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f i e Begin
Guide to
Thief
Design:William W. Connors
Editing:John D. Rateliff
bordination: BruceNesmith
Interior Art: Terry Dykstra
Photography:Charles Kohl
Models: Dennis Kauth
roductlon: NancyJ. Kerkstra
materialis protecfedunderthe copyright laws of the UnitedStatesof America. Any unauthorizeduse of the material M a m contained hemin is
essly pmhibitedwifhouf the w
m
e
n mnSemofTSR, Inc. Copymhtel994TSR, InC. All RihtsRese~ed.
Printedin the U.S.A.
ndom Houseand aSaffiliate mmpanieshave worldwidedisnibutbn rights in the b o k trade f
nEnglish languagepmdudsof TSR, Inc. DiStribufedto
e bookand hobbytrade inthe UnitedKingdomby TSR Ltd. Distributedm the toy and hobby trade by 'wional distribkdors.
D DUNGEONS8 DRAGONSandAD&D are registeredtrademarks ownedby TSR. Inc.
trademarkowned by TSR. inc.
E,character names, andthedistinCtivelikenessesthereof are trademarksownedby TSR, Inc.
TSR, Inc.
PoBox 756
LakeGeneva
WI 53147 CambridgecB13LB
UnitedKlngdom
U.S.A.
1115XXX1901 ISBN 0-78694042-3'
The Making of a Thief
Thieves canbe one of the most
entertainingcharacter classes
in the AD&D@
game. Inorder to
have the greatest possible fun
running such a character, how-
ever, it is wise to think about a
few points during the process
of initialcharactergeneration.
Initial Concept: No other
character class offers a player
the Dotentialdiversitv of skills
or OpenLocks.
Proficiencies:In addition to
the various thief abilities, a
player can further customize
his or her character by careful
selection of proficiencies. A
spy will be well served by skills
such as disguiseor lip reading,
while a fence will no doubt
want to master appraising (to
identify the best loot) or gem
and'abilitiesthat the ihief class
does. With just a little bit of
work, a player can design any-
thing from a deadly assassinto
the most skillful cat burglar in
the city.
In some cases, Dungeon
Mastersmay havesuggestions(or even require-
ments) about what type of thieveswill fit best in
the campaign. A back-alleythug, for example,
would hardly be appropriate to a campaign in
which the characters hobnobwith royalty in the
palace on a regular basis. Any player planning
to run a particularlyunusualtype of thief should
be certainto clear it with the DM beforestarting
the character-generationprocess.
Ability Scores: The most important ability
score for any thief character is Dexterity;a high
score here entitles the character to an experi-
ence point bonus and provides him or her with
bonusesinthe variousthief abilities. But it isthe
other attributescoreswhichwill individualizethe
character.A thief with highStrengthand Consti-
tution scores may be a combat-orientedmugger
or Guild enforcer,while one with good personal-
ity attributes (Intelligence, Wisdom, Charisma)
might make a good confidenceman.
Thief Abilities: The way in which a player
allocatespointsto his or her character'sthieving
abilities goes a long way toward defining that
character. A sneak thief might allocate the
maioritv of his or her Doints to the Hide in
cutting (to dispose of-the
goods).
In addition to the obvious
skillssuggestedby the player's
vision of his or her Character,
it's alwaysa goodideato select
one or two out-of-the-ordinary
proficienciesthat will give the character a dis-
tinctive personality.For example, imagine a cat
burglar who selects the animal training profi-
ciency and thereafter sends her trained ferret
intoa target's housefirst to makesure no one i
home. Such a character would be all the mor
interestingto play if the thief thinks of himself or
herself as a nocturnalcreatureas well.
Weapons, Armor, & Equipment:A charac-
ter can be further defined by the equipment he
or she carries. A pickpocketwill usually avoid
wearing any armor, in order not to attract atten-
tion, while an adventuringscout is not likely to
be found without it. A burglar will typically carry
some small, easily concealedweapon, while a
robber will brandish a large, intimidatingone. A
player should always select equipment that fit@
the distinctivepersonalityand expertiseof his OF
her character.
to travel light, depending upon their wi
agility to escape danger. The special equ
of their class, lock picks and the
to nothing.Any player should thi
# 3
For the most part, thieves of any type will
making his or her thief carry too much
, I
ment-after all, it cuts down on the amount &
loothe or she can makeoff with!
:
<
Shadows and Move S/lently abilities, while
another thief might specialize in Pick Pockets
Tricks of the Trade
Once a player has created his
or her thief character, the chal-
lenge really begins. Becauseof
the special abilitiesand disad-
vantages of the thief class,
players running thief charac-
ters will want to keep a number
of importantpoints in mind dur-
ing play.
Combat: While thieves are
no match for fighters in head-
ambush. Depending upon the
type of thief that a player is run-
ning, the types of attackthat he
or she employs will vary. Sur-
orise. however. will alwavs be
an important element. An assassin or ninja-like
character will often spring from the shadows to
strike with a small weapon such as a knife or
garotte. A thief acting as a scout might strike
from cover with a short bow or poisoned dart.
Most thieves will in time develop a “signature
style”to letothers know he or she is responsible
for a particular crime, thus enhancing the char-
acter’s reputation.
