Contraband Equipment - Contraband equipment can only be bought through an illegal contact and its use can lead to jail or worse.
Item Legality Cost Weight
Acid, Metal-eating, 1 vial** L 50 gp
Aniseed, vial L 2 sp *
Arm Sling L 3 cp
Biased Dice, Bone, box of 4 I 5 gp
Biased Dice, Ivory I 20 gp
Blade Boots I 15 gp 3 C 2 False heels attach to regular boots.
Blinding Powder Varies Varies *
Caltrops (10) L/S 3 gp 1
Catstink, vial** S/I 40 gp Ruins sense of smell.
Charcoal, Bundle L 2 cp
Clawed Gloves** I 20 gp 1 C
Clawed Overshoes I 15 gp 1 C
Climbing Dagger L 5 gp 1
Climbing Spikes, iron (10) L 5 sp 4
Crowbar L 6 sp 4
Darksuit S 30 gp 5
Death Knife** S/I 12 gp 1
Dog Pepper, packet S 1 sp *
False Scabbard** L/S 12 gp 1-2
Folding Bow L/S 45 gp 2
Footpad's Boots I 8 gp 3 C Heel carries small message -
Funnel, small L 3 cp
Glass-cutter (handled) L/I 120 gp 1
Grappling Iron L 3 gp 2
Hacksaw (equivalent) L 3 gp 1
Hacksaw Blade L 6 sp *
Hand Lamp (with silver mirror) L/S 10 gp 1
Hand-Warming Lamp L 2 sp
Hollow Boots I 15 gp 3 C
Housebreaker's Harness** I 25 gp 2
Keymaking Set I 60 gp 6
Leather Straps (pair) L 3 sp 1
Limewood (as bark strips, 10) L 3 cp *
Listening Cone (brass) L 2 gp
(Lock) Chisels, set of 3 L 2 gp 1
Marbles, bag (30) L 2 cp
Marked Cards, Deck** I 5 gp
Metal File L 5 sp
Mini-Blade L 5 cp *
Pin Ring (iron) S/I 2 gp *
Pin Ring (silver) S/I 10 gp *
Poison (death) I 20SD
Poison (pain) I 10SD
Razor Ring (iron) S/I 2 gp *
Razor Ring (silver) S/I 10 gp *
Sharkskin (per sq. ft.) L/S 12 gp 1
Silenced Armor** S 750 gp 50
Sheath Poison I 10SD applies a liquid poison to a blade as it is drawn (dagger or sword)
Skeleton Key I Varies 5 SD
Sword Stick** L/S 25 gp 4
Thieves Picks I 30 gp 1
Thieves Picks Adv I 30 SD 1
Water Shoes, pair S/I 5 gp 1
Wax, Block L 3 cp
Weaponblack (vial) S 2 gp
Wire Cutters L/S 1 gp
Woodland suit L/S 35 gp 5
Wrist Sheath S 3 sp
New Items
Acid Bomb-this bomb has a small container inside filled with acid. When thrown the container explodes on contact and sprays the acid in a 5' radius causing 1d4 hp of damage and corroding normal metal of up to 4 inches thick. (1 round per inch). 20SD each
Aniseed Bomb-this bomb has a small container inside filled with aniseed. Throw this bomb behind you and it will explode (not very loudly) and the aniseed will come out in a gaseous form, where dogs well lose your scent. 10 SD each
Catstink Bomb-same effect as aniseed bomb. 10 SD each
Blinding Powder Bomb-throw this at an opponent's upper chest or face and he is blinded (-8) for 1 rounds, unless a saving throw vs. fort DC 24 is made he is unaffected. 5 gold each.
Flash Bomb-throw this bomb into a fire and everyone looking at it, unless a saving throw vs. reflex DC 20 is made, are blinded for 1 rounds. 1 SD each
Impact Bomb - This bomb has a fairly volatile explosive powder inside which will explode on contact. Anyone within 5' of the explosion receives 1d10 hp of fire damage, unless a save vs. reflex is made at DC 20 for half damage, and anyone within 5-10' receive 1d6 hp of damage unless a save is made for negation. If thrown at a person, that person receives 2d12 hp of damage and save vs. Reflex DC24 for 1/2. 40SD each
Glass Globe -this is thrown for distraction only. 2 silver each
Holy / Unholy Water Globe – Small globes hold 1 app which can be concealed in wristlets. 5 pp each.
Sonic Bomb - this bomb will start to make a crackling noise on contact. Good for diversions. 5 gp each
Pepper Bomb - Same as a dust bomb, except the victim is choked (-4) for 1-2 rounds due to choking and sneezing. Save DC 24. 5 gold each.
Smoke Bomb-when thrown onto the ground this bomb will create a fog in a 20' radius. When thrown into a fire it will create a dense fog in a 20' radius.
Magical Items
Cloak of Shadows - this cloak gives +3 to disguise. +3 to move silently and hide in shadows. 50k SD
Robe of Pilfering-this robe is usually a dark color and it has 20 pouches inside which only the wearer can see. 10k sd Colors Dark red 1 dark purple 2 dark grey 3 black 4-6
New Thief Equipment
Arm Sling
This is simply a cloth sling; the thief wears it to appear as if he has a broken or injured arm, and speedily withdraws his hand from it for the pocket-picking attempt. This actually reduces the chances of picking pockets by -5 penalty but the payoff is that the chances for being discovered are halved (but a natural 00 on d100 always means discovery). This reflects the fact that people simply do not expect to see a man with a broken arm picking pockets and the expectation determines the perception. The use of this unusual
strategy is only useful - but it is really useful here - when the priority is not to be discovered, rather than to be sure of success. A thief working in a city where he is not a guild member, or one where legal penalties for picking pockets are very harsh, nlight favor the use of this ruse. A thief obviously cannot use this ruse for an extended period of time in the same place (save possibly by posing as a beggar). There is a limit to how long an arm can plausibly need for healing, after all.
