expends one charge for each hour it remains open. You can use a free action to close the lid, causing the flame to snuff out but the flame is otherwise immune to natural or magical effects that would otherwise snuff out fire. Provided to the Guild by Shadu “Sabes” Murasaki. Dealthy Mirror Wondrous item, rare This mirror shows a reflection of any creature looking into it rapidly aging, dying, and decaying. Any creature with 8 Intelligence or higher looking into the mirror must succeed in a DC12 Wisdom Saving throw or be paralyzed. This paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This roll is made with advantage if the mirror is no longer visible. Deck of Truth Wondrous item, common When a card is drawn from any place in this deck, the next three cards give information on which card was drawn. The first card will match the color of the first card, the second will match the suit, the third will match the value. Provided to the Guild by Thomas T. Lookout: Tessa Deck of the Dirty Deal Wondrous item, uncommon, requires attunement While attuned to this deck, you may determine the cards dealt to each player whenever you are dealing. Provided to the Guild by Salvatore Puma. Lookout: Tessa Demonic Hourglass Wondrous item, uncommon A dark hourglass with a metal plaque and infernal writing. The sand in the hourglass is slow moving. Slower than it ought to be. When it is turned over, the plaque shifts place to be at the bottom again and the sand seems to swap locations as well. (In infernal, there is a name on the plaque) Devil Dealmaker’s Gloves Wondrous item, uncommon These gloves contain a hidden inkwell that is magically linked to the bloodstream of an unknown humanoid. By inserting a quill into a self-sealing flap, you can fill the quill quickly and easily with blood. Devious Beans Wondrous item, uncommon (optional attunement) An Onyx figurine of Beans, the Raven. When thrown into the air, the figurine turns into a spectral raven which will collect any shiny buttons off any visible unconscious or dead persons in a 50ft radius. Once collected, the Raven returns to the hand of the owner and reverts to its onyx form, depositing all buttons in the owner’s hands. Devious Beans can be attuned to a Sorcerer. Devious Beans grants the Sorcerer +1 Charisma at level 1, an additional +1 Wisdom at level 5, an additional +1 Dexterity at level 9, and an additional +1 Charisma at level 14. Provided to the Guild by Nicolina Keeler


Paul Dean 56 Dirty Decanter Wondrous item, common When empty for one minute, this bottle refills one pint of undrinkable water. Provided to the Guild by Jeremy Hale. Lookout: Paul Dean Drayce’s Runic Monocle Wondrous item, uncommon While looking through this monocle, the user may read runic languages as though they were written in common. Provided to the Guild by Dario. Lookout: Little Hawk Duck of Dubious Buoyancy Wondrous item, uncommon A carved wooden duck that has been painted a deep blue. When attuned, allows a person holding the item to float on the surface of the water, but only upside down. Provided to the Guild by Alliyah Duncan’s Master Lockpicks Wondrous item, common This set of lockpicks was made by the last son of a lock making dynasty. Every imaginable tool a lockpicker may need can be found in this set. The user has advantage on lockpicking attempts made with this set of lockpicks. Provided to the Guild by Matthew Kennedy Eager Maggot Shoo-er Wand, uncommon This wand is practically shaking with excitement. When you activate the Shoo-er, all maggots within a 30-foot range spend the next hour moving away in the most direct manner from the Eager Maggot Shoo-er. If there are no maggots in range when activated, the Shoo-er explodes in frustration. All creatures within 30 feet must succeed in a DC15 Dexterity Saving Throw or take 8d10 fire damage, or half as much on a successful save. The Shoo-er is destroyed. Provided to the guild by Erin McAllister Edvashek Sentient Wand, rare Edvashek (Ed) is a spectral, half-skeletal marionettelike figure with silver wrought bones and ruby eyes who manifests atop a gold-colored rod. Ed is rude, sarcastic, raucous, and moody, but very knowledgeable. He can share valuable knowledge about arcana, history, language, and medicine with the characters, though he can’t remember how he came into possession of this knowledge. Ed is terrified of mice and believes his destiny is tied to a lighthouse. Any time Ed hears a new language, there is a 50% chance he will know it. Every midnight Ed will gain a number of charges equal to 1d8-1. Any unspent charges from the previous day disappear. You may use a charge to heal a target of 1d6 worth of damage. Ed cannot heal Necrotic damage.  Provided to the Guild by Micropantocrator Elder’s Staff Wondrous item, uncommon Appears to be a regular quarterstaff. By speaking the command word, you activate a pocket dimension that can hold up to five pounds. Provided to the Guild by Mikhail Dittovski. Lookout: Little Hawk Enchanted Bit & Bridle Wondrous item, uncommon The horse that this bit and bridle is equipped to can run 15 feet per round faster. Illegal in racing. Provided to the Guild by Jessica. Lookout: Paul Dean Enderius’s Music Box Wondrous item, uncommon This pale wooden music box with silver decoration is a little larger than a fist. After being wound up, the box opens and plays a gentle lullaby and creates a dim light out to 5 feet that obscures the box’s inner workings. While awake and listening to the box, a feeling of nostalgia washes over you. While asleep, the box ensures pleasant dreams.  The box can play for one hour for each minute spent winding it up. Provided to the guild by Enderius Erinnes’s Simple Cologne Wondrous item, common This cologne smells faintly of sandalwood. Each bottle contains 1d10 uses of the cologne. When applied, this cologne gives a +1d4 bonus to charisma checks for one hour. Provided to the Guild by Crispin Harris. Lookout: Noah Ingram Everburning Candle Wondrous item, common A single elven word is inscribed on the side of the candle. Speaking the word lights the candle, illuminating dim light for five feet. The candle may only be snuffed by speaking the word a second time. The candle does not burn down over time.


Tessa’s Guide to Pickpocketing and Pilfering 57 Everburning Torch Wondrous item, common A torch that can only be lit or snuffed by speaking a command word. Does not burn out over time. Everclean Shirt Wondrous item, common The Everclean shirt has been enchanted to cast prestidigitation on itself every 5 seconds to clean off any foreign substance. Everflowing Purse Wondrous item, Uncommon, rare, very rare Every day at dawn coins appear in the purse according to its type (brown, 10 copper; white, 5 silver; yellow, 1 gold) coins do not appear in the purse if there is anything in the purse. Everfrozen Cubes Wondrous item, common These cubes remain at a below freezing temperature regardless of the environment around them. Provided to the Guild by Matt Teachout. Lookout: Ryerson Evermended shirt Wondrous item, common The Evermended Shirt has been enchanted to cast mending on itself every minute. The spell fails if the shirt is physically incapable of coming back together (e.g., being worn as a vest by a creature too large for it to naturally encompass.) Everwarm vial of oil Wondrous item, common Perfect for rainy nights in the street, this 1-inch radius glass orb of oil remains perpetually warm with nothing seemingly capable of altering its temperature. The vial has no means of removing the oil other than destroying the glass itself. Provided to the Guild by Todd Azbill. Lookout: Tessa Fairy Dust Wondrous item, uncommon, consumable As an action, sprinkle this dust on a creature. They gain the ability to fly for one minute. The dust cannot life more than 500 lbs. There is only enough dust for a single person. Provided to the Guild by Nathaniel Jensen. Lookout: Tessa False Scabbard Wondrous item, common A scabbard with a longsword handle. Pulling the handle reveals no weapon but a compartment for storing small valuables. Perfect for parties. Provided to the Guild by Shayne Haugen. Lookout: Tessa Fan blade Wondrous item, common Otherwise innocuous, this fan has a razor sharp edge along the top allowing it to be used as a weapon. 1d6 slashing damage, finesse, light. Fester Xand’s Last Resort Wand, uncommon This wand, while wielded by a School of Necromancy Wizard, has a single charge. You may expend that charge to cast Finger of Death on yourself and one other target. Once the charge is used, the wand breaks and cannot be repaired. Provided to the Guild by T F. Lookout: Tessa Fiendish Hunting Trap Wondrous item, common Only a creature of CR 5 or lower will trigger the trap. The creature must be medium size or smaller to activate the trap. Anything of a higher level or larger size will not set it off. Deals 5d6 piercing damage and 1d4 fire damage and restrains the target. DC30 strength check to open with disadvantage for non-humanoids. Firecracker of Fate Wondrous item, uncommon, consumable A small firecracker that, when lit, ascends 60 feet before detonating with an underwhelming bang and spreading a fine green sparkle over everyone within 25 feet of the point of ignition. Everyone within range receives +1 to all saving throws for one hour. Provided to the Guild by Brian Weyers. Lookout: Tessa


Paul Dean 58 Fin’s Flip Coin Wondrous item, common When flipped, this coin will float around the person who threw it until caught. While flipping in the air the trajectory of the coin can be manipulated telepathically by the user but will avoid colliding with other objects or people. The result of the flip cannot be altered by the thrower. Provided to the Guild by Atok Zen Flask of Everburning Oil Wondrous item, uncommon This flask holds up to 4 oz of oil. A full flask is considered to have four charges. When poured out, this oil burns hot dealing 3d6 fire damage to whatever it hits. The flask regains one charge for each ounce of oil poured into the flask. If the flask has no charges left, roll a d20. On a 1, the flask goes cold and loses its magical properties. Flask of Ther Mos Wondrous item, common Liquid sealed in this steel flask will retain its temperature for 24 hours. Provided to the Guild by LavenRose. Lookout: Zeb Folding Bow Wondrous item, common This short bow folds up to the size of a person’s fist. By pressing a button, the entire bow unfolds, the string already in place, and is ready for use. Provided to the Guild by Paul DiGennaro. Lookout: Tessa Game Stick Wondrous item, uncommon After combat, this stick may be given to another team member for exceptional work in battle. That person recovers 3d6 hit points. The new owner may award the stick at the end of the following combat. It has no power until then. Provided to the Guild by Sam Smith. Lookout: Jim Globe of the Specter Wondrous item, uncommon A 3” radius transparent orb with a whisp of white smoke within. Destroying the orb will release the specter trapped within. Provided to the Guild by Matt Michalak. Lookout: Zeb Gloves of Banter Wondrous item, uncommon, requires attunement This pair of nice leather gloves have cuffs decorated to resemble mouths, such that the wearer’s wrists appear to be in the mouth of the glove. When attacking with a weapon the gloves yell out an insult or other banter. Intimidation checks made while wearing these gloves have advantage. d10 Attack Defense 1 Take that! Missed! 2 You’re mine! Forget breakfast today? 3 You’ll never win! Weak! 4 Bleed, you sucker! Too tough for you! 5 I can do this all day! Too fast for you! 6 That’s gotta hurt! 7 I will take you a pieces at a time! You smell too bad to fight well! 8 That’ll hurt in the morning, if you life that long! Your weapons is as dull as your wit! 9 Did I break you yet? Try the sharp end! 10 Why won’t you die? Should I slow down? 11 What should I say at your funeral? Shall I stand still next time? 12 Your end is nearer than you think! Were you attacking me? Provided to the Guild by Nathan Ringham. Lookout: Mr. Marsden Goblin of Holding™ Wondrous follower, uncommon This goblin is magically bound to you by the Goblin Union. The goblin carries up to 100 lbs. of treasure in his Union Issued Sack. The goblin takes a short rest every three hours and a long rest at sundown, regardless of current circumstance. The last day of the week (or two days of the fortnight) the goblin is magically returned to the Union for rest and recuperation. If you become separated from your goblin for more than one hour, he teleports back to the Union. The goblin is teleported back to you at the beginning of each work week. If the Goblin feels mistreated or repeatedly placed in unnecessary danger (he and the union understand that a certain level of danger is unavoidable), he will return to the Union and his contract with you will be terminated. A strongly worded letter (in goblin) will be written by the Union in triplicate. One for you, one for the Union records, and one for the goblin, explaining the reasons for termination. Provided to the Guild by Stephanie L Turner AKA Phyrefly717


Tessa’s Guide to Pickpocketing and Pilfering 59 Grail of the Nine Hells Wondrous item, uncommon  This goblet is made from the skull of an unlucky imp. Once per day, by speaking the command word, it fills with black liquid. Quaffing the liquid grants the drinker dark vision up to 120 ft. and resistance to fire damage for the next hour. When this effect wears off you take one point of exhaustion and do not gain the benefits of any short rests that day except to attune to items. If you attempt to take a short rest, a spectral imp appears to harass you. Provided to the Guild by Amber Gaudet. Lookout: Noah Ingram Grenade Wondrous item, uncommon A heavy metal contraption with a pin in it. Once the pin is pulled, the grenade enters the initiative order at 20. On its turn, the grenade detonates, destroying itself and dealing 6d10 force damage to all creatures within 10 feet of it. The grenade may be thrown a distance equal to twice your strength ability score. Guidance Cookie Wondrous item, common, consumable This tasty crisp pastry has been handcrafted with love and smells of cinnamon and vanilla. As an action, open and consume the cookie. The cookie reveals a Guiding Passage and grants the creature the effects of the Guidance spell. d20 Guiding Passage 1 If life gives you lemons, squirt the juice in the eyes of your enemies 2 It’s not the size of the ship at sea but the motion of the ocean. 3 Righty-tighty lefty-loosey. If not, maybe it’s a nail. 4 You have been poisoned * flips over “lol jk” 5 Don’t make one genre of music your whole “thing” 6 If you eat something and there’s nobody there to see you eat it, it has no calories. 7 This cookie fell on the ground 8 The fortune you seek is in another cookie 9 I see money in your future, it is not yours though. 10 People who think they have good voices always do, keep singing! 11 Just do it 12 Your father may not be, but I’m proud of you. 13 Keep your goals away from the trolls 14 Always double down on an 11 15 You can resist everything except temptation 16 Build a man a fire and he’ll be warm for a day, set a man on fire and he’ll be warm the rest of his life. 17 What happened to my Cozy cookie home :( 18 Life is a habit that’s hard to break but something tells me you’re about to try. 19 Oh, you got this 20 The real fortune was friends you made along the way. / Trust no one! Provided to the Guild by Kirkland Jordan Hair of the Dog Wondrous item, common An instant hangover cure. Tastes of elderberry and sulfur. The user must succeed in a DC12 Constitution saving throw or vomit. The cure works regardless of the result of the saving throw. Provided to the Guild by Nicholas j Lee. Lookout: Tessa Hand Cannon Wondrous item, uncommon A single use hand-crossbow operated by a black powder instead of a string. The explosion caused by the ignition of the black powder causes the barrel of the Hand Cannon to explode. Make a ranged attack with this weapon. If you hit, your target takes 3d10 bludgeoning damage, 3d10 piercing damage. The person who uses this weapon must succeed in a DC20 Strength throw or be knocked prone when firing.