Leadingthe Way: One of the most common
roles assigned to the average thief in an adven-
turing party is that of the scout. This is not
unreasonable.Because most thieves can move
quietly and avoid being seen, they are often
able to spot an enemy, trap, or other hazard
before it can pose a threat to the rest of the
party.
Of course, there are great dangers associ-
ated with this role. If the thief fails to notice a
trap, he or she may fall subject to its effects. In
many cases, a trap that would only injure a
ruggedfighter will inflictenough damageto kill a
thief. Similarly, there is always the danger that
the thief will stumble upon a monsterthat is too
much for him or her to handle. After all, even
cert xpose his or her
characterto any unnecessary
risks and should avoid combat
whenever possible. Frequent
use of the Find and Remove
Traps, Move Silently, and Hide
in Shadows abilities will do
wonders for the character’s life
expectancy. a
Breaking 81Entering: Of
course, one of the things thata
thief does best is steal. This
could mean cutting a wealthy
merchant’s purse, cracking the
lock of a stout safe, or simp@
waylaying a few sailors. 1
Most adventuring parties,
however, don’t depend upon
the thief in the party to raise money. After att,
knocking a few ogres on the head is hardly a
goodway to accumulatea steady supply of gold.
This does not meanthat the skills of a burglar OT
pickpocketwill bewasted intheir company.
Insteadof targeting loot, the thief often turns
his or her talents toward the party’s special
needs. Perhaps an important document has
been hidden away in the library of the local BUI+
gomaster. While the party attend a formal din-
ner at the Burgomaster’s, the thief slips away
from the company, makes his or her way to the
safe, and extracts the document.
With a littlethought, the player can find co
lessways for a thief character to use his or
talents. For example, as the local sheriff throws
the party into a jail cell, the thief might bump
against her and lift the spare key out of her
pocket. When a partyisfacedwith a pittoo wide
to jump, their thief can scale the walls to the
other side, set a spike, and create a rope bridge
for his or her companionsto cross.
Of course, none of these actions (or t
others that will present themselves to an a l a
player) is free of danger. The slightest mi
take, and the thief may be rewarded only wi
a quick death. But as they say, if it‘s easy, i
not worth doing.
the best thief doesn’t always manage to sur-
prise the enemies he or she encounters.
When acting as a scout, the player must be
Song,Stories,&S mhip
Closely related to the thief is, standout. . .'
the bard; in fact, both are part
afthe larger rogue class. Mas-
ters of song, story, and show-
manship, bards enjoy life to its,
fullest, looking upon ;each
adve.nture as noth,ing more:
than inspirationfor their nextI
great tale. axes, burning tor
As a ctass, bardsare&le to
employ many of the..abitities
normally associated~
'with come h
thieves. Inaddition, they cani
Remember<our.example of
thejuggler? This-descriptionaf
thechameter is all well. and
good, but jaggbrs are, %.they
say, a.si1-r .piece a dozen.
Now, U the.hrd3
-things.likeweowsharp
obatic:mice;his.a
e
:
cast a few spells, holdtheir
own in a fiaht. and serve as
E
IBeenThem, DeneT
L
w
r
B
:As
noted in the Player's Had-
great sowcis of informationor
moralebuilding.
With so many talents and
ook, b a d tend-to accqsnu-
late a!
d
of unusualknowdec$E
in the m p s e of +heirtraoets
abilities, bards are a difficultclass to play! With
that in mind, hereare a few tipsthat novice and
veteran players a l i i should k e p inmind when
runninga bard.
Role-Playing: Bards are, fi& amd faremost,
entertainers. They love nothing more than a
good tale by a campfire, an exchange of wit in
the local pub, or a reading of romantic poetry
before the royalcourt.
Eachbardhas a favodte typeofperformance.
Sonze.might be primarilrsingeffi or instrumen-
talists, others mainly actors, art$ some acrobats
or jesters. The m e idkidualizad the charm-
ter, the betterthe player and others inthernup
can form a m t a l imageof kim or heK,
This caneasilybe done &pmfi&n&. An
unusually agile bardwiththe jugglingtskilt may
well buiW his or her whole routine arbund that
technique, allocatingadditionatproficiencyslots
to it, while having RO great inter t inplaying a
musical inshument.
This is a good start, but the isstill moreto
be done. Just as notwoswordsmenor archers
e m b y exactry the same teahnques: natwo
sinoers or comedians wiU use identic& r8u-
L
t i i s to win the favor of an autlience. To.t.hat sppreciation~of
beauty. Endled
end, each player should
identifying style for his
a-shtick 01 they feel tbat the...harderthe.gdventur
bettertk.story it witlhaaloeafterwards
The Chara&erRecord Sheet
Includedwith the Thief's Pkpr
Pa& is a tabtet of 12character
record sheets (oftenjust.called .cottann; instead,
character sheets). T h s e pro- shwW..wriW.imthe
vide a simpleway for players to
keep track of the important
informationthat defines their
characters. TSR grants perinis-
sion to photocopythesesheets
These sheets are designed
to be easy to use. All of the
information on the sheet -is
grouped into the following
blocks for easy reference.
1
.Persmal Information: In
this area the player can:mord
the name he or she makes UD
:modifiersikf&alppWd %hen
:T,& ~ . i s p e c # ~ s o o
n-&e
a b g wilh~the
diatk
the characte?5wftw
for personal use. L
c
h
a
F
a
c
&
!
