Open locks; hide in shadows; move silently; find traps. If you thought that was all a thief was good for, think again. The masters of skulking and skullduggery are a force to be reckoned with. Is anyone or anything safe from a person who might be anywhere, anytime? Learn the thief's most closely guarded secrets in this devious accessory for the AD&D® game.


  • Chapter 1: Role-Playing Thieves
  • Chapter 2: Proficiencies
  • Chapter 3: Thief Kits
  • Chapter 4: Thieves' Guild
  • Chapter 5: Tools of the Trade
  • Chapter 6: The Arts of Deception: Classic Cons
  • Chapter 7: New Rules for Thieves
  • Chapter 8: The Thief Campaign

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