Jenny Diver — Queen of the London Pickpockets

Jenny Diver can steal a purse in a crowd without breaking stride, remove a ring while apologising for bumping into its owner and pass a stolen object through three accomplices before the victim notices anything is missing. Her greatest skill is not quick fingers but attention: she sees who is watching, who is pretending not to watch and which person in a room believes rank makes them untouchable.
In the campaign’s London, Jenny is already too skilled to belong completely to anyone else’s gang. She works with fences, street thieves and information brokers when it suits her, but keeps her own routes, disguises and trusted accomplices. Adventurers may hire her to remove a document from a guarded official, recover an object without exposing its owner or discover whether a supposedly secure gathering is actually secure.
At a Glance
- Name: Jenny Diver
- Species: Human
- Age: Late twenties
- Base: London
- Role: Master pickpocket, confidence thief, infiltrator and information broker
- Alignment: Chaotic Neutral
- Campaign status: Alive and active
- Campaign use: Rival rogue, specialist hire, urban contact, thief of impossible objects or dangerous witness
Game Statistics
5.5e / 2024
Jenny Diver
Medium Humanoid (Human), Chaotic Neutral
Armor Class 17 (studded leather)
Hit Points 68 (8d8 + 32)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 20 (+5) | 18 (+4) | 15 (+2) | 15 (+2) | 17 (+3) |
Saving Throws Dex +8, Int +5
Skills Acrobatics +8, Deception +6, Perception +5, Sleight of Hand +11, Stealth +8
Senses passive Perception 15
Languages English, French, thieves’ cant
Challenge 5 (1,800 XP; PB +3)
Traits
Fast Hands. Jenny can take the Use an Object action, make a Dexterity (Sleight of Hand) check or draw/stow an item as a Bonus Action.
Lift and Pass. Once per turn when Jenny succeeds on a Sleight of Hand check to take a small object, she can immediately pass it to an ally within 5 feet without another check if the ally has a free hand.
Crowd Vanish. Jenny can Hide while lightly obscured by a crowd of at least three other creatures.
Evasion. If Jenny is subjected to an effect that allows a Dexterity saving throw to take only half damage, she instead takes no damage on a success and half damage on a failure.
Actions
Multiattack. Jenny makes two Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 20/60 ft. Hit: 7 (1d4 + 5) Piercing damage plus 7 (2d6) extra damage if Jenny has Advantage on the attack roll or an ally is within 5 feet of the target.
Cut the Purse. Jenny targets one creature within 5 feet wearing or carrying a visible pouch, key ring, sheathed small object or similar item. She makes a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception). On a success, Jenny removes or cuts free the item. This action cannot remove worn armour, firmly strapped weapons or objects too large to conceal in one hand.
Flash of Confusion (Recharge 5–6). Jenny scatters coins, cloth, fruit, crockery or another handful of distractions. Creatures of her choice within 10 feet must succeed on a DC 15 Wisdom saving throw or have Disadvantage on Opportunity Attacks and Wisdom (Perception) checks until the start of Jenny’s next turn.
Reactions
Not Where You Thought. When a creature misses Jenny with a melee attack, she can move up to 10 feet without provoking Opportunity Attacks from that creature.
Pathfinder 1e
Jenny Diver CR 5; human rogue 7; CN Medium humanoid.
AC 21, touch 16, flat-footed 15; hp 55; Fort +5, Ref +10, Will +5.
Melee mwk dagger +10 (1d4+2/19–20); Ranged dagger +10 (1d4+2/19–20); Special Attacks sneak attack +4d6.
Str 9, Dex 20, Con 14, Int 15, Wis 14, Cha 17. Feats Deft Hands, Dodge, Mobility, Skill Focus (Sleight of Hand). Skills Acrobatics +15, Bluff +13, Disable Device +14, Disguise +12, Escape Artist +15, Perception +13, Sleight of Hand +19, Stealth +15.
Crowd Ghost (Ex). In a busy street, market, procession or hall, Jenny gains a +4 circumstance bonus on Stealth checks and can attempt Stealth even without conventional cover if at least three other creatures are adjacent to or between her and the observer.
D&D 3.5e
Jenny Diver CR 5; human rogue 7; CN Medium humanoid.
