Longreach Tongs: Though this versatile tool has a multitude of potential uses, rogues typically employ it for removing items from shelves, cabinets, chests, or other receptacles without directly endangering their hands, The tongs do not permit fine manipulation, but the owner can use them to lift an object weighing up to 5 pounds, tug aside a curtain, grip a doorknob or latch, or perform some similar activity- Some sets of tongs have wooden handles to insulate the user against electrical shocks or other unpleasant effects- A typical set of longreach tongs can extend to a length of 10 feet (20 gp; 5 lb).

Mini-blade: This little blade—so small that it hides easily between the knuckles of a thief—has given the cutpurse his name. Masters of this tiny and keen blade can garner a day’s wages in a mere hour. Of course, novices may end up missing a finger or two. (1 sp) +5% to Pick Pockets; cannot be used with rosin, powder, or wired cane.

Rosin and powder: For thieves whose pocket-picking fingers do not seem sticky enough, rosin applied to the tips can boost sticking power. Those who have trouble slipping their hands into and out of purses and pockets might use our thieving powder to facilitate movement. Using rosin on the fingertips and powder on the edges produces a particularly useful combination. Rosin cube—100 applications: (1 sp); Powder vial— 15 applications: (5 cp). +2% to Pick Pockets used separately; +5 together; cannot be used with mini-blade or wired cane.

Wired cane: A rigid wire and leather wristband straps this cane to the wrist, allowing a pick-pocket to feign infirmity until close enough to strike. Then by bumping into the target, the cane-bearing hand can perform the pilfery and return to the cane before it is noticed. The wired cane’s handle contains a long-bored hole sized for coins of most types and most jewels. Ivory (10 gp); Bronze (5 gp); Oak (3 gp). +5% to Pick Pockets; cannot be used with mini-blade or powder.


Automated Footpad: A gnome creation, this device looks like a small, wind-up toy. When wound and set in motion, it heads off in a straight line, making distinct, audible footsteps every few seconds- Its chief purpose is to distract guards’ attention by making it seem that someone is walking down a corridor, though it can also make a useful trap-detection tool. If the user makes a successful Disable Device check (DC 25), the device can set off a touch- or proximity-triggered trap (30 gp; ½ lb).

Expandable Pole: This sturdy but hollow bamboo rod is 1 foot long and capped at each end. By removing the caps, the user can slide out up to five additional sections from each tip. When extended and rotated into “locked” position (a move-equivalent action), each of these sections adds 1 foot to the total length of the rod. Since each end can produce the same number of extensions, the pole can be set at any 1-foot increment up to 11 feet. The usual settings are 5 feet, 7 feet, 9 feet, and 11 feet- Collapsing the pole back to its original 1-foot length requires twisting each section to unlock it, then sliding it back inside the next larger piece (a move-equivalent action).

The primary function of this device is to bridge holes or gaps and anchor ropes for descent into pits and shafts. How far the pole is extended determines how much weight it can bear: It can hold 150 pounds at 5 feet, 120 pounds at 7 feet, 100 pounds at 9 feet, or 50 pounds at 11 feet. Halflings and gnomes in particular find this a useful piece of dungeoneering equipment (5 gp; 1 lb).

Garottes (Garotter): Only the worst and most vile of thieves would garotte a guard when a more cunning and less brutal method commends itself. Even so, I receive enough orders for these that I feel I must stock them. All my garottes are constructed of strong wire and hardwood handles—and all are damnably effective. (3 sp) Wt 1 lb; Sz S; Tp Special; SpF 2; Dmg 1d4/ (cannot be used on L); surprise provides +3 attack-roll bonus, no surprise provides -3 penalty; three consecutive hits kill victim.

Glass cutter: Why spend precious minutes (if not longer) picking a rusty and complex lock when a windoe lies in reach? The diamond head of this glass-cutter is guaranteed to score even the thickest and most refined glass. Merely plant the sap-spong in the center of a pane of glass and score a circle around it. A gentle tap creates a hole from mouse-size to person-size. (2 gp) Requires Dex check at -2; failure means the cut section of window slipped and shattered.

