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1d20 Theives Tools
www.occultesque.com
1. Pendulum of the Window-Sneak
A long silver thread with a sharp-tipped metal pendulum attached to the end. When spun in a circle, the metal tip slices cleanly and noiselessly through glass. It can even score most metal surfaces with ease.
2. Belfry Hooks
Two black-iron hooks on either end of a fifty-foot rope. The hooks, if one end is grounded to a fixed surface, prevent any objects tethered from making noise.
3. Bell of the Book-Imp
A crystal handbell that makes no noise when rung. It summons a small, ugly imp that can memorize the contents of a 500-page tome in approximately one minute. The imp can both remember the last three individual works it has memorized and recite excerpts and general details from these books when asked. It may only be summoned twice per day.
4. Karjar's Ear-Horn
A strange brass listening device that allows the user to hear all noise perfectly when held to a horizontal surface such as a floor, trapdoor, or ceiling. It will produce no sound when used to listen at vertical surfaces such as upright doors or walls. It has a 3 in 6 chance of working on slanted surfaces.
5. The Berubalian Lockpick
Slim steel rods bent at odd angles. They cannot unlock any device but will always find whether the lock is trapped or not without setting off said trap.
6. Blacktallow Candles
These three-inch candles with stubby wicks are colored by the ink of abyssal squid. When lit, the shadows cast by the small flames are strange and flickering, allowing twice the normal success rate of detecting magical illusions and hidden doors.
7. Longhand Gloves
Simple leather gloves with a mechanism that attaches to the wrist. When the thumb is pulled in and the other fingers held straight, six-inch metal wires extend from each digit. They can be used as lockpicks - and if the user is nimble enough, to pick pockets.
8. Eyes of Pete the Trustless
Simple spectacles with glyphs carefully carved into the wearer's side of the lens. They draw the wearer's eyes to facial expressions made by liars and bluffers.
9. Nine-Foot Pole
This wooden pole with an iron core is thrice as durable as an ordinary ten-foot pole and has the ability to pick up the vibration of magical gylphs, enchanted traps, illusory fields, and dimensional portals in a nine-foot radius from either end of the pole.
10. The Hangman's Savior
A nearly-translucent sheet of abyssal squid-flesh. When wrapped around one's neck it is nearly impossible to detect. It makes breathing difficult, but the wearer is immune to garrotes, strangling, and the hangman's noose while worn.
11. Black Geodes of the Glitterdeep Gnomes
Stones just large enough to use in a sling. When used as ammunition or thrown with sufficient force to cause damage, they shatter. When a black geode breaks, it causes a howling noise and a ten foot radius cloud of strange, sparkling smoke. The smoke disrupts all spells in the radius and prevents light from escaping. Lasts for three rounds.
12. Tunnel-Rat's Pipe
A hollow iron pipe the size of a shortsword and with a one-inch diameter. One end is sharpened. A strange valve allows air to flow only from the sharpened end to the blunt end, and not the either way around.
13. Gorgok Bladder
This elastic sac is small enough to fit in a closed fist. When struck with enough force to cause damage the bladder will rapidly swell to three feet in diameter breaking free of anything restraining. It can shatter wood and bend metal.
14. Androsta's Puzzle Cube
This strange metal device comes paired with a small wand of the same material. When the wand is tapped against a puzzle or lock, the cube will shift to replicate the object and allow the user to examine it in perfectly-duplicated detail.
15. Hole-Breakers
Large, single-use pitons with an oddly splintered design. When used with a hammer to breach a hole in any single, solid surface the result will always be a four-foot diameter hole that leaves the surrounding rface structurally sound. If the surface is too small for such a hole, it will likely crumble in on itself.
16. Houndsbane
A silver harp with fine strings. When played, it makes no noise at a frequency that humans can hear. All creatures with keen hearing within one hundred feet (ex: dogs, elves, bats) must save or be stunned until the harp stops playing. If the creature passes, it must repeat this save every round.
17. Siphoncoins
Each siphoncoin is tied to a siphonpouch, which can be any receptacle. Most siphoncoins are designed to be slightly larger than a gold or silver piece. Any metal object smaller than a siphoncoin that comes into contact with it has a 1 in 6 chance of being discretely transported to the siphonpouch through a teleportation enchantment.
18. The Last Job
The enchanted skull of a dead thief and a personal trinket of that thief from when they were alive. A gemstone must be placed in each eye socket. The trinket will become uncomfortably hot to the touch if the skull detects any creature in its line of sight.
19. Slithereels
2d6 black eels trapped in a jar of slimy water. They require a small amount of food daily and will perish if exposed to bright light for more than one hour. When dropped into a body of water, they will search out and find underwater passages - hidden or otherwise - without fail, marking them with strange black smears.
20. Lily of the Fragile Valley
This small white flower is surprisingly durable to physical roughness, but will begin to wilt when exposed to gases or vapors that are harmful to humans, even if odorless.

