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Table of Contents
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INTRO
LEGAL
HISTORY
CREDITS
ACT I
ACT II
ACT III
ITEM LISTING
This will be a simple guide detailing what you can Pickpocket and from who, it
is broken down by Chapter and Area, listed in the order you visit. All these
were taken directly from the Module files opened into the Toolset so there
shouldn't be anything missing or any errors. If for some reason you find
something I did miss; please E-Mail me at'Offkorn_69@yahoo.com' with
"Theft Guide" in the subject line with whatever the item is and whomever you
steal it from.
If a character is not mentioned, it means they have nothing on them. It would
seem the difficulty for 'Sleight of Hand' checks is always 20, and Critical
Failure is impossible, so you'll never need more then 19 ranks in it (including
any Dex bonuses). There also doesn't seem to be any consequence to failing.
The Item 'Merchant Gold' refers to a Merchant's store of gold used for Buying
Items, you can steal 20-40 GP per 'Sleight of Hand' use from this stockpile.
Any Items you steal can only be sold to a Thieves' Guild Fence. You have the
option to get one at your Keep, and the two Dwarven merchants at Port Llast
also act as fences.
Any websites wishing to post this guide may do so as long as credit is given
and no content is altered in any way.
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HISTORY
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Version 1.0 - 11/15/06
First version
Version 1.01 - 12/06/06
Various spelling corrections
dphagan - Noticing the Studded Leather +1 that can be stolen from Edario.
Tobias Günther - Finding out that the Dwarven Merchants are fences.
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ACT I
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West Harbor
Brother Merring: Potion of Cure Light Wounds
Georg: Short Sword
Pitney Lannon: Potion of Cure Light Wounds
Rita Starling: Amethyst
Tarmas: Merchant GP
Ward Mossfield: 25 GP
Wyl Mossfield: Copper Ring
Weeping Wilow Inn
Jorik: Thieves' Tools +6, Merchant GP
Fort Locke
Galen: Strong Tangle Trap, Merchant GP
Jacoby: Merchant GP
Tor Millows: Merchant GP
Docks District
Repko the Weaponsmith: Blade of the Gladiator, Merchant GP
Reylene: Belt of Agility +1, Liber Occultatum, Merchant GP
Werth the Armorsmith: Merchant GP
Merchant District
Deekin: Gloves of the Minstrel, Merchant GP
Judge Oleff: Holy Water, Healer's Kit +10, Merchant GP
Pap - Crafting: Strong Sonic Trap Kit, Merchant GP
Back Alley Warehouse
Supervisor: Sharpshadow Blade, Thieves' Tools +10, The Quiet Deaths of
the Brotherhood of Assassins
Old Owl Well
Callum: Healer's Kit +10
Karina: Potion of Cure Light Wounds, Minor Spike Trap Kit, Thieves'
Tools +3
Simmy: Doss Lute, Merchant GP
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ACT II
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Blacklake District
Book Merchant: 1 GP, 1 GP, 1 GP, Invisibility Sphere Scroll
Dawnbringer Natrisse: Deadly Holy Trap Kit, Merchant GP
Dayne Lynneth: Chime of Opening, Magic Bag, Merchant GP
Food Merchant: 1 GP, 1 GP, 1 GP
Lord Cyran Tavorick: Emerald
Misc Merchant: 1 GP, Gold Necklace, Gold Ring, Diamond
Pepin Pollo: Amulet of Acid Resistance
Vania: Vania's Key, Saintsblood Pearl
Port Llast
Alaine: 1 GP
Haeromos: Healer's Kit +10
Haljal: Bleederkin, Mechant GP
Nya: Ring of Hiding, Merchant GP
Port Llast Guard (Garrison, Back): Port Llast
Port Llast Guard (Garrison, Left): Obsidian
Port Llast Guard (Garrison, Right): Potion of Bull's Strength
Traveler: Cold Iron Dagger, Potion of Invisibility
Yask: Thieves' Hood, Merchant GP
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ACT III
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Merchant District
Axle's Doorman: Key
Bill Logan: Eaglebow, Arrow of the Vampire, Merchant GP
Deekin: Thieves' Tools +10, Merchant GP
Priest of Tyr: Healer's Kit +6
Randolph: Bracers of Dexterity +4, Merchant GP
Ironfist Stronghold
Revorax: Chain Shirt +5, Merchant GP
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ITEM LIST
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Amulet of Acid Resistance: Acid Resistance 20/-
Blade of the Gladiator: Longsword +2, +1d6 Acid Damage
Bleederkin: Rapier +2, Wounding [DC=14]
Bracers of Dexterity +4: +4 Dex
Chime of Opening: can cast Knock (3) for 1 Charge, has 50 Charges
Doss Lute: Only useable by Bard, can cast Ghostly Visage (3) 1/Day,
Hold Person (3) 1/Day, and Neutralize Poison (5) 1/Day
Eaglebow: Shortbow, +3 Attack, +2 Search, +2 Spot
Gloves of the Minstrel: Only useable by Bard, Perform +3
Liber Occultatum: Thief Armor Recipe Book
Magic Bag: Reduces the Weight of the contents by 60%
Merchant GP: The amount of Gold a Merchant has on hand to Buy Items with. It
varies from Merchant to Merchant but is generally in the 10k-100k
range.
Port Llast: Book about Port Llast
Ring of Hiding: Hide +6
Saintsblood Pearl: Can cast Cure Light Wounds (2) for 1 Charge, Cure Moderate
Wounds (3) for 2 Charges, Cure Serious Wounds (5) for 3
Charges, Cure Critical Wounds (7) for 4 Charges, and
Restoration (7) for 5 Charges, has 50 Charges