Hacksaw: Where lockpicks require finesse and time, hacksaws only require time. All our blades are constructed by dwarven craftsmen and made of fire-hardened steel; our common blades can cut through anything made of steel or softer material. Our superior-grade blades, toothed with diamond chips, can cut any material of lesser hardness than diamond. Common: 5 gp;

Superior: 20 gp. Either blade cuts one quarter-inch square per round; common blades last ten uses, superior last twenty.

Hinge-removing set: Doors have two sides—if you can’t pick the lock, you might try removing the hinges. Our hinge-removing set contains all the tools you need to remove hinges on anything from jewelry boxes to castle keeps. (30 gp) Requires Dex check +1 round for small, 1 turn for door-size, and 10 turns for large hinges.

Keymaking set: The most sophisticated lockpick is a duplicate of the key itself. Our keymaking set includes a wax pad for taking an impression of the original, a scribe for marking the metal stock, a set of blades and files for shaping the stock, and even a stack of metal stocks in small, medium, and large size and thickness. (40 gp) Requires imprint of original, 1 day, and 5 Dex checks—three successes produce a working key.

Lockpicks (Dirke): In addition to the assortment of wires, rods, and angled wrenches common to lockpick sets, our expanded version also contains a funnel, magnifying glass, hammer, oils, acids, chisels—even a listening cone. We have never received a complaint about the effectiveness of our sets—at least not from the buyers. +20% bonus to Open Locks; listening cone grants a +10% bonus to Detect Noise.

Long-Spoon Thieves’ Tools: Each of these items is a specially modified version of a standard lockpicking tool mounted on a long, thin handle. These tools enable the user to manipulate a latch, tinker with a lock, or probe a trap from a position up to 5 feet away and well to the side of the target device- A 1-inch-diameter mirror mounted on a similar handle gives the user a good view of the situation. Though some traps have sufficient range to inflict harm even at that distance, these tools make it possible for a wary rogue to avoid most common hazards, such as poisoned needles or spurting acid. Using these tools is more time-consuming and less accurate than taking the direct approach; thus, longspoon tools add 2 rounds to the time required and impose a -2 circumstance penalty on any check for which they are used- Note, however, that the masterwork bonus for a finely made set offsets this latter penalty (70 gp, 3 lb).

Mechanical Burglar: Another gnome invention, the mechanical burglar is a tiny, clockwork device that automatically picks mechanical locks (It cannot bypass magic locks). The device is a sophisticated mechanism in which springs extend and retract tiny metal probes to manipulate a lock’s inner workings. To use the mechanical burglar, the owner simply winds it up and inserts it into the lock where the key would normally fit. The device is not silent; it ticks, whirs, and pings the whole time it is working. A mechanical burglar takes 1d10 rounds to pick a lock. The quality of the device determines how complex a lock it can open, according to the following table:

Type LockComplexity
IVery simple (DC 20)
IIVery simple (DC 20) or average (DC 25)
IIIVery simple (DC 20), average (DC 25), or good (DC 30)
IVVery simple (DC 20), average (DC 25), good (DC 30), or amazing (35)

To maintain the device, the owner must keep it dry, oil it occasionally, and protect it from impact- Failure to take proper care of the mechanical burglar causes it to cease functioning until repaired, which costs half of its original cost. The mechanical burglar only works on traditional key locks and padlocks. Pris: Type I (2000 gp), Type II (2500 gp), Type III (3000 gp), Type IV (4000 gp); 3 lb.

Reverse Lock: This tricky little device protects the contents of a room or container by frustrating burglars until they give up and go away. When first encountered, the reverse lock appears to be locked but actually is not. If a character makes a successful unlocking attempt – an Open Lock check, an open or knock spell, or anything else that accomplishes the same purpose-the device then locks itself but appears unlocked- A second successful attempt to open the lock by any means causes it to unlock and again appear locked (100 gp; 1 lb).