Paul Dean 60 Heart of Flame Wondrous item, uncommon The heart of flame is torn from a fire elemental while it still lives, killing it. The heart is often kept in a fireproof box. It is incredibly hot and deals 1 fire damage every round to anything it touches, igniting the object if possible. Heart of Ice Wondrous item, uncommon The heart of ice is torn from an ice elemental while it still lives, killing the elemental. The heart is often kept in a small chest. It is incredibly cold and reduces the temperature of anything around it to 0 degrees within one hour. Helmet of Devil Sight Wondrous item, uncommon (requires attunement) You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. The helmet is constructed of the darkest metal with the face shield being the remains of an actual devil’s face. The eyes are intact and act as lenses. Loose devil flesh hangs from the jawline of the mask covering the throat area. Various spikes and barbs protrude off the helmet making it visually abrasive and gives the wearer a -2 to Charisma while wearing it. The wearer instead gains a +2 to Charisma while interacting with undead and unholy creatures. Provided to the Guild by Dan Dittmer Hoffman’s Handkerchief Wondrous item, common When used by an upset individual, it has the same effect as the spell “Calm Emotions”. The target of the spell is the individual, not a radius. Provided to the Guild by Joe Hoffmann Hostel Keeper’s Plant Wondrous item, uncommon Each minute all smells within 30 feet of this plant are replaced with a gentle mint fragrance. Provided to the Guild by Frank Lee. Lookout: Zeb Hostel Purse Wondrous item, uncommon A small, leather pouch with straps for wearing under one’s clothing. The Hostel Purse appears empty, but the bearer is able to open it once a day to reveal enough funds for room and board for one person to stay the night at the lowest, ‘safe’ cost for the settlement they are in. Provided to the Guild by Dragon Knight Publishing. Lookout: Lurch Hush Wondrous item, uncommon This whip deals magical slashing damage, makes no noise when used, and can cast silence once per day. Provided for the Guild by Scott Bitzer Jr. Hymie’s Blackboard Wondrous item, common A 16-inch board with wooden frame. Anything written or drawn in chalk on this board appears in the air above the writer as an illusory flame until it is erased, or the writer stops touching the board. Provided to the Guild by Michael Merriam. Lookout: Ryerson  Imp Stone Wondrous item, common Shattering the imp stone will cause a familiar to be summoned to your side. This has the same effect as the “Find Familiar” spell except the Familiar is a fiend, cannot be temporarily dismissed, and takes the form of whatever animal is on the stone. d6 Animal 1 Dog 2 Cat 3 Raven 4 Iguana 5 Snake 6 Rat Impenetrable Amulet Wondrous item, common, requires attunement You gain resistance to non-magical piercing damage Provided to the Guild by Ian Tyrrell. Lookout: Daeron Frost Imperfect Miner’s Goggles Wondrous item, common Some fault in the creation of this item has caused its enchantment to become severely limited. Once a day these goggles grant 60 feet of darkvision to the wearer for five minutes.


Tessa’s Guide to Pickpocketing and Pilfering 61 Infernal Candle Wondrous item, uncommon A single infernal word is inscribed on the side of the candle. Speaking the word lights the candle, illuminating dim light for five feet. The candle may only be snuffed by speaking the word a second time. The candle does not burn down over time. While lit, the candle emits a sulfurous smell. Invisible Dust Wondrous item, uncommon, consumable As an action, sprinkle this dust on a creature. They become invisible, as per the magic spell, for one minute. The creature does not need to maintain concentration, but otherwise the spell is unchanged. Provided to the Guild by Ben Penny. Lookout: Tessa Irilis’s Pocket Handkerchief Wondrous item, common This Handkerchief grants the user advantage on saving throws to resist poisonous gases and nauseating smells. This item provided to the guild by Danette S-C. Jar of Endless Ink Wondrous item, uncommon Refills with ink every dawn. Jester’s Cartography Instruments Wondrous item, uncommon When making a map with this magic quill and ink, the map will fade from the scroll but can be recalled by the creator as an action. The map will remain for one minute before fading again. Provided for the Guild by Daniele De Carlo Kavix’s Lunch Bag Wondrous item, uncommon This normal looking leather pouch can fit nothing larger than a human head nor nothing heavier than 10 pounds. The bag is a minuscule pocket dimension that time does not exist in. Anything stored in this bag will not change in any way until removed from the bag. Placing Kavix’s Lunch Bag inside an extra-dimensional space instantly destroys both and opens a gate to the Astral Plane. Any creature within 10 feet gets sucked through it to a random location on the Astral Plane. Provided to the Guild by Chad Benson Knuckle Sandwich Wondrous item, uncommon When making an unarmed attack against a drunk opponent while wearing this ring, roll on the following chart: 1 Target becomes sober 2 Target immediately vomits 3 Nothing Happen 4 Target becomes enraged and attacks Provided to the Guild by Arnas Kavaliauskas Lady Constance’s Baby Bottle Wondrous item, uncommon While an infant is drinking from the bottle, the bottle produces healthy mother’s milk as long as the child drinks. The infant does not produce burps from drinking from this bottle. Provided to the Guild by Nathaniel McCasland. Lookout: Ryerson Language Primer Wondrous item, common For every two months dedicated to studying the primer, make a DC 17 Intelligence check. Three successes means you are fluent in the written language. These checks are made with advantage if you can read/write in a language with the same script (e.g., Dwarvish & Gnomish) Lead Box of Headaches Wondrous item, common Roughly the size of a jewelry box, this container is similar to any other except that any direct contact with it causes an intense headache that ends when contact with the box ends. Anyone touching this box takes 1d4 psychic damage. Provided to the Guild by Heccate. Leander’s Display Cushions Wondrous item, uncommon A pair of velvet cushions. By speaking the command word, an illusory copy of an item resting on one cushion will appear on the other. The cushions must be within 100 feet of each other. A successful DC16 Perception check is required to see through the illusion. Provided to the Guild by Blake Webb. Lookout: Noah Ingram Lighter than Air Feather Wondrous item, uncommon, requires attunement A plain gray feather. While attuned, you do not receive fall damage due to falling from any height. The feather does not slow your descent. Provided to the Guild by Phi Man. Lookout: Tessa


Paul Dean 62 Liquid Constitution Wondrous item, common Gain 2d10 temporary hit points, after five rounds take damage equal to twice the number of remaining temporary hit points. Provided to the Guild by Noah Ingram of the Dark Lance Chronicles Lord/Lady Detrius’ Dancing Shoes Wondrous item, common, requires attunement Black Suede shoes. When making a performance check for dancing, make the check with advantage.  Provided to the Guild by Kiana Wiebe. Lookout: Paul Dean MacTeague’s Bootlaces Wondrous item, uncommon When added to a pair of boots, grants the wearer advantage on Wisdom (Survival) checks to track and navigate. Provided to the guild by Teague Webb Maddening Cube Wondrous item, common Presumably, this cube knows the location of a fabled lost treasure. It whispers these secrets at an inaudible level. Anyone within five feet of the cube can hear the faint whisper of the secrets. Focusing on the whispers or placing your ear next to the cube only causes them to grow quieter. When you turn your attention away from the cube, a few words are spoken slightly louder to attempt to draw the observer’s attention back to the cube. Mage’s Companion Wondrous item, uncommon This hand is large enough to hold a book open while sitting upright on a table. The thumb and pinky hold the book in place. Speaking “Forward” or “Back” causes the hand to gently turn the page of the book in the direction commanded. Magic oil Wondrous item, common When applied to a non-magical weapon, all attacks made with the weapon for the next minute are magical attacks. Can coat one blade or ten pieces of ammo. Provided to the Guild by James Sherry. Lookout: Paul Dean Magical Lunch Sack Wondrous item, uncommon This item turns water into a false food. Any food placed in the Magical Lunch Sack is consumed by the sack. The sack can produce any food that has previously been placed into it. The magical food tastes and feels like the original meal but turns into water before digestion. As an action you can create a single food item with the sack. Food created this way has no nutritional value. At the DM’s discretion, you may get advantage on charisma-based skill checks against those that eat the meal.  At the DM’s discretion, eating food exclusively from this item may cause increasing levels of exhaustion and urges to urinate. Provided to the guild by Bart Robbins. Marble of Joy Wondrous Item, common, consumable This small multicolored marble has a swirled pattern and sparkles like there is glitter throughout. Upon throwing it (Range 30 ft) roll a 1d4 and any of these mundane effects will happen: 1 Bubbles form and float continuously in a 5 foot cube 2 Dancing lights (spell) will appear and softly alternate between rainbow colors 3 The scent of sweet caramel fills a 20 foot area 4 A jaunty tune fills a 20 foot area for 3 minutes Provided to the guild by Ideylia Haven Mask of Subtlety Wondrous item, common This mask gently draws attention to itself and away from the wearer. Anyone who has only ever seen the wearer in the mask has disadvantage on checks to remember what the wearer looked like. On a failure, all they remember of the wearer is the mask. Provided to the Guild by Adric Mason’s Returning Coin Wondrous item, uncommon A single gold coin, worn and weathered the same as any other in common use, but unique enough that the owner can tell which one it is when quickly examined.  Created as a way to get goods and services for free, the coin was enchanted to return to the original owner’s possession (either purse or pocket) the moment the coin is no longer being directly perceived by anyone, including the true owner. The enchantment has resulted in a unique quirk.


Tessa’s Guide to Pickpocketing and Pilfering 63 The coin cannot be given freely or sold. It must be stolen or scavenged from the owner’s dead body.  Provided to the Guild by Mason Hastie Necrotic Weapons Weapon, uncommon Necrotic weapons are magical, dealing an additional 1d4 Necrotic damage. Nesting Dolls of the Spymaster Wondrous item, rare A set of six blank, wooden nesting dolls. While touching a nesting doll, speak the command word to enter the nesting doll. At will, the creature within the doll may exit the doll and appear in the nearest inhabitable space. Each doll may only be occupied by a single creature, and only for one hour before it needs to be recharged. If the doll is opened or destroyed while a creature is inside, the creature is expelled to the nearest inhabitable space. While inside the doll, the creature may look out the eyes of the doll, imperceptibly turn the head of the doll, and hear whatever is happening outside of the doll. All creatures in a set of dolls may speak freely to one another, even if the dolls are on different planes of existence, but they cannot hear or see out of one another’s doll. When a doll is occupied, the doll takes on the general image of the inhabitant. That image remains until the doll is recharged. Each doll has AC10, HP30, and immunity to fire, cold, slashing and piercing damage. Any damage done is healed when the dolls recharge. The dolls recharge at dawn if all six nesting dolls are within one another. Provided to the Guild by JJ Hagglund Neurion’s Eye Wondrous item, uncommon A human sized metalic eye with strange markings and strings on it. By activating the eye, you can record up to 30 seconds of whatever the eye can see and hear. You can view the currently stored recording by looking into the pupil and saying, “show me”. The eye can only maintain one recording at a time. Provided to the Guild by Anthony Avila. Lookout: Tessa Orb of Dancing Lights Wondrous item, common Once per day you may use this orb to cast Dancing Lights. The three lights within the orb depart and follow your commands. When the spell ends, the lights disappear and do not return to the orb until dawn. Orcish War Drum Wondrous item, common During combat you may use your action to play the drum. Choose one ally to receive a d6 inspiration die to be used on a combat ability. Provided to the Guild by Tswolfpak. Lookout: Tessa Origin Coin Wondrous item, common This coin has the ability to change form to copy the look & feel of any other coin it is touching. It will hold that form until it touches another coin which triggers the effect again. The owner of the coin can use an action to have the coin take the look and feel of a coin from the land of birth of a person or creature that touches the coin within the next minute. If this effect is used the coin keeps that form and loses its magical properties. Provided to the Guild by Martijn Jansen Paper Folder’s Parchment Wondrous item, common This paper has 500 charges. Once folded, another piece of paper will appear beneath it. The folded paper loses its magical properties, the newly created parchment takes on the enchantment with one less charge. Provided to the Guild by Matthew Lockard Pavlov’s Leash Wondrous item, uncommon, requires attunement Famed ranger Pavlov created this leash to easily move his pets safely through large urban centers. As an action, you can attach this leash to a willing beast’s collar. The animal is kept safely in an extra dimensional space and may be released from the leash as a bonus action (Alternate: Pavlov’s Collar) Provided to the Guild by Mitchel Hendricks. Lookout: Paul Dean Perfect Yule Log Wondrous item, uncommon, consumable When used as a part of a long rest, the rest takes two hours less than normal to complete. Provided to the Guild by James Nielsen. Lookout: Paul Dean


Paul Dean 64 Perpetual Brass Ship Wondrous item, uncommon This small airship is a pristine work of gnomish craftsmanship which fly in a straight line at a rate of 5 feet per second indefinitely. It can carry up to 3 lbs. on its hull, any more than that and the ship will crash. If the ship hits an obstacle, it immediately plummets and requires a successful DC12 Tinkering Tools check before it may be used again. If the check fails, the ship is broken beyond repair. Provided to the Guild by Nathan Pollard  Pillow of Absorption Wondrous item, common Any noises made into this cushion are silenced. Provided to the Guild by Kennet Valentin Larsen. Lookout: Zeb Pin Ring Wondrous item, common A ring with a hidden compartment underneath a small jewel. The pin that is secreted in this socket may be coated in a poison or other substance for… purposes. Provided to the Guild by James C Washington. Lookout: Tessa Plectrum of Rhythm Wondrous item, common, requires attunement A distinctive piece of shaped and decorated Deva bone or Harpy talon used to play any stringed instrument (guitar, lyre, mandolin, etc.). The plectrum resonates with the intent of the player, providing a +1 bonus to Performance checks to play the instrument. When making a performance check, re-roll any natural 1’s once per day. Provided to the Guild by Colleen Tsikerdanos. Lookout Mr. Marsden Pocket Watch of the Stars Wondrous item, common This silver pocket watch has an unknown star chart on the back of it. The hands of the watch move backwards. When you fail a skill check, you can press the button on the top to attempt the skill check again. After you press the button, the hands of the pocket watch start moving forward, and the effect cannot be used again. Provided to the Guild by John Skinner Jr. Potion of Selfish Stride Potion, rare Drinking the potion allows you to cast Plane Shift on yourself. You cannot take any other creatures with you when you transport to another plane of existence. Pyrite Figurine of Wondrous Power Wondrous item, uncommon A pyrite statuette of a penguin. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living, larcenous penguin in a place you can see for up to 1 hour or until dismissed/destroyed. (use Rat Stat Block) It can act as a distraction for your thievery. If it is not used for some form of thievery, you will lose 2d12 of your most precious coins when it reverts to its pyrite form. Once used, it cannot be used again for two days. Provided to the guild by El Rey de Pinguinos Ravenfritha’s Quill Wondrous item, uncommon When writing with this quill, name up to three recipients. Anything written will read as though it is a mundane note of encouragement. Only the three named recipients will read the intended message. Provided to the Guild by Dark Zero. Lookout: Little Hawk Raymond’s Rock Light Wondrous item, common This rock has the “Light” cantrip infused in it.  By speaking a command word the rock will glow with a torch-like light for 1 hour.  Can be placed in a mining helmet or lantern in place of a fire. Provided to the Guild by Jacob “jWolfman” Matney Returning Arrow Wondrous item, uncommon This normal looking arrow returns to the quiver it was last drawn from after striking its target. Provided to the Guild by SnowfoxAU. Lookout: Tessa Ribbon of Faith Wondrous item, uncommon Once per day, this Ribbon grants advantage to a Religion check. Provided to the Guild by Michal Jakimowicz. Lookout: Ryerson Ribbon of Jynx Wondrous item, uncommon This ribbon gives you that little edge over opponents that you need. Once per day, when making an opposed skill check, you may force an opponent to re-roll their result. Provided to the guild by Samantha.