!
s favoc&eN
for the character, as well asinformationabout
thecharacter'srace, dass, level, andaligstment.
Addibional spacespermit.the-playerto~remrd
a
generaldescription of his
2. Ability Scores:
areaof thecharacter
out when creatinga
spacesfor
by them.
3. Hil Paint-Record:
acter record sheet is
easy to see anduseat atl.'times.
currant hitpoint total
4. A
- Tabte:'TWspart
recordsheet v.!ill-pmbaloly be
oftenthan anyother. There is a:
s
a
x
e
!
?
.
.
Once these three boxes at the tapare fiad
l>*hi
The
&he
.inks-
m a t i i is grouped by general
notes, attack data, and dam-
...
@ayet:.can.:rea
*rapria@ tot
dass andfed.
in, the pleyer can quickly fill ?JMtthe t
rolls requiredto hit various&
from 10 to -10. It is recomrne
acter Rec d Sheet
10. Class Abilities: This
area can be used to record
important information abou
the special talents a characte
has due to his or her class.
Thief characters, for example,
can recwd theirspeckd &ili
ties and the extra damage
they do with a backstabb.mg
attack; bards their spells and
Legend Lore and morale-
boosting abilities.
11. Racial.Abilltles:
special abitities a char
hasdueto hiso
r her race
as infravisionor silent move-
ment) can be recordedhere.
12. Weepon Pmikkncies:
she is carrying. Tne brmer is
mainlyfor eimekkeeping-pw-
poses, whi4e the tatter is used
in conjunction with the ruleson
movement and encumbran'ce
(Blocks 16and 17).
15."Hleelth: Asla,charWar
deal of wealth. This block
allow a piaywto recordthe
+extent,ofhis or her,&wac-
-columnsare prwided.to,ibt
each.difkenltype of
coinage:ismrried~
bythe:char-
a c t e r w h he or.she,goesen
Players in campaigns that use the optional
weapon proficiencies rules should write down
those weapons with which their character is
skilled. Space is also provided to record the
number of slots the character begins the cam-
paign with, aswell as the rate a
t which he or
she accrues additional stots. The penalty far
usinga weapon with which the chaTacter is not
proficientcanbe recordedhereas well.
13. Wanweapon WMenmia Like Bbck
12, this area isintended for use by,thDse cam
p~igns
employingtheaptional proficiency rules.
The number of slots that a character begins
with, the number of bonus slots he or she
receivesfor high Intelligence(seetheadd'l law
guagpsbox in Btack2), andthe rate at which
heor sheacquiresn
e
w slotscan be recordedat
the top of the box. The name af emch skill
selectedby a player, the number of slotsallo-
cated to it, its relevant ability score, and any
needed modifiers to praficiencychecks oitn be
recorded on the lines-.
h
i
sblock can be
used to record all of the equipment thata &af-
acter takes along on an advenfime, as well as
14. EquipmentCa
an adventure,,and how much.he or-sheihaS
hidden.awayin caches. A box,at W,baltrngf
the block.provides space for .theiecor&mg.of
unusual valuable items lik gemstones;ar
piveces ofjewelry.
16. Encup+branse:~-For-
pkaysrs in campaigns
using the optienale n c u m h m erules; this
spacereamidsthecaMfigroapaoity'c4.a chaise
ter (as indicatedbyMso ~ h e r ~ ~ s ~
addition, notes remindthe player of the negatiwe
&ects that encumbrancewWk&vemn thwchar-
acter's combat abilities..
to-use table ZhaMhe pld.yer.can
for referenwdwingplay. F i ,t
ment rate k t h e
elves, and half-el
and-gnom&) is
The firsVcokumn, whi
-ra@ofa waking ch
of'encum,bramce, can t
quktdy:One+his is dene,
mine the^ rates
character is jogging or running by simplymulti-
plying.
..row by row. Thus, for human8the
l-7:Wm&nent: This bloc& CDnta
numbersin the first column will he 12, 8, 6,
4, and 1, while the nwnbers irrthe taptow
,36,48, and 60.
the cost and wGght of each item. A space at
the bottom of the block allows the pkayer to
total the value and weight of the items he o
r
The Mapping Tablet
One of the most useful things creating a strategic map of a
includedwith the Player Pack is large structure, such as the
a padof mappingpaper. A close dungeon complex beneath a
look at this tablet will revealthat castle. Once a hexagonal
there are actually four types of regional map has been made
paper in it. Each of these has a of an area, the buildingson (or
special use and allows the under) it can be mappedwith
player to keep careful track of this type of paper. This is the
his or her character’s various type of paper that playerswill
adventures. Care has been generally use when mapping
the dungeonstheir characters
are exploring. Inaddition,when
taken to makethe papersinthis
tablet usefulto both playersand
DungeonMasters. In addition, a characterdesigns and builds
TSR grants permission for a castle, temple, tower, or other
AD&D game players to photo- large structure, the player can
copy these sheets for personal mapitwith these sheets.
use, so you’ll never run out of
them. Just make sure that you Tactical Maps (%-inch
don’t use your last original, or you won’t have a squares): This paper is intended for use in
good master leftto copy. makingmapsof smaller areas,usuallya close-
A quick look at these sheets will reveal that up shot of some area on a strategic map. Play-
the grids on them are not composed of solid ers can use it to make more detailed mapsof
lines. Rather, a pattern of crosses (or triads for unusual rooms (tombs, shrines, and the like)
the hex grids) is used. This is because a map that their charactersencounterwhile exploring
drawn on a standard sheet of graph or hex the dungeons recordedon the strategic maps.
paper is difficult to reproduce on a photo- Once a player has mapped his or her charac-
copier:the solid lines printedon the papertend ter’s stronghold, he or she can detail the most
to make the hand-drawn map difficult to read. importantareasof it on atactical map.
