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FIVE TORCHES DEEP:

STEALTH
DEEP
STEALTH
Game By: Ben Dutter TABLE OF CONTENTS 1 INFILTRATION
Jessica Dutter
APPROACHES8
WHAT IS THIS? 2
Art: Jake Siano Ideal Use 2 GETTING CAUGHT 9
Compatibility2 Surrender9
Logo Design: Sam Mameli Escape9
STEALTH2 Negotiate9
Fight9
STEALTH TIPS 4
Don’t Ignore The Group 4 SPLIT & GROUP 9
Patrols & Chokepoints 4 Split Infiltration 9
Planning & Observation 4 Group Infiltration 9
Magical Senses 5
Keep It Moving 5 THE INFILTRATOR 10
Alarms & Patrols 5
Zones5 STEALTH GEAR 10
This PDF is designed (and encouraged) to be Time & Measures 5
printed at home. It uses standard US letter Partial Detection 5 TWISTS12
8.5” x 11” paper. The holder of this file has Over-Rolling 5
permission to print it for personal use at DETAILS12
office or commercial-grade printers. INFILTRATION6
Infiltration Vs Stealth 6 STEALTH SPELLS 13
Light & Infiltration 6
Gear & Infiltration 6
Check Modifiers 6
Non-Infiltration Checks 6
Infiltration Attacks 6
Infiltration Process 6
2

WHAT IS THIS? STEALTH


FTD: STEALTH is a fantasy rpg rules supple- Stealth is particularly difficult to adjudicate
ment of detailed stealth rules. The system in rpgs. Likewise, it’s very hard to create
greatly expands infiltrations, PC options, rules and systems that are both fun and
and covert operations. GMs are given guid- make sense in the context of the fiction.
ance on how to run stealth sessions. Stealth operates in a strange space of either
being too nebulous (basically freeform) or
The supplement includes rules for: too binary (you succeed or you don’t).

• STEALTH TIPS: how best to run an In typical six-stat rpgs, stealth allows
engaging stealth encounter little room for tactical choice or options for
fictional positioning. There are many ques-
• INFILTRATION: a detailed procedure for tions that are difficult to answer in typical
completing heists or assassinations six-stat rpgs and as such rely heavily on GM
interpretation. How can one describe their
• APPROACHES: six different approaches PC’s methods more concretely? How does
to stealth; one for each ability stealth even work? What’s the difference
Stealth Basics

between someone being alert vs aware?


• PC OPTIONS: a new archetype, stealth
gear, sundries, poisons, and spells In the context of Five Torches Deep,
stealth is about avoiding danger, gaining
information, and setting tempo for action.
IDEAL USE A PC concealed by stealth is able to observe
the truth of the world from safety. They can
This supplement is perfect for games that
choose when to act and where to go, or to
focus on guile and deception; parties that
avoid challenges completely if they wish.
consist of thieves; military campaigns in
which weapons are extremely potent; or for
These obstacles and benefits are com-
groups that feel bored of “basic” stealth.
pounded by parties of adventurers carrying
full packs of gear, armor, and supplies for
The infiltration system creates a new mode
survival. How can a party convincingly move
of gameplay that mechanically enforces the
through enemy territory without being
best-practices for delving into dangerous
detected? This book is designed to help
dungeons or fortified enemy compounds.
clarify these issues, provide choices to the
players, and allow everyone to contribute to
COMPATIBILITY a stealth scenario.

FTD: STEALTH is designed for use with Five The specific subsystem discussed in this
Torches Deep, but is largely compatible with book is called an INFILTRATION, to separate it
any six-stat adventure or OSR game. from a traditional stealth encounter.
3
4

STEALTH TIPS
The GM should be mindful of how stealth
encounters (or sessions) differ from normal
dungeon crawling. Some considerations:

DON’T IGNORE THE GROUP


If a single PC is the focus of a stealth
encounter, consider occupying the attention
of the rest of the party. If this was a movie,
what is the B team doing while the A team is
climbing into the enemy castle?

PATROLS & CHOKEPOINTS


In general, sentries and detectors only go
on patrol if they can’t sufficiently monitor
the region they’re trying to protect. This is
rare in most structures or urban settings
(castles, towns, dungeons). Instead, most
guards will monitor a fixed strategic
chokepoint.

Be sure to provide paths that are difficult to


monitor, access, or both (climbing a sheer
cliff rather than taking the main road, etc).
Remember, the goal of using stealth is to
give more control and choice to the players.