Sleep Gas (Sovegas):  A sleeping guard is undeniably nicer than a garotted one. We have three levels of potency for our sleeping gas, for small, medium, and large-size creatures. All come in sturdy stoppered flasks that break easily on impact. In liquid form when stoppered, these vials contain enough punch to instantly lay low one creature of the indicated size. Small: 5 gp/ flask; Man-size: 10 gp/flask; Large: 20 gp/flask. Effective 1d4+1 turns; useless against H or G sizes.


Diversion devices: Some thieves could not move silently if their lives depended on it—and typically their lives do. Therefore, we offer two devices to attract attention elsewhere while the thief moves not-so-silently.

Bamsmacks: Shipped from Shou Lung, these tiny segments of bamboo contain ordinary salt. When a string on the bamsmack is set on fire, the device splits apart with a loud smack. Bamsmacks are best used when thrown (5 gp each).

Gigwhorls: These tight-wound tops from Calimshan have a lock and spring mechanism. When thrown, they hit the ground and whirl in a loud, clattering fashion. (3 gp each) Provide a 1 round diversion; they work only once per encounter, only on creatures unaware of the User.

Silent shoes: Much stray sound comes from poor shoes. These soft leather shoes are coated with a thick, stretchy substance from Chult. The silent shoes work well in thick forests as well as wet dungeons. All sizes: 10 gp. +4% bonus to Move Silently.

Silk bodysuit: Any noise not made by shoes must come from clothes. This black, tight-fitting bodysuit, made from a resilient fabric from Maztica, helps thieves hide in shadows. All sizes: 10 gp. +4% bonus to Move Silently.


Gnomish cloaks. Unlike Cloaks of Elvenkind, these garments are not magical. Their neutral gray color and ingenious make their wearer blend readily into shadows. Small: gnomish design 10 gp. Large: 12 gp. +5% bonus to Hide in Shadows.

Tar makeup:  A cloaked body may still be given away by an uncovered face. Our tar makeup allows full vision and flexibility without the risk of revealing one’s place. This makeup will not harm the skin, as normal tar or rubbed charcoal may. One jar (25 applications): 3 gp. +2% bonus to Hide in Shadows.

Weapon Black: This compound does for dagger or sword what tar makeup does for one’s face. Unlike that of other companies, our weaponblack will not affect the sharpness of the weapon, nor is it flammable. One vial (25 applications): 3 gp. +5 bonus to Hide in Shadows.


Thieving helmet: A perennial problem of being a thief is that any helmet must be removed to hear through doorways. Therefore, a gnomish inventor in Waterdeep devised this thieving helm, which not only protects the head, but also amplifies sound coming to a listener. They may look silly, but some of my friends swear by them. (10 gp) -1 bonus to AC; +5% to Detect Noise.


Clamp gauntlets and chisel boots: These ingenious´items were invented by the same gnomish craftsman who made the thieving helmet. By means of narrow-tipped fingers and toes and a ratcheted clamp mechanism, in the gauntlets, thieves can find a handhold on most external wall surfaces: cut-stone, riverstone, or wood. Either size: 25 gp. +10 bonus to Climb Walls; -5 penalty to attack rolls; halves movement; cannot be used with other climbing gear.

Climbing irons:  These bent rods strap comfortably to the legs, allowing a thief to sink the barbed ankles into most any wood surface. Traditionally used by lumbermen, climbing irons also work very effectively on the corners of wooden buildings. Of course, though they aid climbing, they hamper getaways— I’ve seen many a thief running bow-legged from a crime scene to avoid bloodying his ankles. +7 bonus to Climb Walls; -3 penalty to normal movement until removed.

Rope set: Our rope set not only includes 200 yards of high-quality, triple-stranded silk rope of elven manufacture, but also two foldable grapples and the spikes and pulleys needed for serious climbing. All of this comes in a lightweight pack. (40 gp) +10 bonus to Climb Walls; cannot be used with other climbing gear; total set weighs 5 lb; pack weighs ½ lb.

