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Stealth Rules: Map Sounds

The document outlines stealth rules for a gaming scenario, emphasizing the importance of player positioning and sound mechanics during stealth missions. It details how stealth checks are determined, the consequences of minor and major fails, and the behavior of guard monsters in response to player actions. Additionally, it provides guidelines for distractions, grappling, and deception tactics that players can use to enhance their stealth effectiveness.

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0% found this document useful (0 votes)
32 views1 page

Stealth Rules: Map Sounds

The document outlines stealth rules for a gaming scenario, emphasizing the importance of player positioning and sound mechanics during stealth missions. It details how stealth checks are determined, the consequences of minor and major fails, and the behavior of guard monsters in response to player actions. Additionally, it provides guidelines for distractions, grappling, and deception tactics that players can use to enhance their stealth effectiveness.

Uploaded by

dnddownload
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

Stealth Rules Sounds

Map Attacks are audible within 30 feet unless the attacker chooses
A good stealth mission starts with the players entering from a to attack at disadvantage. Creatures who don't have a
direction orthagonal to where enemies expect them to come condition that reduce their speed to zero (such as grappled,
in. Thus the first areas are less well patrolled and the restrained, or stunned) make a sound on their turn:
likelyhood of success is high. Combat call. 100 feet. Enemies make this sound when
Show players the map generously, but use line of sight to suprised and when coordinating attacks.
determine if players can see enemies. These stealth rules Action call. 300 feet. An unambiguous cry for help,
work best when the map has clusters of open-ish areas that requiring a creature to take an action.
are cut off from other areas (preventing combat run off) Sound requires an additional 20 feet to cross a door, 30 feet
Recommended Stealth Check rules to cross a thin wall, and 100 to cross a thick wooden wall.
Stone or brick walls block all but magically produced sounds.
Stealth check is equal to highest passive perception in the The question isn't whether or not the sound can be heard, but
NPC group. Your group succeeds if half or more succeed. if if can be heard well enough to be recognized as suspicious.
These rules don't overly punish a party with one or two low
stealth players, but stealth remains relevant. Guard Monster Design
Minor fail: a fail of less than 5, that enemy hears a sound In general, weigh heavily on selecting enemies with low
that could be misconstrued as innocuous, or sees a defensive CR and high offensive CR. If possible, hotdrop
glimpse of movement from the PC with the lowest roll. players with an encounter of one of the basic enemies (force
Major fail: a fail of 5 or more, or a fail that includes a them to fight it) so they know the strength of the weakest guy.
natural 1, one of them spots the PC with the lowest roll. This empowers the players to take on enemies that they feel
as if they can deal with.
As an aside: some magics, most notably pass without a
trace, can trivialize stealth-focused missions. How you deal Other actions:
with it is up to you, but try to find ways to notify your players of Grappling. at advantage if the creature isn't aware of you
the fabricated drawbacks as well as to give them some bonus. Distractions. Player can attempt to distract enemies by
Behavior and Distractions throwing rocks, etc. Treat as minor fail at location.
Deception. Reckless, Curious, Paranoid are succeptable to
When an enemy sees a PC, roll 2d4 plus the NPC's wisdom deception checks (-5 on relevant checks)
modifier and choose from the table below. If on low alert, roll Threatening. Distracted, Afraid, Paranoid have
3d4 drop highest, and on high alert, drop lowest. succeptable to being intimidated. (-5 on relevant checks)
You can threaten someone to silence them.

Guard Behavior
Roll Type Minor fail Major fail
<3 Distracted No reaction One turn later, does a double take
Makes a search check. On a success, he becomes "Paranoid" - Freezes and tries to figure out if you
4 Afraid either way he tries to run back to the group (he doesn't tell them, realized he saw you. If you allow him to, he
or they don't believe him) will tell the others.
5 Reckless Investigates on his own Engages immediately while alerting others
Makes a search check. On a success he notifies other that he is He cries out for backup and joins his
6 Curious
going to take a closer look. group.
All nearby enemies within line of sight of the PC act as if they had Sends out a global alarm if possible,
7 -8 Leader
minor fail making guards Alert.
9-
Paranoid He cries out for backup and joins his group. Is frightened, alerts nearby enemies.
10
Raises a silent alarm, or pretends not to
>11 Crafty Pretends to have seen them despite not being sure notice anything but returns to the area
with a group

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