Mini-Blade
This is a generic term for a very small (and usually very sharp) blade which can be held (with care!) between the fingers or in the "edge of the hand". A very sharp coinedge, filed down, can be used in this way. and has the advantage of being readily available. A more sophisticated (and rarer) version is the razor ring, a hollow signet ring with a flip-tap and a very sharp blade within. The mini-blade is used to cut a soft container - most obviously a purse or pouch - so that the thief can get at what's inside it.It is the most
effective technique for getting at coins, gems, etc., inside a purse with drawn and tied strings. With a mini-blade the thief only has to make a simple pick pockets check to effect the larceny. If the thief has, instead, to try to open the purse strings and then extract what's inside because he has no miniblade, this needs two pick pockets rolls for success (one to open the purse, one to get at the goodies) - and two rolls for being observed, as well!
Glass Cutter
This very simple instrument is usually a small diamond set into a suitable handle, or even one set into a ring. The diamond must be cut to a line point, and if used in a ring a hinged top should be used to protect the gem. Such a tool will cut through glass fairly quickly. Attempting an entry through a window is always superior in principle to attempting to force a door, since windows cannot be as physically tough as doors and are less likely to be locked; but if they are locked, a glass cutter is highly useful.
Hollow Boots
These come in various forms, but a common design is one with swivelling heels. The heel of the boot is grasped and twisted firmly toward the inside surface. The heel swivels and reveals a small, hollow compartment within the boot. These compartments are very small, and will typically only hold one gem of moderate size or up to four small ones. The design at the boot is such that there is not an externally visible built-up heel, but nonetheless a thief wearing these boots suffers a -5 penalty to any move silently rolls he has to make.
Marbles
The use of these is an old chestnut, but perennially popular witt; thieves, not least because of their elfectiveness. A small bag of marbles (a general term for small spheres of glass, metal, etc.) unleashed over a stone floor to roll around forces any pursuers to slow to half normal speed or be forced to make a Balance check. If this check is failed the pursuer slips up and has to spend a full round getting up again. Because marbles roll around a lot, a small bag (30 or so) will cover a 10' x 30' (or equivalents area. Small stones and pebbles can only be substituted for marbles if they have been polished, filed, etc., so that they are almost perfectly round - a timeconsuming business.
Pin Ring
This simple weapon is a ring with a flip-up lid, below which is a needle capable of delivering a dose of poison (or knock-out drug, etc.) to the target. The most primitive version of this will have the pin simply sitting in a small reservoir of liquid drug or toxin. Since administration of the poison/drug is rather haphazard here, the victim receives a bonus of + 2 to any saving throw against its effects. subtler and more refined designs have a needle capable of drawing up liquid from a reservoir, so that only a normal saving throw (or even one with a -2 penalty) applies. The DM should decide which to allow in the campaign (both can exist at the
same time, of course). An attack with a pin ring takes a -4 penalty to the attack roll because it must strike exposed flesh - the pin will not administer poison through any significant thickness of clothing. A strike to the neck is the time-honored way of making sure the toxin gets into the bloodstream quickly.
Sword Stick
This is simply a long, slender, rapier-like blade concealed within what appears to be a simple walking stick or cane. Swashbucklers are particularly fond of this weapon. Damage done by the blade is as per a short sword. It takes one round to draw the blade from
the sword stick and ready it for use. The main use of the weapon, obviously, is the possibility of smuggling it into places where weapons are not permitted. It is highly doubtful whether anything like a sword stick existed in medieval times, but this weapon definitely adds some style and dash to a campaign.
Wrist Sheath
This small leather sheath is made to hold a knife or dagger, and is strapped to the forearm (below the sleeve of a garment) so that the weapon can be flipped to the hand by an arm movement and the blade readied for action. A dexterous thief can work a blade into his hand by arm movements disguised in the context of changing posture while sitting in a chair, or similar, seemingly innocuous moves. Again, the obvious advantage is that of concealment. Variants on this theme are drop sheaths, which are usually sewn into leather jackets or similar articles of clothing. Here, release of the dagger from the sheath can be triggered by mechanical means
(pressing a jacket sleeve stud, etc.) or by muscular stimuli triggering pressure pads (tensing the biceps firmly against the fist of the other arm, etc.).
False Scabbard
Thieves can employ stout scabbards which are slightly longer than the swords which fit into them, leaving a length of scabbard at the end which is a separate, hollow compartment. Usually, this can he accessed via a sliding panel at the end of the scabbard.
This hollow compartment can be used to conceal a great many kinds of things, either to smuggle them in (poisons, blinding powder, etc.) or smuggle them out (gems and such). Some are so well-designed that the compartment can be entered from above or below, so that the thief can use the false scabbard as a snorkel (or, more correctly, as an underwater breathing tube) if he has to stay concealed in the water for any reason.
THIEF EQUIPMENT PRICE
Item Cost Weight
Arm Sling 3 cp *
Mini-Blade 5 cp *
Razor Ring (iron) 2 gp *
Razor Ring (silver) 10 gp *
Glass-cutter (handled) 120 gp 1
Hollow Boots 15 gp 5
Marbles, bag (30) 2 cp 1
Pin Ring (iron) 2 gp *
Pin Ring (silver) 10 gp *
Sword Stick 25 gp 4
Wrist Sheath 3 sp 1
False Scabbard 12 gp 1-2