PLANNING & OBSERVATION


As Five Torches Deep is an OSR game, the
focus is on the shared emergent fiction, not
the mechanics and rules. This means that
if the PCs are able to carefully observe their
obstacles, plan for them, and explain how
they overcome them, it may not be neces-
sary to roll a check to bypass detection.
5

MAGICAL SENSES ZONES PARTIAL DETECTION


For every supernatural and magical sense, Stealth encounters (and INFILTRATIONS) are Guards or other detectors can heighten
there is an equal and opposite form of broken into segments called ZONES. Each their scrutiny and awareness if they are
deception. However, magic senses can zone describes an area or route the PC must suspicious of a potential intruder, but might
immediately end an otherwise challenging surpass; usually with its own obstacles, not go into full alarm or lockdown. The GM
encounter. GMs should use great caution guards, and ideal approach. should use this level of partial detection
when employing these forms of detection frequently so as to heighten the suspense
and give ample opportunity for PCs to A ZONE isn’t necessarily a single room or and drama of the stealth encounter. Typ-
learn of or circumvent them through the a compact area; it can describe an entire ically the first failure (or even middling
encounter. phase of a stealth encounter and cover miles success) can be used to flag this elevated
of travel. Each ZONE should have a unique level of scrutiny.
flavor and a distinct obstacle.
KEEP IT MOVING
GMs should encourage PCs to circumvent
OVER-ROLLING
Use as few areas or obstacles as possible to
specific ZONES through clever play. As such,
keep up the pace. Let the player exploit gaps It’s tempting to make everything in a stealth

Stealth Tips
the GM must make it so that (nearly) all
in the enemy’s detection or structure: space encounter use dice and mechanics, but
ZONES can be passed without dice.
is expensive, guards are bored, defenses are stealth should refrain from over-rolling
built to the bare minimum to avoid failure. even more than in “normal” OSR play.
Player ingenuity should always be rewarded TIME & MEASURES
with skipping obstacles, giving choices, and The PCs shouldn’t be able to roll again until
providing information. But these rewards This document uses the term MEASURE to the circumstances significantly change;
are only possible if there is ample opportu- indicate a nebulous amount of time that the they can’t just keep spamming the dice
nity to leverage these options. GM deems fit. The longer a stealth encoun- hoping for a natural 20. A single roll doesn’t
ter goes on, the more likely the hidden PCs necessarily mean that they just completed
will be detected or captured. MEASURES a few seconds of activity; instead it encom-
ALARMS & PATROLS should have a distinct fictional element that passes minutes or even hours of tasks the PC
the PC and player can detect (shift rotations, attempted. Each roll should be weighty and
The goal of sentries and guards isn’t to
time of day, burning out of torches, etc). demand immediate consequences.
stand and die or to chase and apprehend
the party of infiltrators; it’s to sound the
As these MEASURES go on, anything that the As always, the GM should favor following
alarm. Their sole purpose is to scream, hit
PC has done will cause suspicion. Tracks, the fictional positioning established
gongs, blow horns, and make a racket so
bodies, broken locks, open doors that should in-game: what is the PC doing, how is the
that the entire complex moves to intercept
be closed, and similar indications of an environment affecting these actions, what
the intruders. This means retreat and escape
intruder will increase scrutiny. This can and are the guards or other detectors doing to
at the onset of being caught is almost always
should impact the difficulty to continue a respond, and so on. Is their description
better than trying to fight it out.
successful infiltration without detection. enough? Their skillset? Their tools or spells?
If all else fails, then roll.
6

INFILTRATION
Characters are able to enter an advanced CHECK MODIFIERS INFILTRATION PROCESS
form of stealth called INFILTRATION. This
system provides more choice and complex- An infiltration check is still a stealth check, 1. GOAL: a player declares their goal, which
ity for sneaking into areas or evading NPCs. but with different ability score modifiers triggers an infiltration
based on the approach the PC takes. If a PC
INFILTRATION VS STEALTH would normally be proficient for this type 2. DETAILS: the GM determines:
of action in FTD Core, they gain their profi-
The stealth encounter rules in Five Torches ciency modifier to infiltration. Load applies a. LEGS: the number of areas, paths, or
Deep are simple, functioning like any other in the same way, placing disadvantage to zones to infiltrate (1 to 5)
check. Infiltration gives complexity to infiltration checks if encumbered (GM fiat).
stealth like the combat rules do to a fight. b. DETECTION DICE: the general level of
awareness and detection (d4 to d12)
NON-INFILTRATION CHECKS
Use stealth checks when the party wants to
breeze by a bit of scouting or sneakiness. 3. DESCRIBE: the GM describes the area,
Handle checks as normal if a PC attempts
Use the infiltration rules when your group route, sentries, and visible obstacles
an action that requires a check during
wants a large part of a session (if not its infiltration (disarming a trap, picking a lock,
Infiltration

entirety) to focus on a covert operation. 4. APPROACH: the PC picks one of the six
memorizing a password, casting a spell).
approaches and describes how it fits