Tessa’s Guide to Pickpocketing and Pilfering 65 Ring of Attraction Wondrous item, common A silver ring with a pearl coated daisy atop it; the daisy has a clear crystal in its center. To activate the ring, the user points their finger with the ring at any person and, rubbing the daisy’s petals, says “they love me, they love me not”. Once activated the crystal in the center will glow a gentle gold if the person is able to be romantically or physically attracted the user based on sex and race, or a dull red if they are not. This ring does not detect if the character IS attracted, only that they could be interested. Provided to the Guild by Iain & Jonathan Wright Ring of the Mermaid Wondrous item, uncommon (requires attunement) This ring appears to be made out of pure turquoise carved to look like fish scales. While attuning this ring, choose two of the following benefits: • Your swim speed equals your movement speed • You can breathe air and water • You can speak Aquan • The ring gently pulls towards any mermaid within 1,000 feet • You have advantage on charisma checks when speaking with Merfolk Provided to the Guild by Nadia Mundt Ring of the Wolf Pack Wondrous item, uncommon This ring can be activated by its wearer to cause the sound of howling wolves in the distance. Once the ring has been activated, it cannot be used again until it is touched by moonlight. Provided to the Guild by William Graham. Lookout: Tessa Rock Tumbler Wondrous item, common A simple cylinder and handle for smoothing out rocks. Fill with rocks and a drop of oil, then spin the handle for one hour. Each rock treated by the Rock Tumbler becomes a non-magical +1 stone. The Rock Tumbler is large enough to fit 10 stones at a time. Rosa’s Flowers Wondrous item, common This bouquet of red, purple, and blue flowers has been magical grown to generate no pollen or other allergens. Provided to the Guild by jo holloway. Lookout: Fyodor Rose of the Lady Wondrous item, common This rose does not age or wilt. It remains permanently in bloom. Provided to the Guild by Matthew Howells. Lookout: Paul Dean Scarf of Dramatic Flair Wondrous item, common As a free action you may activate this scarf to grant a minor gust of wind localized around the scarf, causing it to flutter. Alternately, the scarf may create dramatic lighting on the wearer’s face. Provided to the guild by Alexander Leask. Lookout: Noah Ingram Schmendrick’s Silver Spoon Wondrous item, common A silver spoon once owned by an ambitious and impatient traveler.  Always in a hurry, their owner was frustrated with having to wait for hot dishes to sufficiently cool before they could eat them. These spoons are perpetually slightly warmer than freezing, cooling hot soups and teas while also keeping drinks cold. These spoons are immune to heat and cannot change temperature. Provided for the Guild by Luke Lorah Scholar’s Gloves Wondrous item, common These gloves contain a hidden inkwell. By inserting a quill into a self-sealing flap, you can fill the quill quickly and easily. Serial Scribe’s Signet Wondrous item, uncommon This signet ring can change to previously established signets by speaking the command word. Three signs can be held in the ring’s memory at a time. By speaking a second command word and holding it against another signet ring, you can replace one of the signet slots with the new one. Provided to the Guild by Arson Serpent Stone Wondrous item, common, consumable If you speak the command word and throw the small green stone against a solid surface it unwinds into a Giant Poisonous Snake which is hostile to all creatures. The snake enters initiative immediately after your turn. It will not actively pursue any creature beyond ten feet from where it originally impacted


Paul Dean 66 and any spell or ability that targets beasts fails on this snake. After one minute, the snake dies. Provided to the Guild by BenSuss. Lookout: Noah Ingram Severin’s Sapling Wondrous item, uncommon This sapling will not grow until planted. Once planted, it grows at a rate of three years per month for one year at which point it grows at a normal rate. Provided to the Guild by Fred Stranahan. Lookout: Fyodor Shaman’s Staff of Friendship Wondrous item, uncommon The lost staff of a powerful Orc Shaman. Orcs who would normally be hostile will treat you as neutral if you do not harm them. Provided to the Guild by ShadowNet. Lookout: Daeron Frost Shard of the Lady’s Heart Wondrous item, Common While held in your hand, the Shard of the Lady’s Heart restores one hit point per hour. Sharp Kickin’ Boots Weapon (dagger), uncommon Well-crafted leather boots with small dagger hidden inside the sole. If your kick connects with a anything solid, the dagger springs out.  You gain a +1 bonus to attack and damage rolls made with this magic weapon. You may use your unarmed damage or the dagger’s damage when attacking, either receive the +1 bonus. If you are prone, you do not have disadvantage using the unarmed strike attack to kick with this weapon.  Provided to the Guild by Kat Becker Sheath of Holding Wondrous item, uncommon This magic item appears to be a normal small leather knife sheath. When the command word is spoken, a knife, dagger, rapier, or sword of any size can be inserted into the sheath up to the top of the handle. The blade’s hilt appears as a small knife of the same style and quality as the empty sheath. Removing the weapon requires use of the command word, a DC 23 strength check, or a dispel magic spell. The sheath detects as a transmutation magic item. Provided to the Guild by Mr. Marsden Shirt of the Rogue Wondrous item, common This shirt is filled with pockets. Pockets within pockets. Pockets within pockets within pockets. This shirt has 1d100 charges. As an action, reach into a pocket, there is a X% chance you find a throwing dagger where X is equal to the number of charges remaining. Finding a dagger uses up a charge. Provided to the Guild by enridaga. Lookout: Daeron Frost Sickle Sword Wondrous item, common +1 slashing damage. 1d8/1d10, versatile, finesse when used one handed. Silverhand’s Arrow of Finding Wondrous item, uncommon This arrow has 1d6+3 charges. As a bonus action you can activate this arrow, using up a charge. It pulls momentarily in the direction of the nearest enemy, whether visible, hidden, or invisible. Shooting this arrow at that enemy will grant the attack advantage. The arrow will return to your quiver at the end of the round. Once all charges have been used, the arrow will disappear at the end of the round. Skeleton Leech Jar Wondrous item, uncommon As an action, you may open this jar, releasing the skeleton leech inside which latches onto your body. Removing the leech requires an action to apply the toxic paste attached to the lid of the jar, which kills the leech.  Each round the leech deals 1d6+2 piercing damage, which cannot be reduced, as it slowly eats away at you. The leech’s toxins cause a toughening of the skin which grants the subject +2 AC and resistance to bludgeoning and slashing damage as long as the leech is alive and feeding off of you. Provided to the Guild by Kristin McDuffee. Lookout: Noah Ingram Skywalking Slippers Wondrous item, common These malleable slippers are worn over your shoes and may be activated as an action. For the next hour you may move across surfaces as if you had the Spider Climb spell active, without requiring concentration.  After one hour these slippers dissolve off of your feet leaving a damp patch. Provided to the Guild by Carlos Solorzano. Lookout: Noah Ingram


Tessa’s Guide to Pickpocketing and Pilfering 67 Spice Jar Wondrous item, uncommon When opening the cork of this 8 oz. ceramic jar you get a sense of far-off lands and can smell exotic spices. Once a day it will fill with a spice mixture of your choice (which you have tasted) and must be used by sunset or they disappear. If the mixture is used for cooking, the spices flavor the food until eaten. Spike of Spite Wondrous item, common (requires attunement by a rogue) The Spike of Spite is a primitive looking 5” long throwing spike is forged from black cold steel. The throwing spike is a simple thrown weapon that has the finesse, light, & thrown properties. It deals 1 hp of piercing damage but is otherwise considered a dagger.  When thrown, regardless of whether it hits or misses its target, the spike will return to the sheath it was drawn from immediately. Similarly, if it is dropped, stolen, or otherwise finds itself not in the sheath at the end of each round of combat, the weapon will teleport back to its sheath in the manner previously described.  There is a 10% chance that the weapon will be coated in a common poison when it is found. Item provided to the guild by Theodore Freed. Springing Boots Wondrous item, Common (requires attunement) Your jump height increases by 10 feet. Star Lamp Wondrous item, common A small silver oil lamp with black and purple glass mounted over it. While lit, the lamp shines dim light out to five feet. When using a high-quality oil, either purified or paraffin (minimum 5 gp cost), the lamp cast golden light straight up, displaying a map of the night sky on a surface a maximum of 15 feet above it. Provided to the Guild by Charles Turner. Lookout: Noah Ingram Static Seeing Stone Wondrous item, common A marble sized seeing stone which was bound to another stone on its creation. You may look through the Static Seeing Stone to see through the bound stone or viewing stone. The viewing stone is stationary and usually located near the site of an important historical battle, top of a mountain, or other natural landmark. Multiple Static Seeing Stones are often bound to a single viewing stone. The magic does not work both ways. Provided to the Guild by Taylor Hicks. Lookout: Paul Dean Stone of Listening Wondrous item, common These two stones, near identical except for a mouth carved on one and an ear on the other, sends a one-way message through the mouth stone to the bearer of the ear stone so long as both are on the same plane of existence. The sender knows if the message was received, but not who received it. Provided to the Guild by Nicholas French. Lookout: Tessa Stoneskin Amulet Wondrous item, common, requires attunement A stone amulet that creates a protective barrier around the wearer. +1 AC Provided to the Guild by Matthew Gooch. Lookout: Daeron Frost Symbol of an Unknown God Wondrous item, uncommon, requires attunement This emblem (three rings linked together and hanging by a nail in their center) radiates holy energy. Once per day you can call on the unknown deity to destroy your enemies. The emblem will generate a number of beams of energy equal to your level to and hits a target you can see within 100 feet. These can target a single creature or be split between multiple creatures. Each beam deals 1d4+1 radiant damage each. Provided to the Guild by Robert Czerwinski. Lookout: Tessa Sunglasses of Glinting Wondrous item, common A pair of sunglasses with triangular lenses.  As a bonus action, an attuned weirder, can cock their head and the glasses will reflect a small amount of light and glint (or give the appearance of said glint) anime style.  Provided to the guild by Rhinorulz Tabard of Traitors Wondrous item, common This tabard can change the look and feel of itself to show the colors, insignia and/or emblem of any faction, house, guild or noble family. The bearer can use an action to have the tabard switch to a new look as long as the wearer has seen the look and feel at least once before. Provided to the Guild by Bill Hein. Lookout: Martijn


Paul Dean 68 Tavern Masters Mug Wondrous item, common A cheap looking, dented metal mug. Any time this mug is used, the temperature of the liquid is ideal for the person drinking from it. The mug also repels small insects out to one foot. Provided to the guild by Soogawchoo. Lookout: Noah Ingram Tiny Tower Wondrous item, uncommon Casts Tiny Hut, creating a small tower instead of the hut. Once used, this object is destroyed. Tiria’s Woolly Mouse Wondrous item, common, consumable Summons a cat familiar which mostly makes snarky comments on the skills, appearance, and personal habits of group members but can be bribed with food to locate traps, or act as an advance scout. The cat will remain for 24 hours or until it takes damage. (AC12) Provided to the Guild by David Torem. Lookout: Little Hawk Tessa’s Brooch Wondrous item, uncommon, requires attunement An amethyst Unicorn. A name is emblazoned on the back: Fidus Achates. Once per day this amulet gives advantage on a Wisdom Saving Throw. Provided to the Guild by Gordon and Elysia. Lookout: Paul Dean Tolen’s Seedling Bag Wondrous item, uncommon A small canvas bag with ten pockets inside. You can put only a single seed into a pocket, it will nourish the seed until it grows into a seedling at which point the plant will be magically embroidered on the side of the pocket and the seedling may be removed and planted. Whenever you open the bag, the smell of the seeds’ full-grown plant is released. Provided to the Guild by Colter Chase Tranquila Tequila Wondrous item (potion), uncommon A shot of this atypical magical tequila has been known to calm even the most belligerent of humanoids. A creature that drinks this potion must succeed in a DC15 Constitution saving throw or lose the ability to act in a hostile manner towards other humanoids who act friendly towards them. This effect lasts for 1 minute. The potion has a smooth sweet taste with hints of agave and citrus. The potion is often drunk in one go from the unusually small vials it’s stored in. If a creature drinks more than one of these potions in a day, they awake with a level of exhaustion the next day. Provided to the Guild by Moosh Trashcan of Kicking Wondrous item, uncommon When kicked, if you are not proficient in intimidation you may add your proficiency bonus to an intimidation roll made within the next minute. If you are proficient, you have advantage instead. Provided to the Guild by Joe Carpenter. Lookout: Ketter Lenny Triple Fire Crossbow Wondrous item, common Unwieldy and cumbersome, this crossbow fires three bolts at a time. None of these attacks may be made with advantage. You can use your action to reload this crossbow if you do not move or take a bonus action. 1d10/bolt, heavy Uncrushable Amulet Wondrous item, common, requires attunement You gain resistance to nonmagical bludgeoning damage Provided to the Guild by Katrina Grosskopf. Lookout: Daeron Frost Unholy Water Wondrous item, common As an action, you can splash the contents of this flask onto a creature withing 5 feet of you or throw it up to twice your strength ability score. In either case, this is an improvised ranged attack. The target takes 2d6 necrotic damage unless they are a fiend or undead. Vampire Hunter’s Kit Wondrous item, uncommon This kit consists of a wooden stake, a silvered hammer, a silver cross, and five bulbs of garlic. The garlic does