One Hundred Thieves' Tools
Random tables and weird content for use in Tabletop Roleplaying Games, both OSR and 5E.
1. Pendulum of the Window-Sneak
A long silver thread with a sharp-tipped metal pendulum attached to the end. When spun in a circle, the metal tip slices cleanly and noiselessly through glass. It can even score most metal surfaces with ease.
2. Belfry Hooks
Two black-iron hooks on either end of a fifty-foot rope. The hooks, if one end is grounded to a fixed surface, prevent any objects tethered from making noise.
3. Bell of the Book-Imp
A crystal handbell that makes no noise when rung. It summons a small, ugly imp that can memorize the contents of a 500-page tome in approximately one minute. The imp can both remember the last three individual works it has memorized and recite excerpts and general details from these books when asked. It may only be summoned twice per day.
4. Karjar's Ear-Horn
A strange brass listening device that allows the user to hear all noise perfectly when held to a horizontal surface such as a floor, trapdoor, or ceiling. It will produce no sound when used to listen at vertical surfaces such as upright doors or walls. It has a 3 in 6 chance of working on slanted surfaces.
5. The Berubalian Lockpick
Slim steel rods bent at odd angles. They cannot unlock any device but will always find whether the lock is trapped or not without setting off said trap.
6. Blacktallow Candles
These three-inch candles with stubby wicks are colored by the ink of abyssal squid. When lit, the shadows cast by the small flames are strange and flickering, allowing twice the normal success rate of detecting magical illusions and hidden doors.
7. Longhand Gloves
Simple leather gloves with a mechanism that attaches to the wrist. When the thumb is pulled in and the other fingers held straight, six-inch metal wires extend from each digit. They can be used as lockpicks - and if the user is nimble enough, to pick pockets.
8. Eyes of Pete the Trustless
Simple spectacles with glyphs carefully carved into the wearer's side of the lens. They draw the wearer's eyes to facial expressions made by liars and bluffers.
9. Nine-Foot Pole
This wooden pole with an iron core is thrice as durable as an ordinary ten-foot pole and has the ability to pick up the vibration of magical gylphs, enchanted traps, illusory fields, and dimensional portals in a nine-foot radius from either end of the pole.
10. The Hangman's Savior
A nearly-translucent sheet of abyssal squid-flesh. When wrapped around one's neck it is nearly impossible to detect. It makes breathing difficult, but the wearer is immune to garrotes, strangling, and the hangman's noose while worn.
11. Black Geodes of the Glitterdeep Gnomes
Stones just large enough to use in a sling. When used as ammunition or thrown with sufficient force to cause damage, they shatter. When a black geode breaks, it causes a howling noise and a ten foot radius cloud of strange, sparkling smoke. The smoke disrupts all spells in the radius and prevents light from escaping. Lasts for three rounds.
12. Tunnel-Rat's Pipe
A hollow iron pipe the size of a shortsword and with a one-inch diameter. One end is sharpened. A strange valve allows air to flow only from the sharpened end to the blunt end, and not the either way around.
13. Gorgok Bladder
This elastic sac is small enough to fit in a closed fist. When struck with enough force to cause damage the bladder will rapidly swell to three feet in diameter breaking free of anything restraining. It can shatter wood and bend metal.
14. Androsta's Puzzle Cube
This strange metal device comes paired with a small wand of the same material. When the wand is tapped against a puzzle or lock, the cube will shift to replicate the object and allow the user to examine it in perfectly-duplicated detail.
15. Hole-Breakers
Large, single-use pitons with an oddly splintered design. When used with a hammer to breach a hole in any single, solid surface the result will always be a four-foot diameter hole that leaves the surrounding rface structurally sound. If the surface is too small for such a hole, it will likely crumble in on itself.
16. Houndsbane
A silver harp with fine strings. When played, it makes no noise at a frequency that humans can hear. All creatures with keen hearing within one hundred feet (ex: dogs, elves, bats) must save or be stunned until the harp stops playing. If the creature passes, it must repeat this save every round.
17. Siphoncoins
Each siphoncoin is tied to a siphonpouch, which can be any receptacle. Most siphoncoins are designed to be slightly larger than a gold or silver piece. Any metal object smaller than a siphoncoin that comes into contact with it has a 1 in 6 chance of being discretely transported to the siphonpouch through a teleportation enchantment.
18. The Last Job
The enchanted skull of a dead thief and a personal trinket of that thief from when they were alive. A gemstone must be placed in each eye socket. The trinket will become uncomfortably hot to the touch if the skull detects any creature in its line of sight.
19. Slithereels
2d6 black eels trapped in a jar of slimy water. They require a small amount of food daily and will perish if exposed to bright light for more than one hour. When dropped into a body of water, they will search out and find underwater passages - hidden or otherwise - without fail, marking them with strange black smears.
20. Lily of the Fragile Valley
This small white flower is surprisingly durable to physical roughness, but will begin to wilt when exposed to gases or vapors that are harmful to humans, even if odorless.