LIGHT & INFILTRATION Each check should have fitting ramifications


5. CHECK: roll 1d20 + approach mod. The
per the context and fiction. Failure should
result is the infiltration’s RATING
The rules in FTD Core cover different always result in wasting a measure or leg in
amounts of light and illumination. Light can addition to the natural consequences.
a. NATURAL 1: automatic failure
be used to inform specific rolls, detection,
and approaches but should not apply dis- INFILTRATION ATTACKS b. NATURAL 20: skips next leg
advantage or advantage as normal. In other
words, ignore the light rules outside the An infiltrating PC can freely incapacitate 6. RESOLVE: the GM rolls detection dice
means of detection and the PC approach. or kill an unaware detector (if it’s possible from step 2b, but may alter it given the
at all to target them). Doing so reduces the PC’s approach or the nature of the check
GEAR & INFILTRATION RATING equal to that detector’s HD (e.g. a 4
a. Detection dice results reduce the
HD guard reduces the infiltration’s rating
from 10 to 6). This reduction can cause a rating. A PC is caught at 0 or below
Party load and gear factor into their ability
to infiltrate. Armor, weapons, and gear rating to go to 0 or below, in which the PC is
caught. See pg 7 for infiltration RATING. b. A PC that gets through all legs with
shouldn’t always make it harder (blend in
at least 1 rating achieves their goal
to a crowd of mercenaries, etc). Further, the
PCs can spend time to streamline their gear If the PC wishes to risk it, they can attack the
target as normal (with advantage typically) RE-CHECK: the PC can choose to repeat step
to optimally align with their approach.
and deal damage. If the detector is brought 5 at the start of each leg (GM fiat). A result
to 0 HP in a single round the rating doesn’t less than the current rating means the PC
go down at all; if not, the PC is caught. is caught; a result higher or equal to the
current rating sets it to the new result rolled.
7

1. GOAL 5. CHECK RE-CHECKS


The PC sets the goal, which has a specific Once the elements from steps 1-4 are sorted At the start of each leg or measure, the PC
object, task, or piece of information tied to out, the PC makes a check (1d20 + approach can choose to roll a new infiltration check.
its completion. Goals generally resolve at a mod). Some groups may prefer to keep their The approach they’re using might vary, and
set location (the vault, the king’s bedroom, PC’s modifier as a single number as in Five the general circumstances might preclude
etc) and can be achieved by many methods. Torches Deep core. The result of this roll is some options or approaches. The GM has to
the infiltration’s RATING, which sets the tone approve the proposed re-check and context.
2.a. LEGS and tempo for the rest of the scene.
The GM roughly maps out the amount of The result of this new check has immediate
scenes, rooms, paths, or measures needed to The player knows this RATING, and the GM impact on the story and infiltration. If
accomplish the goal. Getting out undetected can give in-fiction context clues to the PC the result is less than the current rating
may effectively double this. An infiltration how “well” they are infiltrating (describing (which has already been reduced from the
of more than 5 legs is nearly impossible, and the PC, sensory elements, and how NPCs or original rating due to detection dice) the PC