By contrast, photocopies of maps made on The larger size of this grid makes it easy to
these sheets should be just as readable as the usewith metalminiaturesas well. Playerswho
decide to become DungeonMasters will find
these sheets useful for making maps of the
rooms in a dungeonwhere combat is likelyto
take place. When the characters reach that
area,just pull out the map of the area, place it
on the table, and let the battlebegin!
Parchment Blanks: The last type of paper
includedin the kit is simply a blanksheetwith
a border on it that looks like curling parch-
ment. This is intended primarily for those
wishing to make props for use during game
play. Players and Dungeon Masterscan use
this to create wanted posters, public notices
* + * * * * + *
* * * * * * * *
- RegionalMapschinch hexes):The regional
map sheet is coveredwith a hexagonalgrid.
These sheets should be used for mapping
large geographical areas, like a country. It
can be used by players to map unexplored
territory astheir charactersmovethroughit or
to lay out a planof the grounds surroundinga
player character’s castle. The scales used on
these mapswill vary with the size of the terri-
tory being mapped.
Strategic Maps (%-inchsquares): The
nexttype of paper inthe mappingtablet is a
simple square grid. It is intendedfor use in
Many garners find that their
role-davino Sessions. are
g f d y e&& by the use Of
mmaturetigures. M i l e it.istrue
that a whde bodccould bewrit-
. .
I
ten on the many techniques
involvedinpain- figures, the
basics can be explainedfairly
briefly. Remember, ihou
best way to become addNed
tnhiaturespainter isto practice.
1
. Cleanjng: Eventhe bast
miniatures will need ta b e
deaned before they are ready
to paint. Start bytrimrningawq
any excess metal and carefully I
filing away obvious seams,
especially on the undersideof the figMe's base.
After that is done, the figure should stand
steadily on itsavn.
Once the miniature has been trimmed and
smoothed, wash it in warm, soapy water to
removeany dit,grease, or oil. Settthefi- out
to dry, preferably oveunight. After yeu have
deanedyour figures, try to handk them aslime
aspossible.
2Mowling: It is alwaysbestto secure a fjgure
toabase.f o r hwnaksizdfigurn, it kawbom-
ary to usea %-inchsquare-af poster board. In
most cases, e p y or swpe&rength&ewmrk
best. Of course, always use fast-bondingadhe-
siveswith care.
3
.Priming: It is best to apply an undercoat, or
primer, to your miniatures before paintingthem.
The best d-aroundprimer for miniatures i9 light
gray in cdor and applied with a spray can,It is
bestto use a fcm,thin coatsof primerr&a than
a single thicker tayer. After you prime yoclr Hg-
ures, let them dry overnight.
a gray cloak, you could-ush? a4iglM:gtayof:
maybe evefitwhite.After y~~guE~the;paint.on
y m c brush, dab it.offwitha piace ofpapar.Be
earefut not tomush the
that.there ism0visibte I
Qimedhzd isdone,. lightly b s hnhe col
thearea yopwant to highlig&&,
. , If you do .$tiright,hightigbtining.wdI.kave.ypu
with 1ighttraees.dpaint m t h d s e d areas of
. .
r all of your higkg
go back and paint the little detalls. Now is the
getrthe.buRona
ndthe like;'Whsn,a(l,is.said-and~,
Jigh&mn makean ethewise. a w *
rniniaWre.;s,d it .asideandk
t :i#dry;overnight.
tw.ta;proteCt it frornin rt.
Acrylic sealers come or
gloss (shiny) finishes. Most people use a
ake thsir Si& MEW@-
istic as pgssible. Use sewera#%kncoats of
acrylic rather thanone h qow.
4. BaseColors: After your primedfiguresare
ftiliy dried, it istime to start paintingthem. Itis
usually bestto start by paintingthe areas that
Defense
Nonpmliciency
Weaponry Information Penalty
7
8
810
Nonweapon
Proficiencies
JOIN THE ADVENTURE!
ENTER NEW WORLDS OF EXCITEMENTAND FUN
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DRAGON. DUNGEON,AD80. and 080 are registeredtrademarks of TSR, Inc. -1993 TSR, 1°C 411Righls Reaewed.
How to Use too Qiof’s SCR€€N
This Thief’s Screen provides convenient access to tables and lists from the ADVANCED
DUNGEONS & DRAGONS@
game Player’s Handbook, Tome ofMagic, Complete Thief’sHand-
book, and Complete Bard’s Handbook.
The Thief’sScreen package contains a screen providing attack numbers (THACOs)and
saving throws for wizard characters in one large-print, combined table. The other side of the
screen provides an experience table showing the abilities and powers gained with increasing
levels. The screen is assembled by inserting the tabs into the slots as shown in the diagram
below. The screen can then fold flat by collapsing the bottom panel for transport to and from
your AD&D@game.
Also included are four sheets of reference tables and lists,including a complete list of all
wizard spells useable by bards in the Player’s Handbook and Tome ofMagic.Permission is
given to photocopy these sheets for personal use only.