Tessa’s Guide to Pickpocketing and Pilfering 69 not rot. The stake pulls gently towards the nearest vampire. The cross glows when within one mile of a Vampire. The silvered hammer deals magical damage. Provided to the Guild by Stefan Halama. Lookout: Tessa Vengux’s Dentures Wondrous item, uncommon (requires attunement) These bright white dentures grant the bearer advantage in deception and persuasion rolls towards the opposite sex. Provided to the guild by Kaos. Vial of Victor’s Spark-Juice Wondrous item, uncommon This small vial contains a pale blue liquid which sparks and fizzes when disturbed.  When consumed, the creature who drank this potion must succeed in a DC 13 Constitution saving throw or be stunned for one round.  The effects of the potion last for one minute during which time all attacks made by the creature which ingested the potion release an arc of electricity which adds an additional 1d6 lightning damage to each successful attack. Provided to the Guild by Corvus Null. Lookout: Noah Ingram Wakeful Vapors Wondrous item, common A bottle of magical smelling salts. If an unconscious creature smells these vapors, they will restore 1 hit point and suffer one level of exhaustion. Provided to the Guild by John Michael Hess. Lookout: Fyodor Wand of Hope Wand, common (requires attunement by a spellcaster) As an action you may use Wand of Hope to cast Bless on a single target once per day, recharging at dawn. Spellcaster only. Wand of Light Wand, common (requires attunement by a spellcaster) As an action, you may speak the command word and a light will appear at the end of the wand as per the light spell. Water Compass Wondrous item, uncommon A compass made of brass with runes inscribe upon the bottom. This compass uses the world’s natural magic to point to the nearest body of water, be that a puddle or an ocean. For the most accurate results, the compass must be placed on the ground. The further away from the ground it is the more likely the arrow is to spin uncontrollably.  Provided to the Guild by Tessa Rahilly Welcome Mat of Fidus Achates Wondrous item, common This rough, brown mat with the word “WELCOME” written in large letters is cleaned by a prestidigitation spell every ten seconds. Provided to the Guild by Raldog2020. Lookout: Tessa Wizard Whiskey Wondrous item, common, consumable A Whiskey that has notes of vanilla and a smooth lightning finish. The burn is magical. You take 1d6 lightning damage and your intelligence modifier is increased by one (to a maximum of 22) for one hour. Provided to the Guild by Kai Rose. Lookout: Tessa Wolf Claw Knuckles Wondrous item, common While wearing these knuckles, your unarmed attacks do an additional 1d4 slashing damage.


Paul Dean 70 Chapter 5: The Library It’s my experience that illiterate thieves are no less savvy than their literate siblings. All too often people publicize their wealth in ways that require no literacy. While no Noble would write “I have a great deal of wealth” on their capes, the cut and quality of the cape says far more than words ever could. Keep this one thing in mind and it’ll help you evaluate what books are worth stealing and which are worth leaving on the shelf: Always judge a book by its cover. d6 Binding Value 1 Loose pages -50% 2 Stitched, no cover -25% 3 Soft Cover - 4 Leather Bound +25% 5 Hard Back +50% 6 Hard Back, platinum clasp +200% d12 Language 1 Common 2 Elven 3 Dwarven 4 Halfling 5 Gnomish 6 Orcish 7 Draconic 8 Infernal 9 Sylvan 10 Undercommon 11 Celestial 12 Abyssal d6 Length Cost 1 10 Pages 15 gp 2 25 pages 30 gp 3 50 pages 50 gp 4 100 pages 150 gp 5 250 pages 400 gp 6 500 pages 750 gp d6 Quality Cost 1 Awful -50% 2 Poor -25% 3 Average - 4 Good +10% 5 Great +25% 6 Perfect +50% d4 Age Cost 1 Out of Date -50% 2 Recent -10% 3 Current - 4 Ancient +200%


d100 Title 1 Kordas' Fallacy 2 Pursuing Harmony 3 Perrelli's Potions & Poultices 4 Farah's Many Animal Forms 5 Ms. Michael's Instructions for Discerning Ladies 6 Losers, Pretenders & Scoundrels 7 Fey Circles 8 Thief of Time 9 Dragons and their Domiciles 10 Undead - The Ultimate Field Guide 11 Sign of the Times 12 A Treasury of Prose and Verse 13 Beginnings 14 Monstrous Cookbook 15 Republic of Rogues 16 Kingdom Children 17 Barbarous Acts 18 Teasing our Knots 19 The Greatest Kingdom Vol. iii 20 Essentials of Society 21 Dark Magicks 22 Natural Trails 23 War and its Practical Applications 24 Boots Around the World 25 Pink Baroness 26 Book of Madness 27 Warlock's Compendium 28 Cloak of Valor 29 Illusionist's Handbook 30 Book of Faithful 31 King Rictos vi: A Life Well Lived 32 King Rictos vi: The King who Never Was 33 Dance of Death 34 Steel Over Steel 35 The Griffon's Master 36 Cassius' Peerage 37 Heraldic Compendium 38 Poisoned Daggers 39 Carving out a Future 40 Tessa's Guide to Pickpocketing and Pilfering 41 The Guilds and their Fields 42 Calligraphy Primer 43 Righteous Prophet 44 Pyotor's Final Book of Potions 45 Prayer Book of the 13th 46 Rhymes of the Bastardly Bard 47 Orcish War Chants 48 Maps of the Many Planes 49 The Golden General 50 Iron Weald 51 The Practical Application of Magic 52 The Village Blacksmith / Priest of Thieves 53 Lost Island 54 The Hawk 55 Tragedy Arises from Human Action 56 The Outlaw 57 The Knit Nation 58 Credit to Their Teaching 59 Last When She Rose 60 Control and Conquer 61 Stars and their Meaning 62 Darkness and Light 63 Ensuring Save Travel 64 Rigging the Results 65 Good Always Wins 66 How to Kill 67 Dying to Live 68 Modern Questing 69 How to Build a Cistern 70 Trade Wars 71 Treasures of Batellia 72 Halls of Antiquity 73 Murder on the Moor 74 Raising Noble Children 75 Guarding Your Gold 76 Exceptional Circumstances 77 Oath Keeper 78 Banquet in the Grave 79 Dance of Flames 80 Underkings of Yore 81 Glory Before Honor 82 The Stillness and the Starlight 83 The Monk who Kneeleth Alone 84 Sweep to the Riverside 85 Hasten to Doom 86 Forest Trance 87 Stick to the Farm 88 The Tenth Circle 89 The Art of Peace 90 Veldencia 91 Reaching the Heavens 92 Obsidian and Blood 93 Peerless Discipline 94 Disciple of War 95 Talking to Animals 96 Fade to Black 97 In Plain Sight 98 Dead Giveaways 99 After the Battle 100 The Obsidian Flower Tessa’s Guide to Pickpocketing and Pilfering 71


Paul Dean 72 1: Kordas’ Fallacy: Master Kordas caught the imagination of Wizards the world over. He spent most of his life demonstrating spells other Wizards could not cast, giving rapturous lectures, and challenging the way other Wizards approach the arcane world. Master Kordas passed away in a sudden, seemingly random magical conflagration. Other Archmagi soon poured over his notes, spell books, and other paraphernalia only to discover that Kordas was not a Wizard at all, but a Sorcerer. 2: Pursuing Harmony: This racy book tells the tale of an adventurer’s illicit affair with Harmony, the housemaid of his employer. Apparently he would shower her with gifts he gathered on his many travels. After bringing back a particularly powerful artifact for his employer, Harmony slept with the adventurer and then snuck away with the artifact while he slept. Digging deeper, Harmony was an agent for a shadowy organization looking to conquer the world. He’s been chasing her ever since. 3: Perrelli’s Potions & Poultices: Though not always mutually exclusive, this book was written by either a madman or a fraudster. It details a number of different types of potions, salves, and remedies to cure everything from baldness to death and animating the inanimate. Perrelli also mentions a few anecdotes from his time as a physiker. 4: Farah’s Many Animal Forms: Born to a tribe of animal worshipers, Farah details her experience in many different animal forms and coming to terms with her place in the tribe as a Druid. 5: Ms. Michael’s Instructions for Discerning Ladies: The seminal book on proper behavior at just about any social event. Ms. Michael, a long-time etiquette instructor to the muckety mucks, shares her knowledge with the unwashed masses. Of course, many of the precepts taught in this book needed to be changed once it was published as they no longer signaled a high-born sensibility. 6:Losers, Pretenders & Scoundrels: The lives of many of the well known and often despised figures of history. Would-be Kings, Conmen, and Rogues fill the book. While the author doesn’t explain in great detail any sort of lesson that may be learned from the story, it is an entertaining way to wile away an afternoon. 7: Fey Circles: A detailed account of the courts of the Fey. In the opening sentence the author makes clear that they have never encountered any Fey themselves, nor visited their homes, but insists that the content of the book is written “on good authority”. 8: Thief of Time: The story of a thief who made a deal with Death himself. In exchange for a longer life, the thief would work for Death to shorten the lives of his fellow men by provoking a war with another kingdom. 9: Dragons and their Domiciles: A book of the dragons of the world, where they may be found, and what they often tend to hoard. The author has this as a first hand account from an invisible dragon who burned down the author’s home. This knowledge was given to the author as a sort of apology. He has made back far more than he lost in the blaze, what with all the would-be adventurers purchasing the book. 10: Undead – The Ultimate Field Guide: Filled with undead creatures and their origins, this book might serve better as a means of scaring children than informing adventurers. After a while reading, the content seems to get awfully repetitive. Shades, Shadows, and Specters all seem to blend together. Ghouls and Ghasts might as well be the same thing. Every creature in it is killed with a steak through the heart. No, not stake - steak. 11: Sign of the Times: A book of prophesy and dark poetry. This book was written by a man locked in a solitary cell for the last ten years of his life. Ink and paper were his one luxury. When he died, his entire cell was filled with these pages, many of which had come true before he died (though his jailers were unaware of the prophesies and he was unaware of their fulfillment). One particular prophesy is underlined: A red sun rises, a red sun sets. When the Salmon devours the Bear, the merchant shall rule over kings. 12: A Treasury of Prose and Verse: A collection of the written word. Both poems and excerpts from books may be found in this. The one who compiled it includes a few of their own thoughts on the pieces, describing them as some of the wisest or most moving examples of literature in this or any age.


Tessa’s Guide to Pickpocketing and Pilfering 73 13: Beginnings: A religious examination of the origins of the gods. The language is so cloaked in imagery and metaphor it’s difficult to determine where genuine religious belief begins and flowery exposition ends. 14: Monstrous Cookbook: About 50 recipes for cooking some of the more obscure and dangerous creatures of the world. Were-ratatouille, Basilisk Burgers, Grilled Griffon, Slaad Salad, and Dragon Drumsticks are among them. 15: Republic of Rogues: Describing the inner workings of a thieves guild, this book hides enough of the author’s identity to not be tracked down by every guild on the continent. No one has been executed or captured because of this book, but a number of guilds attribute hard times to its publication. Some have altered their cant in a paranoid attempt to throw the Watch off their trail. 16: Kingdom Children: This book details the local Nobility, particularly young nobles, and the atrocities committed against the common folk in an attempt to claw more power and influence. From entire wars or famines caused by their short-sighted feuds or wounded pride to impregnating young women and abandoning them without care or concern. 17: Barbarous Acts: Written by one of the more renowned Barbarians, people are often surprised to learn that this book was not ghost written or orated to a scribe. The author, who truly did do all the mad and uncouth things described in the book (sleeping around, slaying dragons, killing fellow adventurers) had an incredible vocabulary and immaculate penmanship. 18: Teasing our knots: This book is about the sly ways that watchmen are able to draw out thieves and bandits into the open. Kicking a burning barrel of oil into a cave, an oblivious foreign noble walking the streets with dozens of plain clothes watchmen on the path, new watchmen being sent to join guilds… it’s certainly a book worth studying for thieves and watchmen alike. 19: The Greatest Kingdom Vol. iii: A series of books that details the history of this land. Much of it has been rewritten and heavily edited to better portray rising noble families through the centuries, but a complete set of these is worth triple the value to the right collector. 20: Essentials of Society: This book describes how a society can emerge. Very humancentric point of view. Dwarves and Elves set up their societies based on very different conditions and seem to do very well. This isn’t even to mention “evil” societies that stand in stark contradiction to the author’s thesis. 21: Dark Magicks: An examination on necromantic practices as laid out by a Cleric of a good god. Much of the content is propaganda and either bends the truth or outright lies about the means and motives of necromantic practitioners. 22: Natural Trails: Written by a Ranger, this book details various animal trails across the land and where to find certain rare or uncommon land animals. The author cautions against traversing the wilds without a proper guide or escort. 23: War and its Practical Applications: A book explaining the importance of war in the creation and sustaining of a strong society. The author seems more concerned about ensuring the body count in a war is high without much regard for whether you or your opponent is the one losing troops. 24: Boots Around the World: You can’t go anywhere without footwear, and wherever you go you’re likely to find different types of footwear. This book lays out a number of different styles, trends, and types depending on where your travels take you. From leather shoes to clogs and moccasins, the book puts an extraordinary amount of detail into the origin and crafting practices of these shoes, complete with diagrams! 25: Pink Baroness: From a Clothier’s daughter to a Baroness to widow, the Pink