Detailed Infiltration Process


might be better separated. detectors are acting are good clues). is caught. Being caught triggers either an
escape (pg 9), combat, or narrative scene.
A natural 1 on this check results in being
2.b. DETECTION DICE caught in this leg, as the GM sees fit. A Rolling equal to or higher than the current
The GM determines a polyhedral die size natural 20 skips this leg altogether, reduc- rating sets the rating to the new result for
(between d4 and d12) for the infiltration; the ing the chance of detection. A natural 20 still this infiltration. In this way the PC can
bigger the die, the more alert. Each leg or adds the approach mod to the RATING. extend their proverbial clock before being
measure, the die size steps up (d6 to d8, etc) caught. There’s a natural gamble in this
to show that the detectors are more aware. method, as the PC doesn’t know what the
6. RESOLVE
The GM rolls detection dice at the end current rating is, only that it’s ticking down.
Detection dice usually start at d6, but vary
as the GM deems in the context of the scene, of each leg (or measure). Detection dice
explode (if the die result is the max value, In general, the GM should require some
detectors, or PC approach. The GM does kind of fictional justification for the PC
not need to reveal the dice used, but should roll again and add the total together). Detec-
tion dice can only explode once each. rolling again. Simply “trying to do it better”
describe how the detectors become alert. isn’t enough, and it’s valid for the GM to
The results of these detection dice (always demand the player give additional context
3. DESCRIBE at least 1 per roll) reduces the rating by an or approach to what’s changing that allows
Treat this as any other scene: describe the equal amount (e.g. 10 rating - 4 detection them to continue to avoid detection.
world and events, inform the PC of notable roll result = 6 new rating). This new rating
circumstances, and allow the world to react. continues to inform the fiction. While the
description changes, the GM shouldn’t tell
4. APPROACH the PC the actual number for the new rating.
The PC picks an approach (rush, sneak,
hold, position, avoid, or blend) based on the Hitting 0 rating (or below) at any point
way that they’re infiltrating. Some infiltra- demands that the PC is detected or caught
tions have a “better” choice than others. (the PC can escape, see pg 9). Maintaining
The GM can overrule the approach based on 1 or more rating through the infiltration
the fiction and the PC’s given description. means the PC achieved their goal.
8

INFILTRATION APPROACHES
There are six infiltration APPROACHES (rush,
sneak, hold, position, avoid, blend). Each RUSH DESCRIPTIONS POSITION DESCRIPTIONS
corresponds with one ability, and requires
fictional justification in order to work. Sprint across when their back’s turned Using defilade to always block your path
Leap over the alley between two roofs Reasoning the most likely place for guards
RUSH (STR)
Swiftly cover distance to minimize the Run, jump, and swiftly climb up the tower Timing movements with the environment
amount you’re noticed. Needs physical
obstacles, rooftops, hallways, and similar to Outrun the guard coming to investigate Moving through homes/alternate paths
go undetected. RUSH adds +STR mod.
Run while balancing on a tightrope Striking at the most opportune time

SNEAK (DEX) Kick off pillars/walls to run “on the air” Creating and leveraging a distraction
Typical skulking, sticking to shadows, being
Infiltration Approaches

quiet, etc. The easiest to justify (cover or


concealment). SNEAK adds +DEX mod.
SNEAK DESCRIPTIONS AVOID DESCRIPTIONS
HOLD (CON) Crouch, creep, and minimize your posture Following the guard’s patrol route
Holding breath underwater, cramming into
a cupboard, hanging over a door frame. Move so slowly it’s almost imperceptible Avoiding the most visible, scrutinized spot
Remain absolutely still and silent in a very
difficult position. HOLD adds +CON mod. Slither like a snake, crawling on hands Estimating the focus, aptitude of guards
Stick to the shadows, dodging torches Following your innate “gut feeling”
POSITION (INT)
Using tactics, architecture, and pathways to Delicately place each silent step Remaining aware of sentries’ locations
maximize the amount of time you’re alone. Only move when they do, masking sound Timing based on enemy movements
Best in urban environments and takes time.
POSITION adds +INT mod.

AVOID (WIS) HOLD DESCRIPTIONS BLEND DESCRIPTIONS


Anticipating what others can detect and
avoiding it. Using insight, intuition, and Hanging upside down in the rafters Donning the enemy’s uniform or look
perception. AVOID adds +WIS mod.
Submerging into sewage, holding breath Pretending to be here on official business

BLEND (CHA) Cramming into an incredibly small space Bluffing your way past any guards
Acting like you belong, blending in with a
Change your body shape and hold still Looking like an innocent bystander
crowd, appearing inconspicuous or typical.
BLEND adds +CHA mod. Remaining utterly motionless for hours Utilizing crowds or large distractions
Halting breathing for minutes to be silent Forging documents, seals, or regalia
9