Bottom folds flat
for storage.
.
-
-
R

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AD&D 2e - Player's Pack - Thiefs.pdf

  • 1.
  • 2.
  • 3. f i e Begin Guide to Thief Design:William W. Connors Editing:John D. Rateliff bordination: BruceNesmith Interior Art: Terry Dykstra Photography:Charles Kohl Models: Dennis Kauth roductlon: NancyJ. Kerkstra materialis protecfedunderthe copyright laws of the UnitedStatesof America. Any unauthorizeduse of the material M a m contained hemin is essly pmhibitedwifhouf the w m e n mnSemofTSR, Inc. Copymhtel994TSR, InC. All RihtsRese~ed. Printedin the U.S.A. ndom Houseand aSaffiliate mmpanieshave worldwidedisnibutbn rights in the b o k trade f nEnglish languagepmdudsof TSR, Inc. DiStribufedto e bookand hobbytrade inthe UnitedKingdomby TSR Ltd. Distributedm the toy and hobby trade by 'wional distribkdors. D DUNGEONS8 DRAGONSandAD&D are registeredtrademarks ownedby TSR. Inc. trademarkowned by TSR. inc. E,character names, andthedistinCtivelikenessesthereof are trademarksownedby TSR, Inc. TSR, Inc. PoBox 756 LakeGeneva WI 53147 CambridgecB13LB UnitedKlngdom U.S.A. 1115XXX1901 ISBN 0-78694042-3'
  • 4. The Making of a Thief Thieves canbe one of the most entertainingcharacter classes in the AD&D@ game. Inorder to have the greatest possible fun running such a character, how- ever, it is wise to think about a few points during the process of initialcharactergeneration. Initial Concept: No other character class offers a player the Dotentialdiversitv of skills or OpenLocks. Proficiencies:In addition to the various thief abilities, a player can further customize his or her character by careful selection of proficiencies. A spy will be well served by skills such as disguiseor lip reading, while a fence will no doubt want to master appraising (to identify the best loot) or gem and'abilitiesthat the ihief class does. With just a little bit of work, a player can design any- thing from a deadly assassinto the most skillful cat burglar in the city. In some cases, Dungeon Mastersmay havesuggestions(or even require- ments) about what type of thieveswill fit best in the campaign. A back-alleythug, for example, would hardly be appropriate to a campaign in which the characters hobnobwith royalty in the palace on a regular basis. Any player planning to run a particularlyunusualtype of thief should be certainto clear it with the DM beforestarting the character-generationprocess. Ability Scores: The most important ability score for any thief character is Dexterity;a high score here entitles the character to an experi- ence point bonus and provides him or her with bonusesinthe variousthief abilities. But it isthe other attributescoreswhichwill individualizethe character.A thief with highStrengthand Consti- tution scores may be a combat-orientedmugger or Guild enforcer,while one with good personal- ity attributes (Intelligence, Wisdom, Charisma) might make a good confidenceman. Thief Abilities: The way in which a player allocatespointsto his or her character'sthieving abilities goes a long way toward defining that character. A sneak thief might allocate the maioritv of his or her Doints to the Hide in cutting (to dispose of-the goods). In addition to the obvious skillssuggestedby the player's vision of his or her Character, it's alwaysa goodideato select one or two out-of-the-ordinary proficienciesthat will give the character a dis- tinctive personality.For example, imagine a cat burglar who selects the animal training profi- ciency and thereafter sends her trained ferret intoa target's housefirst to makesure no one i home. Such a character would be all the mor interestingto play if the thief thinks of himself or herself as a nocturnalcreatureas well. Weapons, Armor, & Equipment:A charac- ter can be further defined by the equipment he or she carries. A pickpocketwill usually avoid wearing any armor, in order not to attract atten- tion, while an adventuringscout is not likely to be found without it. A burglar will typically carry some small, easily concealedweapon, while a robber will brandish a large, intimidatingone. A player should always select equipment that fit@ the distinctivepersonalityand expertiseof his OF her character. to travel light, depending upon their wi agility to escape danger. The special equ of their class, lock picks and the to nothing.Any player should thi # 3 For the most part, thieves of any type will making his or her thief carry too much , I ment-after all, it cuts down on the amount & loothe or she can makeoff with! : < Shadows and Move S/lently abilities, while another thief might specialize in Pick Pockets
  • 5. Tricks of the Trade Once a player has created his or her thief character, the chal- lenge really begins. Becauseof the special abilitiesand disad- vantages of the thief class, players running thief charac- ters will want to keep a number of importantpoints in mind dur- ing play. Combat: While thieves are no match for fighters in head- ambush. Depending upon the type of thief that a player is run- ning, the types of attackthat he or she employs will vary. Sur- orise. however. will alwavs be an important element. An assassin or ninja-like character will often spring from the shadows to strike with a small weapon such as a knife or garotte. A thief acting as a scout might strike from cover with a short bow or poisoned dart. Most thieves will in time develop a “signature style”to letothers know he or she is responsible for a particular crime, thus enhancing the char- acter’s reputation. Leadingthe Way: One of the most common roles assigned to the average thief in an