Paul Dean 74 Baroness takes on the responsibilities of her husband. Fighting off suitors, usurpers, and other villains, the Baroness makes a name for herself in the area as a strong and independent figure despite a soft and pliable reputation. 26: Book of Madness: This book describes in unnerving detail a number of creatures deemed “Abominations”. Reading through it, the descriptions of the beasts and how to defeat them go from very rational and straightforward to increasingly confusing and nonsensical. The author appears to have slowly descended into madness as he researched the work, at one point suggesting that the victims of a Gibbering Mouther may be rescued from it with a judicious application of wolfsbane. 27: Warlock’s Compendium: A former Warlock describes in detail his belief that Wizards are simply Warlocks with multiple, unknown patrons. He believed that the Wizards were unknowingly drawing on the powers of otherworldly beings and that the world would end when these deities discovered the thievery and came for revenge. 28: Cloak of Valor: The story of a Knight who slew the king he was sworn to protect. The Knight, the most trusted of the King’s body guards, murdered the king as he slept. He then took the queen as his bride and usurped the throne, sending the kingdom into a civil war. 29: Illusionist’s Handbook: The personal notes of a third circle illusion wizard. He describes many of the times illusion spells saved his life when evocation magic would have failed him. Hiding behind a false wall from guards, creating a distraction down an alleyway, even summoning the illusion of a bandit captain he had slain to release him from the rest of the bandits’ grasp. 30: Book of Faithful - This book follows the travels of a man named Faithful. It is a series of short stories and parables meat to teach the reader about the beliefs and tenants of the author’s religion 31: King Rictos VI: A Life Well Lived – Written by a member of King Rictos VI court, this book describes the various goings on of a royal court with much embellishment on the late king’s eloquence and persuasive skills. The amount of sycophantic groveling for a late monarch is sickening. 32: King Rictos VI: The King Who Never Was – Written by the same member of King Rictos VI’s court who wrote a groveling and sycophantic work, this book derides the late king for his short comings and failures and praises the foreign royals who conquered the Kingdom five years after King Rictos’ death. 33: Dance of Death – A training manual for swordplay, fencing, and jousting. The book descries how one must conduct themselves in honorable combat. Most of the styles and techniques descried would get you killed on a legitimate battlefield against a trained opponent. 34: Steel over Steel – A instruction manual for very complicated smithing techniques. 35: The Griffon’s Master – A book detailing the raising and training of a griffon from a egg up to full grow adult capable of bearing a lace wielding rider. The process takes early fifteen years and cost, on average, 500pp in food, and the lives of three trainers. Griffons trained in this way are far more loyal, brave, and valuable to a army than one captured and broken like a wild horse. It is commonly generals and kings who ride such costly easts. 36: Cassius’ Peerage – A collection of family trees of Royal families both local and foreign, in power and wiped out. Such books help ensure one’s heritage is pure, a potential spouse is adequate, and a conquered King’s line may be entirely extinguished. 37: Heraldic Compendium – A collection of heraldic symbols, shields, and banners for easy reference. Includes the Lords and knights these are attached to as well as family mottos: “No Quarter for Darkness.” “Faith, Fidelity, Family.” “For the People, of the People.” “Have Sword, Will Travel.”


Tessa’s Guide to Pickpocketing and Pilfering 75 38: Poisoned Daggers – An outline of various court proceedings, coups, and intrigue in a royal court. A slight poison to temporarily remove a war-hesitant counsel member. A midnight fire to eliminate a servant impregnated by a noble. A subtly inflammatory suggestion to provoke an unflattering response. 39: Carving out a Future – An incredibly detailed guide to stone masonry. I explains the various types of stone, their uses in structures, value, ease of carving, and significant architectural landmarks created in each type of stone. The author seems to have extensive experience with sandstone, he has a stated appreciation for those who can work directly in granite, delicately pulverizing the stone rather than carving it. 40: Tessa’s Guide to Pickpocketing and Pilfering – Someone appears to be using my name to flog books. I’m flattered, but didn’t see any sort of cut out of this. Who does it say the author is? I think I may need to have a chat with them… 41: The Guilds and their Fields – Laws and ordinances of a city laying out the purview of each of the guilds. Where they have influence, and where their influence ends. Certain sections of the Alchemist’s Guild has been underlined. “No use of Necrotic samples” and “Downwind of nobility” in particular 42: Calligraphy Primer – A series of fanciful letters, numbers, and symbols. This primer gives examples for steady wide strokes, quick slashes with the pen, and other techniques for creating beautiful documents. Sheets of paper are recommended for practicing the techniques, not drawing over the examples. 43: Righteous Prophet – A book of prophetic sayings passed on from a supposed prophet to his pupil. “When the blue dog bites not the hand, but the jade scepter, darkness will cover the halls of man.” “A red star, a blue moon, then comes the endless night.” “Blood and gold await the Shadow Wizened Falconer and the Void Wielding Thief.” 44: Pyotor’s Final Book of Potions – The ramblings of a mad scientist who thought to circumvent the gods through the use of elixirs and alchemical experimentation. Understanding the man’s work may lead to unending life. 45: Prayer book of the 13th – A series of prayers, dedications, liturgies, blessings, and other religious words from a wide selection of religions: good, evil, and everything in between. 46: Rhymes of the Bastardly Bard – A selection of poetry from a bawdy and ill tempered bard. His songs often offended royalty. “The queen she took of her towel / and I removed the old cowl / the king was away / the queen she did stray / now the heir’s blood runs afoul” 47: Orcish War Chants – A number of battle cries, calls to action, and marching songs of the orcs. On one page will be the chant in the original Orcish, on the other side the translation in Common. One of the tamer songs has a verse, translated to common “Blood, blood, blood / The elves will bleed and die / blood, blood, blood / The dwarves will bleed and die / Blood, blood, blood / the world will bleed and die” 48: Maps of the Many Planes – An atlas showing the topography of a number of strange and unknown lands. It contains everything from the local area to the “Land of Sorrow” which the cartographer claims to exist in another, parallel multiverse. 49: The Golden General – The story of a mercenary troop hired by a plutocracy to defend their kingdom. The Mercenary company agitated other kingdoms to perpetrate more war and more contracts. The mercenary company grew and the wealth of the Golden General became so great that he could lawfully oust the plutocrats who hired them. 50: Iron Weald – In an overthrown kingdom, a final heir to the throne returns with an army of displaced orcs to challenge the adventurers who murdered her family.


Paul Dean 76 51: The Practical Application of Magic – A nobleman’s thoughts on the merits of keeping a very low powered magician in one’s employ. A powerful wizard poses a threat but a mediocre wizard can light fires, play ethereal music, and send messages to servants. Thoughts of progressing in the magical arts ought to be discouraged. 52: The Village Blacksmith / Priest of Thieves – To a typical reader, this is a dull book describing a blacksmith’s daily routine. In truth, this book details the daily actions of a Thief Priest using thieves cant to obscure the true meaning. Their main prayer is for oblivious watchmen, docile nobles, and fat merchants. 53: Lost Island – This book, untitled, describes a lost island filled with golden idols, mountains of gemstone, and rivers of wine. Though most look at it as a fanciful work of fiction, the author goes into great detail about his quest to find the island believing it has either sunk or been magically secreted away. 54: The Hawk – A satire about a local noble with a hawk-like nose. While he is diligent and honest to the core, he woefully ignorant to clear corruption in his family and close advisors. In the story, the prey creatures warn the hawk of rampant pleasure hunting by the other birds is leading local forest to disaster. The Hawk refuses to listen and the next year the Hawk and his fellow birds starve due to a lack of prey. 55: Tragedy Arises from Human Action – Written by a prominent elven scholar, this book describes a city’s presence of the landscape as a scar on the flesh of the world. Much of the language is nearly religious in nature and speaks of human building as sinful. Dwarves, he argues, do not have the same negative influence as their practice largely takes place underground and even encourages the growth of certain fungi. 56: The Outlaw – A handsome bandit’s frustrated biography. He had to move his operation multiple times when women from local cities started to seek out this “handsome brigand” and see him for themselves. He claims that while other outlaws wear masks to protect their identity from the law, he wears a mask to hid his identity from the local women. 57: The Knit Nation – A book of history. Three warring nations come together to create a peace treaty that would eventually lead to the three nations becoming a single nation. (Proetho, Ethria, Ocrinia become Prothenia) 58: Credit to Their Teaching – A book of tutors who taught the sons of terrible kings and advised them against their fathers’ approach. Most of these tutors would end up hanged by the first king and never know the good that they wrought in the world. 59: Last When She Rose – The story of a local hero. A girl who was soft spoken sacrificed herself to save the town from an army of invaders. None are sure how she managed this feat. The night before the army was to arrive, she walked out of the town. In the morning, the army was gone, vanished, as was the girl. 60: Control and Conquer – A book of large scale battle strategy written by a well respected tactician. It seems as though he was less concerned with the capabilities of individual members of his army as he was the leadership capabilities of his direct subordinates. As such, there is little in the book about skirmishes and more talk about leader management. 61: Stars and their Meaning – A book of astrology. The book tracks the movements of the night sky and how the various gods are represented in their celestial home. Most religions dismiss this as nonsense, others have outright declared it to be heretical. Ultimately, such strong opposition has created a mystique around the practice. 62: Darkness and Light – A book of evil theology. Light may banish the darkness, but


Tessa’s Guide to Pickpocketing and Pilfering 77 shadow exists everywhere. It is easy to create a space with no light and impossible to create a place with no darkness. This is equally true, the theologian argues, in the human heart. 63: Ensuring Safe Travel – A book, as the title states, about making travel across land safer. A lot of the book focuses on signaling your ability and confidence in defending yourself. The more people who travel together, the greater the effect has on others who happen upon them. 64: Rigging the Results – A lengthy discussion on single-handed sailing. This is presumably the greatest triumph and individual can have against nature. The language describing the ocean and how to conquer it are oddly sensual in nature. 65: Good Always Wins – Written by a foreign nobleman, the motto of his house is the title of the book. They are confident that whenever “good” people work together, they are prosperous. Conversely, “evil” people working together can never trust one another and their plans will ultimately fail. 66: How to Kill – A book written by a Barbarian. The book details, in some depth, the manner in which she killed hundreds of monsters. It seems her primary weapon was her own fists with a close second going to “whatever object happens to be nearby”. 67: Dying to Live – Written by a Necromancer who clearly believed that he was funny. The book is full of puns all revolving around the macabre. Perhaps other Necromancers would find it funny, most people find it off-putting. “A Paladin followed one of my skeletons around for a couple hours. I had to ask if he was spine on me!” … That’s one of the better ones. 68: Modern Questing – A guide to the proper manner of identifying a creature’s ill intent. Make sure to establish a goblin’s intentions before stabbing him in the eye. Anything else is simply rude. 69: How to Build a Cistern – This is… surprisingly interesting. The author is able to take a subject as dry (sorry) as digging a hole and turned it into something that is nearly enjoyable. 70: Trade Wars – A history of the rise and fall of nations based on the trade between them. Close economic ties, it seems, are rarely deterrents for war. If anything, close economic ties with a rival or growing power incites a primal fear that others will cut off a critical import. The war erupts when one side believes that it would be better to secure the import directly rather than accept the risk of continuing to trust a nation that’s never given them reasons to mistrust. 71: Treasures of Batellia – A book full of relics and artifacts from a dead civilization. It seems as though many of these treasures may still be in nearby ruins, through protected by undying guardians. 72: Halls of Antiquity – This book describes the ancient architectural style of a dead civilization. Among the descriptions and diagrams are a number of traps that this civilization used to deter would-be grave robbers, and how “researchers” managed to disarm them. 73: Murder on the Moor – A book written, presumably, by a murderer. He claims to be the man behind nearly a dozen deaths ten years ago. He fills the book with clues about the how he misled the city watch and blamed the deaths on others. The author challenges the reader to find out who he is and to kill or apprehend him. The Watch has dismissed the book as a work of fiction. 74: Raising Noble Children – This book is directed towards the would-be nobility. No true noble would ever dream of raising their own child, preferring instead to send their child off to a relative or ally who will presumably be a good teacher. Much of the advice is simply disregard or mistreatment of anyone with a status lower than your desired status. 75: Guarding Your Gold – Written by a master locksmith, this book describes a number of the various locks available for purchase from any reputable source. The book places special emphasis on special treasures being locked away in a box buried in a floor or built into a wall. There is a natural trade-off between how secure your treasures are and how quickly


Paul Dean 78 the owner themselves can access it. 76: Exceptional Circumstances – This book was written by a werewolf and examines some of the complications that comes with it. Many were-folk retain the increased senses and desires of their animal shape while not transformed. This creates a level of discomfort around farms and butcher shops. 77: Oath Keeper – The diary of a Paladin whose Oaths often come into conflict with his own desires. His faithfulness to his Oath always overcomes his personal feelings. In the end, this led to his destruction. 78: Banquet in the Grave – The plight of a newly created vampire and his lust for blood. Much of the language revolves around addiction rather than monstrous desire. Conquering it is an ongoing process, not a complete eradication of desire. 79: Dance of Flames – A torturer’s journal and his lifelong obsession with fire. In his time, he experimented with how to leave an individual in the greatest amount of pain for the longest time without killing the subject. His work has been denounced by kingdoms the world over, yet many of them still implement his practices. 80: Underkings of Yore – A history of ancient Dwarven kings and the establishment on the first underground kingdoms of dwarves. Many of these kingdoms were created through brutal wars between dwarven tribes within the same mountain. The victors would have the subjugated dwarves enslaved and forced to dig pathways to their conqueror’s tunnels. 81: Glory Before Honor – A controversial work on military etiquette. This book describes how glory on the battlefield leads to honor in the kingdom. Honor, conversely, has a negative impact on securing glory on the battlefield. 82: The Stillness and the Starlight – A series of theories and experiments performed by a Wizard testing if spells were more potent at nighttime than they are during the day. He claimed the results were inconclusive. His contemporaries disagreed. 83: The Monk Who Kneeleth Alone – A book of great religious significance. The author claims that it is primarily, and perhaps exclusively, through solitude that a prophet comes into existence. None are born chosen, they separate themselves from the world and are sought out in isolation by the gods. 84: Sweep to the Riverside – A series of love poems written by a great bard. Each poem is written for one of the women that he loved. “My dearest, my love, my flower, my sweet / by my side do never wander / For in your eyes my jewel indiscreet / My heart forever grows fonder” 85: Hasten to Doom – A warlock describes their experience working under a patron. While the warlock states that their pact will certainly lead to a shorter life, even if he had the fortunes of the world and the power of all the kingdoms were his to command, he would accept the pact again without hesitation. 86: Forest Trance – An elf describes the effect that the fey have on the natural world. While the earth and industry belong man and dwarf, the natural world is a gift from creatures beyond our sight and knowledge. To understand them and their ways is to unlock creation itself. 87: Stick to the Farm – An adventurer’s lamentation about leaving a peaceful pastoral life to pursue one of adventure and daring. He speaks of the many friends and allies he lost in his journey and how even as his purse grows heavier, his heart is weighed down by it. His last act, it seems, was to donate all but a few gold pieces to a temple and spend his last coin turning his sword into a farming tool. 88: The Tenth Circle – A wizard explains the mysteries of spells that seem to be beyond the reach of even the most proficient wizards. There is magical potential beyond their reach. If the Ninth Circle allows a Wizard to alter reality itself, perhaps the Tenth circle could allow the creation of entirely new realities. He postulates that the world’s most powerful Wizards could band together to cast the unknowable spells. 89: The Art of Peace – A well known diplomat and scholar wrote this work on creating a peaceful world through eloquence and cooperation. He believe that, with the exception of uprisings sparked by a discontented and oppressed populace, war


