Kingdom Thief

These are members of the Kingdom of Thieves.

Kingdom Thief

Stealth (MA) (d): The thief is able to move without being detected.
Dagger (MA) (b)
Appraisal (IN) (d): The thief is able to determine the value of loot.
Lying Skillfully (IN) (b): The thief can convince someone of what they are saying with little preparation.
Literacy(IN) (b)
Grifter (IN) (d): The thief can organize a small con job quickly (rigged card game, bait and switch, etc.)
Evasion (IN) (b): The thief can disappear in a crowd or urban area.
Pick Pockets (MA) (d): The thief can pick a pocket, cut a purse, etc.
Condition — Hunted by Legal Authorities (d)
Club (MA) (b)
Longbow (MA) (b)
Stunning Blow (MA) (b): The robber is able to render a foe unconscious.
Hiding (MA) (b)
Disarming Blow (MA) (d)
Dodge (MA) (b)
Climbing (MA) (d): The robber is able to climb sheer surfaces.
Set Trap (MA) (d)
Identify Trap (IN) (d)
Strike Heavy Blow (PF) (d)
Horse Care (IN) (b)
Etiquette (IN) (b): The ability to know how to say the right thing at the right time.
Appraisal (IN) (d): The ability to know the fair market value of any commodity.
Riding (MA) (b)
Sword (MA) (b)
Pistol (MA) (b)
Condition — Criminal Connections (b)
Tracking (IN) (d)
Heavy Armor (PF) (b)
Pick Lock (MA) (b)
Burglar (MA) (d): The Kingdom Thief is able to climb walls, disarm traps, and other impressive feats of agility required to enter and burglarize a target.
Spot Hidden (IN) (d): The Kingdom Thief is able to locate hidden traps, doors, compartments, sentries, etc.
Equipment: Dagger, club, longbow, 20 arrows, simple wood and metal tools, horse and riding gear, sword, pistol, 20 balls and powder, chainmail armor, lock picks, climbing gear.
Cost: 30 HP
Possible Exits: Remain a Kingdom Thief, leave and gain the conditions Hunted by The Kingdom of Thieves (5) (e), and Bounty (5) (e) (500 Royals upon the death of the thief).

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