AC 20; hp 49; Fort +4, Ref +10, Will +5; Melee masterwork dagger +10 (1d4+2/19–20); sneak attack +4d6; evasion, uncanny dodge.
Abilities Str 9, Dex 20, Con 14, Int 15, Wis 14, Cha 17. Feats Deft Hands, Dodge, Mobility, Skill Focus (Sleight of Hand). Skills Balance +13, Bluff +13, Disable Device +14, Disguise +12, Escape Artist +15, Hide +15, Move Silently +15, Sleight of Hand +19, Spot +12.
What Is Jenny Diver Doing Right Now?
Jenny has stolen a small wax tablet from a clerk who should not have been carrying it. The tablet contains a set of marks corresponding to noble seals, household colours and the names of three men who have recently bought stolen signet rings. She does not yet understand the whole system, but she knows it is worth far more than the purse she originally meant to take.
Jonathan Wild wants the tablet. Charles Hitchen wants Jenny. Fagin wants every young thief in his network kept away from the affair. Jenny wants to discover what she has before deciding whom to rob next.
Encounters
Jenny rarely appears to be waiting for anyone. She meets contacts while moving through markets, fairs, processions or crowded halls where a stationary conversation would attract more attention than a few exchanged words in passing.
She judges adventurers quickly. Heavy armour tells her who cannot chase. Elaborate belts tell her where the money is. People who constantly check their purse interest her less than people who never imagine anyone would dare touch it.
Personality
Jenny is self-possessed, amused by vanity and intensely proud of technical skill. She dislikes needless cruelty and resents gangmasters who treat talented thieves as disposable labour. She is willing to steal from almost anyone but prefers targets who can afford embarrassment.
She has a strong instinct for exits. Even during friendly conversation, she knows which doorway, stair, window or crowd gives her the fastest route out.
Appearance and Manner
Jenny dresses to suit the place rather than to advertise a single identity. In a market she can pass as a servant, craftswoman or traveller; in a wealthier hall she uses cleaner cloth, borrowed jewellery and careful posture. Her working clothes contain hidden pockets, loops for tools and reversible outer layers.
When she is nervous, she rolls a copper coin across the backs of her fingers. When she is confident, she stops moving completely.
Relationships
Jonathan Wild: wants to buy her independence in instalments. Jenny accepts his money without accepting the premise.
Charles Hitchen: has tried intimidation, recruitment and selective mercy. None has made her reliable.
Fagin: useful old teacher and fence, but Jenny refuses to become one of his permanent assets.
The Artful Dodger: younger rival and occasional accomplice. She respects his instincts and worries Fagin is teaching him the wrong lessons about loyalty.
Equipment and Possessions
- Four balanced daggers
- Lock picks, fine wire, small shears and wax for impressions
- Reversible cloak and several changes of headwear
- False rings, imitation brooches and cheap jewellery used for substitutions
- Hidden pockets sewn into sleeves, skirt panels and belt linings
- Three safe purses containing decoy coin
- A concealed cache of documents and valuables that are worth more as information than as loot
Adventure Hooks
- The Wax Tablet: Jenny offers the party a look at the stolen tablet if they can keep Hitchen away from her for one night.
- The Impossible Purse: a noble challenges the party to prove how an object vanished from a sealed gathering. Jenny did it, but not for the reason everyone assumes.
- The Planted Evidence: someone uses Jenny’s technique to place stolen property on an innocent person. She wants the imitator exposed.
- Wild Wants His Book: Jenny steals one of Jonathan Wild’s ledgers and discovers names that could destroy half the London underworld.
- The Dodger’s Mistake: Jack Dawkins takes something from a visitor whose household immediately seals an entire ward and begins searching children.
- The Jewel That Watches: Jenny steals a gemstone that reacts when carried near one particular London house. She wants to know why before she sells it.
Connected Places and People
Historical Inspiration
Jenny Diver was an eighteenth-century thief remembered for exceptional pickpocketing and confidence tricks. This campaign version translates her reputation for technical theft, disguise and crowd work into fifteenth-century London.
Rules Notes
The game statistics and campaign relationships on this page are original adaptations designed for play in the stated rules editions.
Sources and Adaptation
Adapted from the historical Jenny Diver and public-domain criminal biographies and popular accounts surrounding her London career. The campaign material expands her into an encounter-ready NPC without relying on modern copyrighted portrayals.
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