adven- turing party is that of the scout. This is not unreasonable.Because most thieves can move quietly and avoid being seen, they are often able to spot an enemy, trap, or other hazard before it can pose a threat to the rest of the party. Of course, there are great dangers associ- ated with this role. If the thief fails to notice a trap, he or she may fall subject to its effects. In many cases, a trap that would only injure a ruggedfighter will inflictenough damageto kill a thief. Similarly, there is always the danger that the thief will stumble upon a monsterthat is too much for him or her to handle. After all, even cert xpose his or her characterto any unnecessary risks and should avoid combat whenever possible. Frequent use of the Find and Remove Traps, Move Silently, and Hide in Shadows abilities will do wonders for the character’s life expectancy. a Breaking 81Entering: Of course, one of the things thata thief does best is steal. This could mean cutting a wealthy merchant’s purse, cracking the lock of a stout safe, or simp@ waylaying a few sailors. 1 Most adventuring parties, however, don’t depend upon the thief in the party to raise money. After att, knocking a few ogres on the head is hardly a goodway to accumulatea steady supply of gold. This does not meanthat the skills of a burglar OT pickpocketwill bewasted intheir company. Insteadof targeting loot, the thief often turns his or her talents toward the party’s special needs. Perhaps an important document has been hidden away in the library of the local BUI+ gomaster. While the party attend a formal din- ner at the Burgomaster’s, the thief slips away from the company, makes his or her way to the safe, and extracts the document. With a littlethought, the player can find co lessways for a thief character to use his or talents. For example, as the local sheriff throws the party into a jail cell, the thief might bump against her and lift the spare key out of her pocket. When a partyisfacedwith a pittoo wide to jump, their thief can scale the walls to the other side, set a spike, and create a rope bridge for his or her companionsto cross. Of course, none of these actions (or t others that will present themselves to an a l a player) is free of danger. The slightest mi take, and the thief may be rewarded only wi a quick death. But as they say, if it‘s easy, i not worth doing. the best thief doesn’t always manage to sur- prise the enemies he or she encounters. When acting as a scout, the player must be
  • 6. Song,Stories,&S mhip Closely related to the thief is, standout. . .' the bard; in fact, both are part afthe larger rogue class. Mas- ters of song, story, and show- manship, bards enjoy life to its, fullest, looking upon ;each adve.nture as noth,ing more: than inspirationfor their nextI great tale. axes, burning tor As a ctass, bardsare&le to employ many of the..abitities normally associated~ 'with come h thieves. Inaddition, they cani Remember<our.example of thejuggler? This-descriptionaf thechameter is all well. and good, but jaggbrs are, %.they say, a.si1-r .piece a dozen. Now, U the.hrd3 -things.likeweowsharp obatic:mice;his.a e : cast a few spells, holdtheir own in a fiaht. and serve as E IBeenThem, DeneT L w r B :As noted in the Player's Had- great sowcis of informationor moralebuilding. With so many talents and ook, b a d tend-to accqsnu- late a! d of unusualknowdec$E in the m p s e of +heirtraoets abilities, bards are a difficultclass to play! With that in mind, hereare a few tipsthat novice and veteran players a l i i should k e p inmind when runninga bard. Role-Playing: Bards are, fi& amd faremost, entertainers. They love nothing more than a good tale by a campfire, an exchange of wit in the local pub, or a reading of romantic poetry before the royalcourt. Eachbardhas a favodte typeofperformance. Sonze.might be primarilrsingeffi or instrumen- talists, others mainly actors, art$ some acrobats or jesters. The m e idkidualizad the charm- ter, the betterthe player and others inthernup can form a m t a l imageof kim or heK, This caneasilybe done &pmfi&n&. An unusually agile bardwiththe jugglingtskilt may well buiW his or her whole routine arbund that technique, allocatingadditionatproficiencyslots to it, while having RO great inter t inplaying a musical inshument. This is a good start, but the isstill moreto be done. Just as notwoswordsmenor archers e m b y exactry the same teahnques: natwo sinoers or comedians wiU use identic& r8u- L t i i s to win the favor of an autlience. To.t.hat sppreciation~of beauty. Endled end, each player should identifying style for his a-shtick 01 they feel tbat the...harderthe.gdventur bettertk.story it witlhaaloeafterwards
  • 7. The Chara&erRecord Sheet Includedwith the Thief's Pkpr Pa& is a tabtet of 12character record sheets (oftenjust.called .cottann; instead, character sheets). T h s e pro- shwW..wriW.imthe vide a simpleway for players to keep track of the important informationthat defines their characters. TSR grants perinis- sion to photocopythesesheets These sheets are designed to be easy to use. All of the information on the sheet -is grouped into the following blocks for easy reference. 1 .Persmal Information: In this area the player can:mord the name he or she makes UD :modifiersikf&alppWd %hen :T,& ~ . i s p e c # ~ s o o n-&e a b g wilh~the diatk the characte?5wftw for personal use. L c h a F a c & ! ! s favoc&eN for the character, as well asinformationabout thecharacter'srace, dass, level, andaligstment. Addibional spacespermit.the-playerto~remrd a generaldescription of his 2. Ability Scores: areaof thecharacter out when creatinga spacesfor by them. 3. Hil Paint-Record: acter record sheet is easy to see anduseat atl.'times. currant hitpoint total 4. A - Tabte:'TWspart recordsheet v.!ill-pmbaloly be oftenthan anyother. There is a: s a x e ! ? . . Once these three boxes at the tapare fiad l>*hi The &he .inks- m a t i i is grouped by general notes, attack data, and dam- ... @ayet:.can.:rea *rapria@ tot dass andfed. in, the pleyer can quickly fill ?JMtthe t rolls requiredto hit various& from 10 to -10. It is recomrne