GETTING CAUGHT SPLIT & GROUP


When a rating drops to 0 or below, the PCs The default rules for INFILTRATION assume a
involved are CAUGHT. Being caught doesn’t single PC. However, in many cases the entire
mean that the PCs “lose” or are without party will want to infiltrate enemy territory.
options; instead it means that the covert, There are two main ways to achieve this:
stealthy choice is unavailable. The most SPLIT and GROUP infiltration.
common options after getting caught are to
surrender, escape, negotiate, or fight.
SPLIT INFILTRATION
SURRENDER The INFILTRATION is split between each PC
individually, with the entire process being
The PCs give up, and are escorted away. The handled one player at a time. The PCs can
NPCs are in control and the infiltration ends. bunch into smaller groups (one per LEG) or
split up across multiple parallel LEGs. This is
ideal for nonlinear INFILTRATIONs that allow
ESCAPE the PCs’ efforts to be done simultaneously.
An escape can be easily emulated by using
Certain goals and missions lend themselves
the RETREAT rules in Five Torches Deep (STR
well to this type of multi-pronged effort
or DEX checks in order to outrun pursuers).
(especially complex heists that require
However the GM might prefer to run an
many simultaneous events to be effective).
escape essentially as a reverse infiltration,
with a rating and an amount of pursuit dice.
GROUP INFILTRATION
The infiltration approaches are instead
replaced by whatever checks and modifiers A single PC is the infiltration’s LEAD, and the
the GM deems contextually relevant. party moves as a unit. The rules function
exactly as normal, except for each extra
individual in the INFILTRATION reduces the
NEGOTIATE infiltration check modifier by 1 (e.g. the
LEAD’s 3 comrades reduces their SNEAK mod
A combination of freeform dialogue and the
from the LEAD’s +4 to +1 [4 - 3 = 1]).
occasional CHA check if necessary. This is
only possible if the party possesses some
However, if other non-lead PCs are able to
leverage (a hostage, treasure, intel, etc).
“help” the infiltration in a way that is more
beneficial than not, then this penalty can be
FIGHT removed (e.g., they don enemy guard uni-
forms and help the lead PC blend in). This
Regular combat rules (or from FTD: DUELS). has to be justified in the fiction for each PC.
Generally the longer the fight, the more
reinforcements arrive.
10

THE INFILTRATOR STEALTH GEAR


The INFILTRATOR is a PC archetype special- Gear that can be equipped by characters to
izing in covertly moving through dangerous aid their intrusion into enemy territory.
or guarded territory. Any PC with stealth
proficiency can become an infiltrator at
level 3. PCs without stealth proficiency
can become infiltrators with meaningful CHARLATAN’S GARB ASSASSIN’S CAMOUFLAGE
in-game training and commitment.
BASICS Flexible kit to blend in anywhere BASICS Outer robes that conceal you
At level 3 and 7, the infiltrator can pick one
of the below archetype features. The PC can
EFFECT Gain advantage to BLEND if you: EFFECT Gain advantage to SNEAK when
take an infiltrator feature instead of a class in the dark, but disadv to BLEND.
feature at levels 5 and 9 (GM discretion). Spend 1 minute (or make a CHA Can’t be worn with heavy armor,
check) to configure the garb into shields, or most 2h weapons.
Infiltrator Archetype & Gear

• KEEN: the GM must honestly share the a relevant disguise, uniform, or


current infiltration rating outfit that helps blend in.
LOOK Dark gray, splotchy, full robes
• SURE-FOOTED: advantage to RUSH with loose strips and bunches of
LOOK A multilayered, flexible set of fabric to break up your outline.
• SOFT STEP: advantage to SNEAK wraps, fabrics, and ornaments
that can make a rough facsimile
• IRON LUNGS: advantage to HOLD of just about any outfit. Any close
scrutiny reveals that the garb TEMPORARY LEDGE
• TACTICIAN: advantage to POSITION looks bulky and conspicuous.
BASICS Magically sticky stepping stone
• INSIGHTFUL: advantage to AVOID
BURGLAR’S HARNESS EFFECT Affix to any surface or corner.
• INNOCUOUS: advantage to BLEND One time use. It functions like
BASICS A better way to stow equipment a powerful magnet but only to
• COLD: delay the first detection die the surface it touches. Used as a
upgrade by one leg or measure “seat” to aid with HOLD.
EFFECT Increase max load by +DEX mod
• ELUSIVE: you have a chance to escape or (minimum 1). Serves as a pack.
better-position yourself at 0 rating LOOK A square tile about 6” to a side
and 1” thick. It’s an unassuming
• LETHAL: incapacitating a detector LOOK A series of straps, pouches, belts, gray, porous stone like concrete,
reduces the rating only by half their HD and other equipment loops that but has simple arcane carvings
help to tightly stow your gear. along the perimeter.
• DEFT: crit on 19-20 for one approach of
your choice (can take multiple times)
11