Tessa’s Guide to Pickpocketing and Pilfering 79 could be entirely avoided. He practiced this art of diplomacy with great success, and the world plunged into war shortly after his death. 90: Veldencia – A play about a scullery maid, Veldencia, who masquerades as a noblewoman at a party. She is proposed to that night by one of the men. When it is revealed that she is a commoner, the noble declare his intentions to marry remain. This causes an uproar that leads to the deaths of everyone at the party, including Veldencia. 91: Reaching the Heavens – A series of designs for a machine meant to propel its occupants off of the land and into the skies to find a way to the distant stars. The machine is primarily clockwork, but its primary accelerant to operate the gears is the fluid used by red dragons to create flame. You would need barrels of the stuff, and a small bottle of it is nearly priceless. 92: Obsidian and Blood – One of the largest deposits of Obsidian is found by a lowly merchant who slowly builds himself up into great wealth by selling pieces of the great rock. When a rival discovers how he has come into his wealth, a feud breaks out between them that leads to the death of both men atop the great obsidian boulder. 93: Peerless Discipline – A dragonborn of a monastic order explains the secrets of their practices. Through endless repetition, the monks become some of the greatest hand-tohand fighters in the world and become one with the spiritual energy flowing within the planet itself. They harness this power to perform superhuman feats of strength and speed. 94: Disciple of War – A gladiator’s biography. As a child he was bought by a colosseum and raised up to fight wild animals and starved beasts. As he grew, so did the challenges that he faced. The colosseum owners were careful to pair him up against creatures that he could defeat, but the boy was instructed to put on a good show. To make it look like a cat-andmouse game where the monster would come out on top, but the gladiator was rarely in danger. Even the larger beasts he faced would be declawed and defanged before being released. 95: Talking to Animals – A book of quotes from the animals of the world. Unsurprisingly, they don’t seem to have much to say. A lot of talk about good plants to eat or where rabbits are particularly plump this year, but ultimately nothing terribly useful. 96: Fade to Black – A guide to blending into the crowd. Most of the advice, despite the title, is not about wearing black. If anything, black causes a person to stand out. Instead, you can be in the middle of a crowd, wearing plain clothes, and approach a target without anyone so much as glancing your way. 97: In Plain Sight – A book on how to effectively search a room for information, items, or whatever else you may be searching for. A lot of the advice boils down to taking your time and keeping yourself focused. It can be boring to do a thorough search, but by repeating the name of what you are looking for under your breath, you can increase you likelihood of finding it. 98: Dead Giveaways – The subtle hints and clues a person drops when lying. Watch the eyes, watch for perspiration, shifting their weight. Watch for anything out of the norm for the person you’re observing. The better you know a person, the easier it is to catch behavior that is abnormal. 99: After the Battle – In this book, the author talks about respecting the dead and the dying. Persons who fought valiantly, regardless of their opposition to you, must be treated with respect and given a funeral worthy of their people. Those who were cowards in battle, regardless of their alliance with you, ought to be burned and their ashes scattered to the wind. A person who dies in disgrace forfeits any dignity they had in life. 100: The Obsidian Flower: The life story of a queen who rose to power at the age of seven, survived the conspiracies against her life, and ultimately went on to expand her influence well beyond her own kingdom. After particularly bad harvest was followed by a long winter, a priest with a grudge against her late parents led a mob of hungry peasants against her. She was executed in the streets.


Paul Dean 80 The purpose of quests seed is to give a DM ideas on how to tie the pickpocketing of a thief into the larger campaign. It’s not simply a way to give the rogue something fun to do on the side, it can be used to increase the mystery of the world and impart information to the larger group. Assuming the rogue cares to share their discoveries. Some seeds are very specific about what is wrong and what needs to be done, others are left more ambiguous to allow the DM room to make decisions and layer the needs of their campaign over the seed. These can be thought of as a few different basic types: The False Allegiance Mostly, this is represented by the symbol of the Rat King. It shows that the owner’s outward allegiance does not reflect their actual loyalty. This information could be acted on, or it may be left as a piece of intrigue that expands the world. The Maps These maps are places that can be fleshed out and explored. These will require more work on the DM’s part to put together the full adventure. The Soloists These are short side stories for the thief to explore solo. Some require immediate intervention, others are less time sensitive. The Bounty You know that thievery is all about choosing your targets wisely, but every good thief ignores that once in a while. You spotted her the moment she entered. A golden tiara, a silvered sword, flowing coats. A noblewoman named Lady Constance Brighthand. She attracted attention wherever she went, and now she had yours. Bide your time, set the distraction, and… move! You managed to pull a paper off her person, hidden deep within her coat. You know not to count your chickens before they hatch, you know to examine your ill-gotten gain in private, but you can’t help it. You lift the fold to take a peek, just a hint of what you’ve acquired, and fold it back down again. You come to a dead stop. You open the paper up fully, discarding all caution, your mind racing to make sense of what you’re reading: A Wanted poster from a foreign land, 10,000 gold pieces, dead or alive, for Lady Constance Brighthand. The Ruined Keep Seems like a former owner of this map didn’t have much luck. Half of this map has been burned away. Along the top, you can make out one word: “Colevale”. You suspect that the full title of this map would read “Colevale Estate”. While currently in ruins, the map depicts the Keep as it was at its peak and appears to have been drawn by someone intimately familiar with the building. Colevale Estate isn’t far from here and the words “false wall” and “hidden path” may warrant further investigation. The Upstart You’ve been seeing signs in a form of Thieves Cant unfamiliar to you for a few days now. They bear many of the same trademarks of Thieves Cant but seem either unfinished or underdeveloped. There are whispers of a new Guild in town. Now, you’ve discovered a document written in this new Cant. While you are unfamiliar with it, seeing a complex message in its entirety allows you to tease out some of what is being said by pairing it with the Cant you know. The message seems equal parts map and riddle. The third barrel of the… Captain? General? Commander?... Descends the ratters… domain? Playground? Kitchen?... To the dark streets where the refuse of the underground… something about a boat made of man, plant and animal? Knock thrice the Witch’s tempo or catch the bolt? Well, “catch the bolt” at least seems obvious enough. Chapter 5: Seed Quests D100 Quest Seed 1-4 The Bounty 5-8 Ruined Keep 9-12 The Upstart 13-16 The Constabulary 17-20 Treasure Map 21-24 Whispers 25-28 Blade of Sacrifice 29-32 The Handoff 33-36 The Initiate 37-40 The Trouble with Wizards 41-44 Mercenary Company 45-48 Turncoat Noble 49-52 Problem with Potions 53-56 The List 57-60 Dark Idol 61-64 The Minotaur 65-68 The Wizard’s Tower 69-72 The Poisoned Blade 73-76 The Scholar 77-80 Delicate Digits 81-84 The Dirty Watchman 85-88 The Bread 89-92 The Urchin 93-96 Have a Heart 97-100 The Cards


The Constabulary This appears to be a map of the local constabulary. The guard rota sketched into the side seems to suggest that there is a hole in the Watch’s scheduling. The guards are understaffed within their four walls, which may prove to be beneficial. There may even be a way to exploit this to gain access to the evidence lockup, or even the cells. Something seems strange about this, though. Have the streets been so bad of late that they are unable to safeguard their Watchhouse, or has someone been excluded from the rota? Treasure map You’ve come across a beautifully drawn map. This sheet seems to be more of a series of reminders than a direct map. Perhaps finding the treasure will be impossible. Perhaps there is a way to find the map’s owner. Whispers A book has recently come into your possession. The book is titled “Whispers”. The book is filled with writing that seems to shift and change as you attempt to read it. Anyone else that you show it to claims that the book is empty. There is nothing written there. Whenever you close the book, you begin to hear whispers on the edge of your hearing. (Forces Attunement, can be removed by a “Remove Curse” spell.) Blade of Sacrifice This was an incredible haul. A dagger made of blackened steel with a gold handle. There is a humanoid figure carved into the blade, itself holding a dagger and seeming to float above the floor. As you examine the blade, you hear a voice speak in your ear “Destroy the blade, save us all” before a black smoke begins to billow out from the blade. The thief is attacked by a specter only visible to the thief. The Handoff It is a well-established tradition that a thief about to be caught will attempt to hand off their loot to another thief. It is a matter of honor to bring the item to the guild on the thief’s behalf. What is handed off to you, however, is a small portrait not of a noble family, but the head of the guild. The Initiate An individual looking to become a member of the thieves guild must steal an item of note from and give it to the guild as their first dues. While these initiates may enlist the help of the guild, no gold or items may trade hands in exchange for service, and the lookout cannot enter the target’s home. One initiate, a female halfling, has come up to you and requested your aid in exchange for a future favor. (Note: A few skill checks that night to assist Farhome in her attempt. Stealth to sneak up on the house, Perception to watch for guards, animal handling to silence guard dogs, etc. Encourage the player to come up with their own way of assisting Farhome.) The Trouble with Wizards You’ve always fancied yourself a skilled thief, but this was the first time something jumped into your pocket. A rodent seemed to be causing some fuss with several people pursuing it. It runs through the crowd before finding its way into one of your pockets. Its pursuers continue pushing through the crowd. You pull it out of your pocket a few moments later and find that it was carrying a piece of paper. (Note: The handout may be taken at face value. Alternately, this could be a prank or a trap with the creature simply being a trained rodent looking for a target.) Mercenary Company One of the great things about the city is the new people who have no idea who to look out for. Over time, locals may realize that certain faces correspond with a loss but new people don’t know who to watch for. Taking the amulet off of a Mercenary, you discover a clasp on the side. Unlocking it, you find a second symbol underneath, five rats with their tails knotted together. Turncoat Noble You managed to swipe a dagger off a local noble only to discover that the dagger, while ornate, had a false pommel on it. Unscrewing the pommel from the rest of the dagger, you discover that inside is a vial with an unknown, transparent blue liquid. Additionally, there is a symbol of five rats with their tails knotted together. Problem with Potions You’ve managed to swipe a potion, but this potion has an ethereal face inside of it. Looking closer, you can make out that the face is making eye contact with you, and is trying to communicate something. The list Most thieves make use of a pseudonym to better protect against divination magic. While walking about, you overhear some guards speaking. The sergeant just got his hands on a list of believed names of high-ranking thieves guild members. You managed to swipe the list from the guards but took a major risk getting a hold of it. Now, you are being pursued. How do you escape? Dark Idol You stole a statue of an evil God. All though you got away clean, a black image of five rats with their tails tied together has appeared on the back of your hand. (Note: The players should be beset by a cult looking to retrieve their idol, removing the spot may be a matter of destroying the idol or visiting a temple to be cleansed of its power.) The Minotaur A beautiful necklace with glowing blue gemstones is too much to resist. You grab one of the gemstones at an opportune moment and pull. Suddenly, appearing right beside you is a large, enraged minotaur. Tessa’s Guide to Pickpocketing and Pilfering 81