  • 8. acter Rec d Sheet 10. Class Abilities: This area can be used to record important information abou the special talents a characte has due to his or her class. Thief characters, for example, can recwd theirspeckd &ili ties and the extra damage they do with a backstabb.mg attack; bards their spells and Legend Lore and morale- boosting abilities. 11. Racial.Abilltles: special abitities a char hasdueto hiso r her race as infravisionor silent move- ment) can be recordedhere. 12. Weepon Pmikkncies: she is carrying. Tne brmer is mainlyfor eimekkeeping-pw- poses, whi4e the tatter is used in conjunction with the ruleson movement and encumbran'ce (Blocks 16and 17). 15."Hleelth: Asla,charWar deal of wealth. This block allow a piaywto recordthe +extent,ofhis or her,&wac- -columnsare prwided.to,ibt each.difkenltype of coinage:ismrried~ bythe:char- a c t e r w h he or.she,goesen Players in campaigns that use the optional weapon proficiencies rules should write down those weapons with which their character is skilled. Space is also provided to record the number of slots the character begins the cam- paign with, aswell as the rate a t which he or she accrues additional stots. The penalty far usinga weapon with which the chaTacter is not proficientcanbe recordedhereas well. 13. Wanweapon WMenmia Like Bbck 12, this area isintended for use by,thDse cam p~igns employingtheaptional proficiency rules. The number of slots that a character begins with, the number of bonus slots he or she receivesfor high Intelligence(seetheadd'l law guagpsbox in Btack2), andthe rate at which heor sheacquiresn e w slotscan be recordedat the top of the box. The name af emch skill selectedby a player, the number of slotsallo- cated to it, its relevant ability score, and any needed modifiers to praficiencychecks oitn be recorded on the lines-. h i sblock can be used to record all of the equipment thata &af- acter takes along on an advenfime, as well as 14. EquipmentCa an adventure,,and how much.he or-sheihaS hidden.awayin caches. A box,at W,baltrngf the block.provides space for .theiecor&mg.of unusual valuable items lik gemstones;ar piveces ofjewelry. 16. Encup+branse:~-For- pkaysrs in campaigns using the optienale n c u m h m erules; this spacereamidsthecaMfigroapaoity'c4.a chaise ter (as indicatedbyMso ~ h e r ~ ~ s ~ addition, notes remindthe player of the negatiwe &ects that encumbrancewWk&vemn thwchar- acter's combat abilities.. to-use table ZhaMhe pld.yer.can for referenwdwingplay. F i ,t ment rate k t h e elves, and half-el and-gnom&) is The firsVcokumn, whi -ra@ofa waking ch of'encum,bramce, can t quktdy:One+his is dene, mine the^ rates character is jogging or running by simplymulti- plying. ..row by row. Thus, for human8the l-7:Wm&nent: This bloc& CDnta numbersin the first column will he 12, 8, 6, 4, and 1, while the nwnbers irrthe taptow ,36,48, and 60. the cost and wGght of each item. A space at the bottom of the block allows the pkayer to total the value and weight of the items he o r
  • 9. The Mapping Tablet One of the most useful things creating a strategic map of a includedwith the Player Pack is large structure, such as the a padof mappingpaper. A close dungeon complex beneath a look at this tablet will revealthat castle. Once a hexagonal there are actually four types of regional map has been made paper in it. Each of these has a of an area, the buildingson (or special use and allows the under) it can be mappedwith player to keep careful track of this type of paper. This is the his or her character’s various type of paper that playerswill adventures. Care has been generally use when mapping the dungeonstheir characters are exploring. Inaddition,when taken to makethe papersinthis tablet usefulto both playersand DungeonMasters. In addition, a characterdesigns and builds TSR grants permission for a castle, temple, tower, or other AD&D game players to photo- large structure, the player can copy these sheets for personal mapitwith these sheets. use, so you’ll never run out of them. Just make sure that you Tactical Maps (%-inch don’t use your last original, or you won’t have a squares): This paper is intended for use in good master leftto copy. makingmapsof smaller areas,usuallya close- A quick look at these sheets will reveal that up shot of some area on a strategic map. Play- the grids on them are not composed of solid ers can use it to make more detailed mapsof lines. Rather, a pattern of crosses (or triads for unusual rooms (tombs, shrines, and the like) the hex grids) is used. This is because a map that their charactersencounterwhile exploring drawn on a standard sheet of graph or hex the dungeons recordedon the strategic maps. paper is difficult to reproduce on a photo- Once a player has mapped his or her charac- copier:the solid lines printedon the papertend ter’s stronghold, he or she can detail the most to make the hand-drawn map difficult to read. importantareasof it on atactical map. By contrast, photocopies of maps made on The larger size of this grid makes it easy to these sheets should be just as readable as the usewith