Spider poles: This odd and gangly assortment of metal poles can be collapsed into a small, lightweight bundle. When unfolded, however, the spider-poles can be snapped variously together to form a semirigid ladder or articulated frame for scaling walls. Pay careful attention when you unfold the spider poles, though, or you may never remember how to collapse them. +10 bonus to Climb Walls; requires Dex check for assembly/fold up; cannot be used with other climbing equipment.


Bladeboots: Captured thieves are typically stripped of their weapons, but not of their shoes. If a thief has a shoe for a weapon, odds for escape improve significantly. Solid leather construction, a broad steel blade, and a heel-click trigger mechanism add kick to any escape – (15 gp). Wt 2 lbs; Sz S; Tp P; Speed 4; Dmg 1d6/1d6+1.

Double-Sided Clothes: This specially made set of clothing is useful for allaying suspicion and throwing off pursuit. A bard who has been spotted leaving an assignation, a spymaster who is trying to throw off a tail, or a thief who wants to establish an alibi-any of these can benefit greatly from this relatively simple item.

Each piece of clothing in the set is reversible, and the two sides differ markedly in color, style, and general appearance. Neither side resembles the other in any way, and most often the two ensembles even correspond to different social stations. Thus, the wearer can take pains to be seen wearing one outfit, then duck briefly out of sight and emerge looking so different that only the most suspicious observer would connect him or her with the person who vanished a few moments before.

However, it would behoove the suit’s owner not to use it too many times in the same town, lest some bright citizen make a connection between the disappearance of one person and the appearance ofthe other.

It takes 2 minutes to reverse the clothing and alter other details (such as hairstyle, jewelry, and so forth) appropriately.

A character who completes the change gains the standard +5 bonus on Disguise checks for alteration of minor details. If the wearer attempts any additional changes (such as using spells or a disguise kit, or appearing as a different gender, race, or class), apply the corresponding check modifiers (see the Disguise skill description in the Player’s Handbook) and extend the time required appropriately. (50 gp; 8 lb).

Earblade: Though many thieves carry these handy gadgets, most hope never to use them. The earblade is an incredibly keen blade mounted on a spring hinge and resting unobtrusively behind the ear. The earblade’s sole use is to deeply score a nooseline placed over a thief’s head. Thus, when the gibbet block is dropped, the rope will snap and the thief can escape. Since none can guess which side the noose will be placed on, most thieves buy two of these. (1 sp), 15% chance of discovery; 50% chance of success.

Files (Filer): These thin and sturdy files can be easily sewn into the hems of clothing before any thievery is attempted. Then if captured, the thief has a ready means for making an exit from his cell. These files are not to be swallowed and regurgitated under any circumstance. Cut through ¼ inch square of iron or lesser material in 1 turn.

Gorget: This metal collar offers superior protection for the neck, providing a +10 armor bonus against garrote attacks. The typical gorget consists of two semicircular metal plates held in place with a metal pin. It is typically worn as part of a set of full plate, though it can also be worn alone or as part ofa helmet. Adding spikes to a gorget doubles the cost and may make certain opponents reconsider attacking the wearer’s throat, but this feature adds nothing to its armor bonus. A gorget has a hardness of 10. Because it can restrict breathing, long-term exertion is difficult for the gorget wearer- The item imposes a -4 circumstance penalty on any checks made to perform physical actions that extend over a period of time (running, swimming, breath-holding, and so on); 10 gp for almindelig, 20 sp for spiked; 5 lb.

Leather Collar: This simple piece of gear protects the neck, providing a +4 armor bonus against garrote attacks- The typical version is between 2 and 4 inches wide, has a hardness of 3, and is held in place by laces. Leather collars must be custom-made for their wearers, and fashion-conscious owners often have them decorated with stitching, studs, or dye. While less restrictive than the gorget, the leather collar also makes long periods of exertion difficult- This item imposes a -2 circumstance penalty on any checks made to perform physical actions that extend over a period of time (stunning, swimming, breath-holding, and so on); 5 gp, 2-3 lb.