Paul Dean 82 (Note: There are a few ways this could play out. Either the minotaur could attempt to kill the thief, or the minotaur treats the thief as an ally to be protected. Anyone near the thief comes under attack, and the minotaur follows the thief wherever they go.) The Wizard’s Tower You find an opportune moment to reach into the pocket of a wizard. When you do, you feel the back of your hand begin to burn. You withdraw quickly, seemingly unnoticed. You stop and look at your hand, the burning now subsiding, and see the map of a tower burnt onto it. The Poisoned Blade Skirting between streets by way of alleys, you notice a sword lying on the ground. You approach cautiously only to see it’s covered in blood. Slightly obscured by the detritus of the alley is a nearby Tiefling, laying still and bleeding out, eyes fixed. (Note: The sword was coated in a paralytic poison before use. The Tiefling will bleed out without immediate intervention. Given the state of the Tiefling, it’s likely the would-be murderer is still around.) The Scholar Attempting to steal from a particularly distracted scholar, the man reaches out and grabs you as you start pulling away with his purse. “You’re trying to steal from me?” His face, hard and angry, suddenly brightens. He looks around, then leans in excitedly, whispering “You’re trying to steal from me! You’re a thief. No need to steal,” he releases you and points at his purse, which you still hold. “There’s more where that came from. A rival of mine is set to release a paper that will surely ruin me. I need you to break into his home, find the manuscript, and bring it to me. I’ll give you ten times what’s in that purse if you can do this for me!” (Note: This can be scaled for difficulty and reward. A 10 GP purse and 100gp reward at a low level.) Delicate Digits You have now in your possession a small ornate box. It appears to be a child’s jewelry box. You can feel something rolling around inside. Popping open the lid you immediately snap it shut again and set the box down. You take two quick breaths and then open it again, revealing a note and the severed pinky finger of a child, a silver ring still attached. (Note: This is the most money mentioned in this book. Be ready with contingencies if you don’t want your players to just run off with around 12.5k gold worth of platinum. The kidnappers may intervene to take the money back. The Watch may have gotten involved despite the warning and attempt to arrest the thief, suspecting them to be the kidnapper. Or the bars may be iron with platinum coating.) The Dirty Watchman You have picked the pocket of a guardsman as he and a half dozen others raced out of their watch house. He seemed frantic. Something big seems to be happening south a couple of blocks south of your location. All you managed to pull off him was a piece of paper. The Bread A loaf of bread is nothing to be ashamed of. Sometimes it’s all you can get your hands on in a day, but it will see you through to the next. This time, however, it isn’t what it seems. Inside the bread is an iron key with a golden bow (or head), on the bow of the key is a symbol: five rats with their tails knotted together. The Urchin It’s not unusual for thieves to tread the same ground. Urchins, likewise, stalk roads in packs, looking for an easy mark that they can run against. Every so often, lacking knowledge of who is a fellow thief, they unwittingly turn against their own. These events are usually shrugged off. A rite of passage to a young thief, feeling that swell of fear at getting caught, and then embarrassment at realizing the mistake. In this case, you grab the arm of the urchin reaching into your pockets and the culprit is not unknown to you. This is the third time that the child has attempted to steal from you. There is no remorse, no embarrassment in their eyes. They draw a dagger and attempt to stab you, but it was a ruse. A distraction. The momentary lapse in concentration allows the child to slip from your grip and disappear into the alleys. That’s when you notice that they were not trying to steal from you, but that they were planting something on you. You find a gold amulet in your pocket that was not there before. The symbol of a local noble family on the back. (Note: This is a good quest to pull when the heat is up on a thief. Someone, likely not the child, is trying to plant evidence on the thief. Perhaps a rival thief, a guardsman who hasn’t been able to catch the thief red-handed, or the noble family.) Have a Heart You manage to get in your possession a small box. Opening it up at an opportune time, you find a still beating heart. Inlaid in the wood behind it is a symbol of five rats with their tails knotted together. The Cards You manage to get your hands on a set of tarot cards from a fortune teller. On opening the deck, three cards immediately come to life and begin to circle you. They are Death, the Devil, and the Fool. It is difficult to tell, but the Fool does bear a resemblance to the thief. Suddenly the three cards begin to move faster, and as they begin to intersect with one another you feel a sudden pain in your side. Death has cut into the Fool and your flesh opens up. (Note: The Fool shares HP and AC with the thief. The Devil and Death use the Animated Objects (Tiny) stat block.)


Tessa’s Guide to Pickpocketing and Pilfering 83 Appendix A - Handouts The Bounty Thieves Cant Watchhouse Ruined Keep


Paul Dean 84 Treasure Map Blade of Sacrifice Whispers Blade of Sacrifice Dagger, uncommon The Dagger is a magical weapon that can hold 3 charges and begins with 1d4-1 charges. This is a +X dagger, where X is equal to the number of charges. You can increase the charges by killing any humanoid with the dagger, trapping its soul in the blade in the process. While making an attack roll with the dagger, if the result on the die is a 1, X specters appear adjacent to the dagger and the dagger loses one charge. Only the wielder can see these specters, and only the wielder is their target. Whispers Wondrous item, common (requires attunement) You can hear someone speaking at the edge of your mind. No matter how hard you focus, the words never come clear. If no one is attuned to this item, the next person to touch it becomes attuned. You cannot choose to unattune from Whispers.


Tessa’s Guide to Pickpocketing and Pilfering 85 The Handoff The Trouble with Wizards The Initiate Portrait of the Head of the Thieves Guild Hassinia Farhome Greetings, friend, my name is Hassinia Farhome. Our mutual friends have their first project for me to engage in. I would appreciate your assistance this evening. I’d be glad to owe you a favor in this matter. Meet me at “the usual place” and we’ll find our way from there. Dear Sir/Madame My name is Trenidus Illisar. Despite my appearance, I am a powerful wizard trapped in the body of the small creature you now see before you. I require some assistance. Some men are seeking to bring me back to their master who transformed me. My rival. If you would be willing to lend a struggling wizard assistance, I would be in your debt. I fear my faculties are leaving me the longer I am in this form. Please, return me to the Standing Stones outside of town. I have a solution to my unfortunate condition there, but fear not only my pursuers, but the feline denizens of the area… Mercenary Company


Paul Dean 86 Turncoat Noble The List Wizard’s Tower Problem with Potions Screaming Bottle Wondrous item, common It’s unclear what the figure inside the bottle wants. Clearly it is uncomfortable, but whether the intent of the bottle’s denizen is good or ill is unclear. Even when uncorked, you are unable to pour any liquid from the bottle. A list of members of the Guild An image of a Wizard’s Tower layout has appeared on the back of your hand after attempting to steal from a Wizard.


Stock Art: JAcob E. blAckmon rogu E g Eniu S g A mES AmulEt Tessa’s Guide to Pickpocketing and Pilfering 87 The Bread The Urchin The Dirty Watchman Delicate Digits At the time of our choosing, a man will approach you. He will start a commotion south of the Watchhouse. You are to return to the Watchhouse and request assistance. Sgt Falk will alone remain, as is standard practice. Our man will take it from there. If anything goes wrong, your wife will die. We have your daughter. She is safe and will remain that way if you are wise. Place 5, 5 pound bars of platinum in an empty ale cask behind the tavern. We have the Watch of the take, so no running to them for help. If you want to see her again, you will follow our instructions to the letter. We will be watching.


Paul Dean 88 Have a Heart The Cards Inside a small wooden box is a still beating heart with the image of five rats, tails tied together, behind it. This deck of tarot cards has some magic enchanting it. The Devil and Death are attacking the Fool, and you’re feeling the effects. Stock Art: JAcob E. blAckmon roguE gEniuS gAmES DEvil - bEArDED Devil Stock Art: JAcob E. blAckmon roguE gEniuS gAmES grim rEApEr Death Stock Art: JAcob E. blAckmon roguE gEniuS gAmES mAlE HumAn ligHt WEApon FigHtEr Fool


Tessa’s Guide to Pickpocketing and Pilfering 89 Everflowing Purse Wondrous item, Uncommon, rare, very rare Every day at dawn coins appear in the purse according to the purse’s colour (brown, 10 copper; white, 5 silver; yellow, 1 gold). Coins do not appear in the purse if there is anything in the purse. Appendix B: Tessa’s Quick Reference d8 Value 1 1d4 copper 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 1d6gp, 1d4 sp 8 1 pp d10 Item Value 1 1 lb bag of salt 5 cp 2 oil lamp 5 sp 3 large onion 1 cp 4 small spade 5 sp 5 walking staff 2 sp 6 silver ring 10 gp 7 deck of cards 5 sp 8 frying pan 2 gp 9 bronze bracelet 1 gp 10 flute 2 gp d10 Item Value 1 bag of dried crickets 5 cp 2 large fish 1 sp 3 1d4 arrowheads 1 cp/ 4 medium tent 5 gp 5 moccasins 1 gp 6 leather quiver 1 gp 7 divination runes 5 gp 8 bandit mask 5 cp 9 tobacco 3 sp 10 bit & bridle 2 gp d10 Item Value 1 dove feather 1 sp 2 crystal bead 5 gp 3 bottle of wine 10 gp 4 chart of the stars 10 gp 5 jar with firefly 5 gp 6 petrified eye of newt 5 sp 7 vial of red sand 1 gp 8 blunt dagger 1 gp 9 silver pin 1 gp 10 wand 5 gp d10 Item Value 1 Extravagant cap 5 gp 2 stiletto blade 5 gp 3 empty jewelry box 2 gp 4 sealing wax 5 sp 5 silver bell 5 gp 6 sash 3 gp 7 2d4 pieces of paper 1 sp/ 8 fully cooked chicken 3 sp 9 bottle of whiskey 5 gp 10 burial dagger 5 gp Village Outlands Cutpurse Royals Wizards Books Void Wielder - Legend of a man who slaughtered an army with a blade darker than the night sky. Taste of Blood - A mythical tale of the creation of the first vampire. Etiquette of Battle - An examination of proper behavior in the field of battle. Filled with advice likely to get you killed. Maverick Manifesto - A rogue’s autobiography. Mostly a barely obscured plea for sympathy. King’s Gambit - A book of game strategy that has some crossover with real life battle plans. DC Area 11 Village 11 City 11 Outlands 12 Monastery 13 Artificer 14 Royal 15 Necromancer 16 Wizard 17 Infernal Adjusting Difficulty Persistence: +1 DC / attempt each day Heat: +1 DC / consecutive day stealing Risk Taking: (Player choice) Increase DC and range of roll in equal amounts. Player chooses one item within the range rolled. Support/Resistance: +/- 2 DC based on local Thieves Guild relationship


Paul Dean 90 Appendix C: The Guild Thank you to everyone who supported the project and made the book into what it is! I am so grateful for each and every one of you! Anne O’Nymous Lucas Moreira Cheshire Godfrey YourNeighborKnight Justin Ethan Caitlin Aisbitt Oscar H. Ramirez III Jade Deschesne Craig Oliver Benjamin Meltzer Ashley Meyer Tuft Noah Williams Tim Winton Darryl Turner Vesala Dan Kawecki Matthew B. Krustentier Ed Bonnar Ryan Burbridge David Tripet Charlotte Patrick Rohr David Marion Ari Miller Dominik Russell Goudge Shadraw Keith Barnes Ste korrekturratte ZombieHerder Matthew Buie Jack Damon & Peni Griffin Brian J. Shepherd KorvusRock Eric Pepijn Bodegom Peleg Rune Plesner Simonsen Gaddok Pops Deckard Velody Dark Dirk Schlobinski DC Entayan Stephen Stewart Patrick Joseph Lockett Cassidy Carson Brooks Darren Shilhan Laneo Big Meek Omri Epstein Nicolai Tysnes Lawrence Holbrook Howard Leather RRVeloso John G. Owen CALLET Timothée Abigail Douglas Donatien Lambert Charizan pjx9rid Tom Macdonald Matthew Donley Invisieman Adrián Merino Martínez Stephan Coen Zuidervaart Thomas R. David G. Blake larry haught CAMANDER1 Experio Alice Roberts Xingkai Zhao Mason Morey Susan Doerzbacher Joshua Muster Andrew Felix Meier-Stephenson SnuTBuT Jumpjet908 Garrett Redinger Joseph Nicely Edwin Mark Dakin Andy Ramos Dave Cromer Heather LilyRosetheDreamer Derek Ibarr M H Coagulopathy Hororok MrCooney Jacob Richard Charles Gregory Crawford Sean Frackowiak Joshua Tipping Acyfus joshua cremosnik Austin Tensfield Jason Zowin James Fitzwater Tarrance Hannaford Michael Gionfriddo Victoria Chiu-Lin Andrew Wright Sean O’Brien Andrew Vidian Zack C Asger Kolling Mark Finn Jared Strickland Lucas S MrShish101 Basil Shepherd JanM Charles Sauerland Johnathan Nguyen James Kristi spamsamich Kristina Renee Cantrell Megan Lister Pamela Eaton Kasper Jacobsen Sarah Green Laura Cerveny Stafford Morse Alfonso Kim Haling Aston Juan Laurence Wooding Andy Stephen Cooper RedHead Games Kortney Trevino Chris Rance Amanda Mathis Amanda Zimmerman Jeremy Pinske Loren Small Freyja Brandel-Tanis Sharon Harry Meier Sikoinerz Delaney Chris Allan Bill Williams Matthew Watkinson Allen Shirer Cullen Barr Allan Osgood Jindrich Konstantin Kitmanov William Lucas Kathy Frye Samantha Harrison Micah R. Maloney Jacob Hinsey Kale Bassler KEITH RYZOWSKI Oscar Bautista Ryan D Davis Nick Brian Barcus Fuck off dianecamper David Williams John Hagglund Dusan Nesic Jamie Le Rossignol Pedro Freedomx15 David MacDonald Clive Mills Viktor Rúnar Rafnsson Pedro Araujo Bernils Fonseca Ramon Cantu James Daniel Ross Joshua McLemore Don Cortright Svafa maraudingMagi Oliver D. Dickerson III Matthew Moores Jessica Howell Chris Adams Justin, the AntiSocial Worker Callum Fowler Paula Mackey Brenton Jason Klein George 2.0 Hope Paul O’Neill Josh Peter Fastenau James Ross Tom James Aaron gyf123haha Wayne Ryu133 StreberDJ Anthony Toohey Sam Lonsdale Dac84 Rhodri Healy Robsomethin Samantha JT Daniele Listone Giordano Pedro Alberto Goncalves-Symons Will Carter William Fields Ryan Baker Les Ronquillo Mark Vieira Miguel Delgado Nick Lung Nicholas Reese Adrian Rico Jonathan Margaret Michael Johnston Noah Miller James - GameKnight Christopher Marino sean mcneilly Christopher Salmassy Snarkayde (Philip) Alex Jeff Lee Lunazarius Mike Di Novi Craig Senatore Michael Stronghumankind Karl Schmidt Rachel Red Samaritan Vanessa King John S. Lorisia MacLeod Tim Lynette David Hayes Daniel Levine Nathan Strange Edward Will Pamela Dubyak Holly Abair wyatt wickstead Digital Surreal Forrest Heath Miller Renaissance mbexploring Arielle Vanbergen Rickety Kick-It de Waal Ed Hughes Kristen Rismiller Xtine Britt Richardson Max Abe i0m FileStream Nancy Boulton RosieRosieRoo Cullen Gerber Julia S Caleb Sam Proulx Bone on Bone