metalminiaturesas well. Playerswho decide to become DungeonMasters will find these sheets useful for making maps of the rooms in a dungeonwhere combat is likelyto take place. When the characters reach that area,just pull out the map of the area, place it on the table, and let the battlebegin! Parchment Blanks: The last type of paper includedin the kit is simply a blanksheetwith a border on it that looks like curling parch- ment. This is intended primarily for those wishing to make props for use during game play. Players and Dungeon Masterscan use this to create wanted posters, public notices * + * * * * + * * * * * * * * * - RegionalMapschinch hexes):The regional map sheet is coveredwith a hexagonalgrid. These sheets should be used for mapping large geographical areas, like a country. It can be used by players to map unexplored territory astheir charactersmovethroughit or to lay out a planof the grounds surroundinga player character’s castle. The scales used on these mapswill vary with the size of the terri- tory being mapped. Strategic Maps (%-inchsquares): The nexttype of paper inthe mappingtablet is a simple square grid. It is intendedfor use in
  • 10. Many garners find that their role-davino Sessions. are g f d y e&& by the use Of mmaturetigures. M i l e it.istrue that a whde bodccould bewrit- . . I ten on the many techniques involvedinpain- figures, the basics can be explainedfairly briefly. Remember, ihou best way to become addNed tnhiaturespainter isto practice. 1 . Cleanjng: Eventhe bast miniatures will need ta b e deaned before they are ready to paint. Start bytrimrningawq any excess metal and carefully I filing away obvious seams, especially on the undersideof the figMe's base. After that is done, the figure should stand steadily on itsavn. Once the miniature has been trimmed and smoothed, wash it in warm, soapy water to removeany dit,grease, or oil. Settthefi- out to dry, preferably oveunight. After yeu have deanedyour figures, try to handk them aslime aspossible. 2Mowling: It is alwaysbestto secure a fjgure toabase.f o r hwnaksizdfigurn, it kawbom- ary to usea %-inchsquare-af poster board. In most cases, e p y or swpe&rength&ewmrk best. Of course, always use fast-bondingadhe- siveswith care. 3 .Priming: It is best to apply an undercoat, or primer, to your miniatures before paintingthem. The best d-aroundprimer for miniatures i9 light gray in cdor and applied with a spray can,It is bestto use a fcm,thin coatsof primerr&a than a single thicker tayer. After you prime yoclr Hg- ures, let them dry overnight. a gray cloak, you could-ush? a4iglM:gtayof: maybe evefitwhite.After y~~guE~the;paint.on y m c brush, dab it.offwitha piace ofpapar.Be earefut not tomush the that.there ism0visibte I Qimedhzd isdone,. lightly b s hnhe col thearea yopwant to highlig&&, . , If you do .$tiright,hightigbtining.wdI.kave.ypu with 1ighttraees.dpaint m t h d s e d areas of . . r all of your higkg go back and paint the little detalls. Now is the getrthe.buRona ndthe like;'Whsn,a(l,is.said-and~, Jigh&mn makean ethewise. a w * rniniaWre.;s,d it .asideandk t :i#dry;overnight. tw.ta;proteCt it frornin rt. Acrylic sealers come or gloss (shiny) finishes. Most people use a ake thsir Si& MEW@- istic as pgssible. Use sewera#%kncoats of acrylic rather thanone h qow. 4. BaseColors: After your primedfiguresare ftiliy dried, it istime to start paintingthem. Itis usually bestto start by paintingthe areas that
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  • 18. JOIN THE ADVENTURE! ENTER NEW WORLDS OF EXCITEMENTAND FUN To foreign address 0 1 year (12 issues), by surface mail, for $50 0 1 year (12issues), by air mail, for $90 DUNGEONaAdventures Subscription type: 0 New 0 Renewal (enclose mailing label) Amount of oavment (send U.S. funds onlvll Address City Country ZiplPostal Code StatelProv. Method of Payment 0Check 0 Money order 17 Mastercard VISA r_,~~~.~~.~..~~~ ~~~~ ~~~~~~ ~ ~ ~ ~ , ~ , To U.S. address To Canadian address Credit card no. 0 1 year (6issues) for $18 0 1 year (6issues) for $23 0 2 years (12 issues) for $33 0 2 years (12issues) for $38 U 3years (I8issues) for $48 Expirationdate MC bank no. Signature 0 3 years (18issues) for $53 Date Your first issue should arrive within 8 to 10 weeks in the U.S. and Canada.All prices are subject to change without notice. To foreign address 0 1 year (6 issues), by surface mail, for $35 0 1 year (6 issues), by air mail, for $52 W E ) DRAGON. DUNGEON,AD80. and 080 are registeredtrademarks of TSR, Inc. -1993 TSR, 1°C 411Righls Reaewed.
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  • 20. How to Use too Qiof’s SCR€€N This Thief’s Screen provides convenient access to tables and lists from the ADVANCED DUNGEONS & DRAGONS@ game Player’s Handbook, Tome ofMagic, Complete Thief’sHand- book, and Complete Bard’s Handbook. The Thief’sScreen package contains a screen providing attack numbers (THACOs)and saving throws for wizard characters in one large-print, combined table. The other side of the screen provides an experience table showing the abilities and powers gained with increasing levels. The screen is assembled by inserting the tabs into the slots as shown in the diagram below. The screen can then fold flat by collapsing the bottom panel for transport to and from your AD&D@game. Also included are four sheets of reference tables and lists,including a complete list of all wizard spells useable by bards in the Player’s Handbook and Tome ofMagic.Permission is given to photocopy these sheets for personal use only. Bottom folds flat for storage.
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