Of Stealth and Espionage [Archive] - Wizards Community

Post/Author/DateTimePost
Nature-boy

02-03-06, 05:34 PM
My party that I DM for is basically a group of spies and I want to send them on a stealthy reconaissance mission. Last time I had them sneak through prohibited Cannith labs, but I don't think I got the suspenseful feel for stealth across the table. Do you all have any suggestions to make the next session more sneaky?
Rechan

02-03-06, 05:52 PM
Who are the PC's patron?
Naudachu

02-03-06, 06:07 PM
I don't know if you already do this, but one thing that helps is having the DM roll the PC's Move Silently and Hide rolls. Of course this gets sticky with Action Points, but I think its worth the trade off. (You could ask them ahead of time what kind of roll they would use an action point on and how many they want to use for the next few rolls.)

Besides that, have walking guards react as if they noticed something then turn away after a few seconds (this is something I've got to try...but it works in most movies :D ).

They could be sneaking so well that they surprise someone else hiding in the shadows.

I think mostly, really describe the sounds in the area. They're trying to be quiet so every little pin-drop is going to be noticed. Pick out thing that will keep them on edge: panting, shuffling feet, etc.
Nature-boy

02-03-06, 09:55 PM
Okay, fine audio detail. Their patron is a former "entertainer" for House Thurrani who has been excoriated for falling in love with a Phiarlan. He is also the known father of the Valenar PC.

My party consists of:
Half-Elf Rog/Art (mechanic/pilot) of House Lyrandar
Valenar Scout (former assassin)
Human Diviner (sort of a navigator/operator like Tank in the Matrix)
Raptoran Rog/Clr (healer)
Elan Psn (he's new, I don't know what he's capable of yet)
Rechan

02-03-06, 11:10 PM
An idea that pops to mind:

Karnath has underground undead research facilities/store houses all through-out the Karnath countryside. These places can range from labs for creating/experimenting on undead, to bunker-outposts where large numbers of corpses are kept in stasis, just waiting for the next war to break open so that they can instantly be woken up and sent forth. A member of Thrane's military wants known whereabouts of some of these labs found, and a rough estimation of their outer peremiter's defenses accessed and mapped.

I want to suggest something related to the Inspired - I can't think of anything that they would be involved in off the top of my head, but it sounds appropriate - something most certainly subtle.
Belabras

02-04-06, 12:29 AM
Have them try to infiltrate a Trust safe house or the Library of Zilargo. Mix in lots of fiendish traps and illusions for extra fun :schemes:
Splendide

02-04-06, 08:53 PM
I think it would be fun to send them to track a Tharashk exploration (done on the sly to avoid a Dragonshard Rush) in Q'barra. They have no civilisation to blend in with, and should stick out like sore thumbs. Also, they're tracking half-orcs with the Mark of Finding that have survival skills up the wazoo.

Now -thats- a challenge :)
Nature-boy

02-04-06, 09:28 PM
That does sound like a good idea. My only problem is that I need some pointers so as to raise the suspense around the table while sneaking, searching, and doing other roguish stuff. The problem's not too bad, I was just wondering if anyone was doing things differently or better than I was.
Splendide

02-04-06, 10:19 PM
Warforged on watch. Make it quite clear that he hasn't moved since he started his watch. Make it clear from their observations that he doesn't say or act needlessly, and when he does act, its sudden. Let them sweat about whether he's spotted/heard them or not.

Growling dogs. Make sure to ask them if they're trying to be up or downwind.
garner_adam

02-04-06, 10:43 PM
Nature-boy try surviellance and hiding oriented missions/situations. One of the key things about the suspense of hiding in real life is the timing and patience. When characters have to hide from a patrol try to create a situation where they may need to wait a few passes before they can move. (Roll dice when the guards pass- real or imagine spot checks add to the suspense)

Timing and speed is important while on a stealth mission. So situations that take up time and could give up the team's position are very suspenseful. Think locks, multipositional switches, and interrogations for this tactic.