Masks (Masker): Arguably the bestway to escape pursuit is to be unrecognizable. We stock only the typical black thieving masks, but can special order face dressings that, in dim light, disguise the wearer entirely. Specify type and allow six months for special orders. 40% chance of disguise, or +3 to Disguise proficiency, whichever is greater.

Poison (Gift):  Live thieves are carted off or slain; dead thieves are left to the mortician or the ravens. By drinking two vials of this mild poison (one vial for demihumans or weak humans), a thief can all but stop his heart and breathing for 30 minutes. Most awake thereafter in simpler hands from which to escape, though some have come to buried in pine boxes. Actual duration is 1d20+10 rounds.

SPOILERS: When fleeing from the scene of a crime, one need not rely on skill alone to escape harm’s way. By tossing spikey caltrops onto a rough path or marbles on a smooth floor one can markedly slow a pursuit. Aniseed can throw dogs off a thief’s scent, and a field of snap-traps can deter pursuers of any type. When fleeing with a bag of gold beneath one arm, have a bag of spoilers beneath the other and you’ll surely get away.

Caltrops (Partisansøm). Sæk med 100 (2 gp). Pursuers move at 1/3 speed or save vs. paralyzation; successful save halts movement and does 1d4 damage.

Marbles (Marmorkugler). Sæk med 100 (8 sp).  Pursuers move at ½ speed or Dex check for slipping; failed check means they fall for 1 Round.

Aniseed: Vial (1 gp). Stops dogs 1d4+1 hours; successful save vs. poison lets trained dog pursue after 1d4+1 turns.

Snaptraps. Sæk med 100 (5 gp).  Pursuers move at ½ speed or Dex check; failure means pursuer steps on trap and takes 1d4 damage.


Disappearing Ink (Forsvindingsblæk): For thieves who make their way among wealthy folk, disappearing ink is as indispensable as a mini-blade to a cutpurse. What better way to entrap an unwary businessman than to sign him to a contract from which your signature will disappear? We carry all varieties of ink—disappearing within the hour, day, week, or month, and ink that is invisible until heated over a candle. Please specify type at ordering. Black or red: 5 gp. 10% chance of failure.

Disguise (Forklædning): Our costume kits contains everything a thief needs to slip by unobtrusively. A vial of tree sap allows the goat-hair moustache or beard to be easily attached. The soft felt hat can assume many shapes and the linen coif doubles as a decorative hood. A coal pad darkens skin and adds dramatic shadows, while the chalk stick lightens and highlights skin. The pack even includes a wad of clay that can be shaped and colored to make a false nose or chin, or higher cheekbones. (20 gp) +3 to Disguise proficiency.

Games (Spil): The gaming table has witnessed some of the most daring and legendary scams of thieving history. For the enterprising game player, we offer marked card decks (3 gp), dice weighted for high or low rolls (5 gp), and pebbles and shells with roller pockets (3 gp). +3 to Gaming proficiency if used appropriately.

Salves and medicinals: Because I will not condone the sale of false cures to those with real afflictions, our liniments and salves purport instead to provide enhanced felicity to native abilities. We therefore supply snake-oil salesmen with stoppered jars purporting to “liven reflexes,” “improve stamina,” “enlarge muscles,” “induce hair growth,” “increase intelligence,” “remove liver spots,” “enhance common sense.” Each bottle comes with complex instructions for application, and minuscule evidence of effectiveness. Successful wisdom check lets thief sell salve for 1d10 gp; 5% chance per usage of temporary placebo effect, improving related ability (if any) 1 point for 1d3 days.

Waterproofing: This useful compound comes in the form of a thick paste or polish in a tin container. When rubbed on wooden, leather, paper, parchment, or metal items, it protects them from all water damage for up to 24 Hours. An item so treated suffers no harm from any type of water exposure- be it dampness, a brief shower, or even complete immersion- One application covers an object the size of a lute or a pair of boots and lasts for seven days or until exposed to water. A tin of waterproofing contains enough polish for ten applications.

Bards in particular find this item useful for protecting their precious instruments from inclement weather and sudden dunkings; 30 gp; 1 lb.