Tessa’s Guide to Pickpocketing and Pilfering 91 Jordan Schreck Xander Sharon Zachary Gage Marko Nugraha Flippity Floppity Connor Steven McCreary Kenny T. Shelby Mehl Abricot iuravi David Andersen Douglas Bailey Avery Brittney Jan Müller Ryan E Lien De Clercq FrostedPaws rob.parmenter SotekSucellus Kyle Wilson Andrew Lorenz Zack Wharton S LaTrice Simmons Solaire Matt tjeerddie Patrick Smith Jerryd Kieffer Lauren Wright Mark Buzby Cole McDaniel Nicola Amanda Brasher martin botha Sæþór Pálsson Shadowkat678 Jamie McDonough Tyler E&S Guttridge Bada olivier verheul Bas Julius Guliokas rondenelli Greg Atkinson Kalona Axel John Murphy Andrew Rose Shaelynn Bingham Camithril Alex Applegate Justin Bruce Arthur Braune chipsi313 Jeremiah Will Nairne Collin D Smith Jesper Hanssen Chester Smigielski Tod Jeffcoat Thomas Milazzo Kim Gette Bud Curtis Jeremy Rowe alarmbite Andrew Taylor LadyBlitzs Diktativ Themo Michael Brown Kirk Andrews Ibn Adam Law JackD Olivia Woods wandering acorn Chris Giesy Karl Skötte Caroline Scott grant Daniel Robichaud Liam Meakins lauren Micah Gin Ryan Epp Henric Hultgren Christen Shawn Ebright Peggy Pillers Dan Kaufman Ruth Frick Tommy Fincham Dave Wagner Liz Schupo Kuribo Dan G Robert Depue Matt Orsborn Joey D Finley Charlie Ulloa Dylan Grant Sam Taylor Jose Russell Ventimeglia Brian mathena Jacob Price Johnny Splendor Cameron Keily Aaron hamilton Nicholas Kopit Ezekiel Zabrowski Carlos Flores Stephen Miller Sean Justin Oehler Spencer Wade Jacob Watt james braswell Bruce Wolf Tyler Hawkins DwarvenDM Sergio Martinez David Richard Moss Maarten Bukkems Scott Paine Kloetee Adam Lemma GDBroker Andrew Corinna Clanton Adam B Hunter Mayer Silas Byrne Samuel Richard Raymond Oliver Tritt Carl Oselmo Kristianne Ayagan Alex MacCumber mckabe Donald Bronson Jon Ursula MorenoVanderLaan Mitchell Caroline Stacey Adams Davy Dudy Kaufman Marc Rauer A Smart Odyssey Scott F. moogamoogamooga Docknock Kees Koenders Sarah Kim Wendt Trey Dear Gabriel Chris Washington Mark adams Brandon Joshua Orth Adrian Wagner Jonathan Herrmann Simone Cosci Alan Alexus Ploucher Kelsey Mills Joel Green Ryan James Bulen Jacob McDowell David Benkarski Ethan McMahon Jeffrey Harris Yorin Ouwerkerk Vladimir Gnatko Christopher Woods Sindri Orrbén Emma Laura Dadge Young-hoon Lee Vijay Morten Trydal Brandon Justus Roman Binder JiYao Kevin Gray Ray Julia Justin Agin Philippe Gamache Ruslana Stolbova Michael Schwab Kristian Vazquez Gerard bell Benjamin Lindsey Davyd Martyn Coe Kenidashi Sandra Ahlqvist Damian Zandré Michael Allen Jr DaggerEnthusiast Robert Wilson Nathan Sparks Casandra Richard R Leonetti Callum Cheryl Binnie Luke Sweeney Mitchell Stevenson Amelia Laura Evelia de la Paz Richard L’Abbé Bill Jahnel Vicki Derbyshire Rob Spirko Robert Armstrong Graeme Doherty Andrew Scott targaff Christopher James James Knight Dany Pinard Nic White Kelly McBride brazen.sigilos Jeanette Wooldridge James Helen Kruize Lizbeth Alexandra William Walters Steve L M. A. McElaney Cory Gilbertson MadFergy Sean King Daniel Fields Matteo FROSSARD- -DA SILVA TIG767 chas SirApetus Kiai The Dude. Ethan Douglas Goodstein Cecelia Rafferty Michael Spredemann - 2 Old Guys Games Maxwell Willkins M4mmut Clint Hall Pal Hargitai Bill Weir GornSpelljammer Stephen Hoyt Zachary Jake Monika Rohr Russell Andrews Levi Albers Wolfe Dinomight Austin Wilder Jesse Davis Craig Earl Paul Lux Carol Andrew NinjaDuckie Martin Lessard Raf Bressel Russell ‘Redjack’ Petree Madison Nicole Von Ruden Ironhammer33 Maxine my paulsson ianquest Jarred Bruggeman Erika Schnapps Gareth Edwards C Hames George k Eleanor Owicki Karl Schneider Jeremiah Lee Robert Woyak Kevin Moore Daniel Greenlee Amanda Atkins Brian Frisco Rev. Bob Matros jakuehner GlizzyMcGuire69 charles backman Logan Gilbert Alicia Herrington Christian C J Syverson Zach Ratz Matti Leinonen John Rogers Gavin Donovan Frederik Clausen Roy van Houten Joshua F Hunter J. Rebecca Margaret Schriber Kale Schneider David Malcolm Jacob Rachal LittleRedPanda Richard Liam Cummings David LaMar Alirion SenuDraws Joe Crow Kisa Griffin Lonnie C. Daniel Valued Matthew Shawn Douglas Jessica Johannesen Mike Field C3rbi


Paul Dean 92 Anton Semenov Kirk Lund Jake Plaut John-Falcon Pileri Benjamin Middaugh Ali Online Lanet LoveYouMore Lucas May NickTrikz Bailey Perkins Ngai Tsz Kit Nicholas J Drozdowicz StuartWIP Michael Waters Beven Davenport Mike Mancini casey cain Julie LaRoux Wren Eryn and Meghan Joseph Hearn Charles Cates Oliver Grumme Trevor Andreas Mourni Tenchou Pascal Daniel Cistern Guidrion Gus Matthew Newman Tony Åström Ryan Farmer Jordan Gatewood kelson bastien Greg Guiler Jose Perez Sean Algate Teater Tam John Littrel Andrea Vai Brian Hugo László Selmeci Travis Lovellette Rick Andrew Herring Johannes Kruse Avian Caruso Matthew Kiehne Nayamek Caitlin Jane Hughes The Creative Fund by BackerKit Kellie Carrier An additional thank you to the Friends of the Guild who purchased this book, in advance, at full cost: David Kenny Matt Lalemand Jefepato rotinaj Damian Adams Kison Markle Conner LB Morris Umali Tim Alexandra Long koby windzberg Andrew Goodson Richard Clark Shane Zuspan Lorenzo De Stefano DichotomousDragon Kirk Graves Marie Altobelli Nathan James Tuttle Katy J. Evans Payne xaosbob Nikof309 James Norman Damion Meany Jonathan Liam DiPilla Douglas Parks Lauren Gradowski Jacob Orr Amy Bilodeau Happy ‘Hoo Isaac Wurmbrand Sherri Ashby Daniel Wright Kody Moore Alexander Thissen Evil DM Glenn Worley Anthony Laffan Peter C Shafer Mark Brown Ste4dy Julianna Fullam Matt Leonard Christopher McDowell Chris Flagel Samuel Johnson Phil Smith Carlton William Kirk Nathan Heath Phillips hosoth Benjamin Ehlert glenn dallas A.J. Bailey David Dryden Marty Chodorek Aaron Garrett Daniel Cohen-Price Andrew Weimerskirch Vintoks Aaron Pollett Jay Schammert Eric Zengerle Taiga Brenerman David Thrush Kitty Gaetan Courtois John Walker Monkeyswillkill Ronan Plessis Derek Rogers SanderSa Sven Frankmölle TK266 Chris Soult Daniel Melssen Matthew Pierce Brendan Mason Xavier Vincent Brandon Varga Kyle Graham Benedikt Simon Faeytastic Olaf Mora Martin Lennicke Mike Daugherty Conner Bailey Benjamin Saxton-Ruiz Andrea Barajas Rory Charlie Purtill Ellis Putman Timothy W. Horn Kate Berenson Kevin Young Don Cody Jones Von_Recklinghausen Daniël van Son LoLo Kevin OBrien Joe Schmid david feld M hallows Vic Harris SirCobalt Slade Wilson Saylon Michael Miller Joshua Jewkes Erik Gossage Greg Lucas Kristopher Volter Bryant Lasken Arthur Alan Dexter Bruce Marek Meissner Rob McGuire Chris Nehring Theo P. Merrick Oost Megan Casperson Michael G. Palmer Aaron Lee Jey Mayberry Doug Coughler Piron Doug “Dhomal” Raas Jennifer Witt David L. Crooks, Jr. Aaron Noralie Sean Higgins Danielle Hinton Sean Dillard Santi Scott J. Dahlgren Talakai Christopher A. Moran Joe bruna Matrobb Jeremy Huggins Low Rosario Braden hoff Evelyn Levi James Nelson Pietro Sean Sim evans Brennan Eric Humphreys HeavensRevenge Léonard Marti Luke mechanaght Troy Sandlin Nick Thorsen Potsmith Erik


Tessa’s Guide to Pickpocketing and Pilfering 93 Jacob Colebank James Holmes Colleen Simpson Saleana Judd Clint Els Todd Patrick Loren Kenneth Trimmer MISS C M RICHARDSON Matthew Zukowski David Paynter Ben Hartley Nathan Nolan Longspeak Jeremy Nick Frampton Jordon Edward Maher Christian Bedard Sebastian Erik Nielsen VAQUIER Franck Jenni Westwood Alain Bourgeois Elijah Sammer Michael Brandon Herl Patrick Nowak Cas Meeuwissen Jacob Dodd Walter Hjelmar jayoungr Aaron Higgins Diana Lanham Quinn Fitzpatrick Chris Lopez Jesse McAdams Sam Brillhart Allan Sugarbaker Blaine Jemmett Andre Carlos Franz B. Dana Novak Joseph Goslin III Denise Atwood Ness Shortley Brian Koonce Matthew J. Hunter Jon Terry sarah kimberly Caro Tebia Poof James Arnold Neil Lukas Feinweber Daniel Sollars Mark Heckman Ryan Sauter Kevin Pagliarini Simon Claes Victarion Sam Jackson Ian Ashyn Weidner Karlis Jerins Roger Barrass Nakasar cracarnar Andrew Eduardo Jeff Kearns D Taylor Rodriguez Keira Stevens Richard StClair Paul Chadbourne Jr Adam Christine Miller George Roehr Joel Allan David Tavakoli Chase Hanley Andrew Cardona Víkingur Brynjar Matthew Luellen Jesse Joseph Perry Civilized Barbarian Jwilhelmsen0129 Jarno Hallikainen Lester Waters David Jakel Justin Offermann Paul Cowin Lewis Barnes Jeremy Price Steve Strahm Kyle heath delashmit John David Dunn Nelson Simpson Sean Anthony Nijssen Ryan Finally, a special thank you to those brave souls who traversed out into the city streets, gathering many of the common and uncommon wondrous items found in the guide. I tremendously appreciate your contributions to the guide and I know that this book is better because of you! Fellow Rogues, your Uncommon Cutpurses: Noah Ingram of the Dark Lance Mr. Marsden Little Hawk Martijn Jansen Ketter Lenny Daeron Frost Fyodor Lurch Zeb Ryerson Tessa Matthew Pattison Ghost6442 Kristin McDuffee Adrienne M. Aiden Major Carlos Solorzano Alexander Leask Heccate Alixandra Hunter Nicolina Keeler Amber Gaudet Amber Vincent Walden03 Bart Robbins BenSuss Joe Hoffmann Blake Webb Cesar Cota Plutoswrath Chad Benson Charles Turner Soogawchoo Stefan Patraw Aka Cloverhoofs Corvus Null crispin harris Colleen Tsikerdanos Mark Bowery Irilis’ & Drayce’s Nathan Ringham Dario Bill Hein Dark Zero David Torem Arnas Kavaliauskas Dan Dittmer Mikhail Dittovski Matthew Gooch Doug Lucy Richard S Bacon Katrina Grosskopf


Paul Dean 94 Ian Tyrrell Duncan Usher-McGee ShadowNet Enderius enridaga Eric Stitzman Kaos John Michael Hess Fred Stranahan jo holloway Geniac Theodore Freed Gordon and Elysia Mitchel Hendricks Taylor Hicks Nadia Mundt Iain & Jonathon Wright Jack Monkeh James Sherry Jay Munro Joe Carpenter Jeremiah “Jrock” Diaz Jessica James Nielsen Jeremy Hale Jean-Jacques Payot Jeff Mone Dragon Knight Publishing Joshua Waard John Skinner Jr Kat Becker Kiana Wiebe Frank Lee Kirkland Jordan Kristiansan Cooper El Rey de Pinguinos LavenRose Kennet Valentin Larsen Luke Lorah Ideylia Haven Maryann Dean Matt Michalak Jacob “jWolfman” Matney Matthew Howells Matthew Lockard Nathianiel McCasland Erin McAllister Matt Teachout Ryerson Michael Cullen Michael Merriam Michal Jakimowicz Nathan Flint Stefan Halama Matthew Kennedy Rhinorulz The Spider in the corner of your room Mason Hastie Nathan Pollard Nathaniel Jensen Ben Penny Nicholas French Nicholas j Lee C. Holmes Phi Man Shadu “Sabes” Murasaki Quashawn Boykins Thomas T Ronando Turtlelover2244 Raldog2020 sagaisgood Salvatore Puma Samantha Sam Smith SnowfoxAU Scott Bitzer Jr. Scott Barcroft Paul DiGennaro James C Washington Alliyah Arson shayne haugen Stephanie L Turner AKA Phyrefly717 Daniele De Carlo Stefan Stacey Colter Chase Todd Azbill Teague Webb Moosh Micropantocrator T F Tessa Rahilly Tswolfpak Robert Czerwinski Anthony Avila Casey Corbin Brian Weyers William Graham Kai Rose TenbatsuZ I hope to see each and every one of you in the next Kickstarter!


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Dedication To the foolish thieves who walk about in black To the short lived thieves who never had the knack To the intelligent thieves whose hubris saw them caught To the hesitant thieves who walk away with naught To the cowardly thieves extracting wealth through force To the children-thieves Treading the Thiefmaker’s course To the swindling thieves Whose words entreat the con To the swift footed thieves Here a moment and then gone To all of you, brothers and sisters I lift a pilfered glass That the Merchant, the Watch, the King May kiss your larcenous ass.


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