SCOUT’S SPIDER STEALTH SUNDRIES VARIOUS POISONS


BASICS Magic spider that shares sight Smoke Emits thick smoke when Bubbling Ingested. Needs three doses.
Bomb: broken. 10 minutes or wind. Madness: Cloudy purple, smells of dust.
WIS to resist, or -1 WIS/day.
EFFECT Must be attuned. While active
and concentrating, the user can Noise A wind-up clockwork device
see the spider’s perspective, and Maker: that claps, chimes, rings, or Rapid Magic sigil, pressed on skin.
control where it moves. It is still whistles for 1d6 minutes. Aging: Tingles and numbs, leaving

Gear, Sundries, & Poisons


a simple bug to crush if caught. a gangrenous mark. CON to
resist, or age 1 year per day.
Wedge: Malleable wedge that hardens
LOOK A chunky, pale, jumping spider under impact; blocks doors.
with a thick furry body and stout Loose Injected or laced weapon.
limbs. Bright pink eyes and a dull Veins: Can’t be resisted, but cured by
mottled coat make it distinct. Wet Fire: Small rod that creates sparks coagulating Glacier Thistle.
when saturated in water. Wounds bleed profusely, and
will cause death in 1d6 hours.
VIZIER’S ARMOR Lock A vial filled with reagents
Buster: that create a minor explosion Castle Inhaled. CON to resist. Carry
BASICS Concealable heavy armor when combined; one use. Clearer: it without sign for 2d6 days;
can be passed like a cold.
Forgery Collection of parchment, Final CON to resist death.
EFFECT Heavy armor (AC 15) that
appears like robes or clothes. Kit: inks, seals, waxes, and paints
Maintains the characteristics of to create a forged document. Gryphon Ingested. Can’t be resisted.
finely crafted heavy armor. Whisker: Roll 1d100 + 1 per day after
Twin Two coin-sized compasses ingestion. Any result of 95+ is
Compass: that always point at each instant painful death. Cured
LOOK Compressed layers of rare silk
other. Max 1 mile range. by rare kidney-vine leeches.
and resin are sewn into the
fabrics of these robes, making it
formidably difficult to penetrate. Leper’s Ingested or laced weapon.
Designed for paranoid monarchs Wise A 100’ length of rope that ties,
Rope: unties, coils, and snares on Touch: Can’t be resisted; only magic
and assassins, it is expensive and cures it. Rot over months.
exceptionally rare. command (hand signals).
12

TWISTS DETAILS
Use the below to randomly determine twists Roll on the below table for random bits of
or inspiration for an INFILTRATION. The GM architectural detail, inspiration, or a type of
can roll on this table at any time. material useful for an INFILTRATION.

INFILTRATION TWISTS ARCHITECTURAL DETAILS


1 Something unrelated triggers alarm 1 Soft alleyway full of drying mud, hay
2 A crowd of bystanders wanders in 2 Slick, smooth, glistening cobblestone
3 Catastrophe (fire, storm, collapse) 3 Ancient slabs, grass in the cracks
4 Animals are loose, running amok 4 Creaking, warped, wooden planks
5 Clouds darken the skies, wind howls 5 Crunchy gravel pressed into the mud
6 Competing infiltrator(s) cross paths 6 Dense curtain of ivy clinging to a wall
7 Unscheduled arrival of an enemy 7 Detailed bas-relief freshly chiseled
8 Third-party information was false 8 Porous, crenellated wall full of holes
9 Construction or similar in the way 9 Roughly hewn, natural blocks of rock
10 Third-party faction directly attacks 10 Haphazard bricks loose and jutting
11 Incompetent leader makes bad call 11 Loamy, damp, dark wooden shingles
12 Magical anomalies change the area 12 Sheer and sharp slate at a steep angle
13 Aberrant vermin swarm the area 13 Interlocking, curved clay tile roof
14 Magical darkness permeates the area 14 Evergreen planks spackled in plaster
15 An enemy betrays them, helps the PCs 15 Broad causeways connected rooftops
16 Opportunity for a secondary objective 16 Chaotic, organic paths, alleys, streets
17 See guards setting up an obstacle 17 Laundry lines, pigeon coops, gardens
18 There’s a huge, beneficial distraction 18 Stinking sewage trench, buzzing flies
19 An obstacle (lock, security) is gone 19 Fenced stable or slaughterhouse
20 Detector is absent or incapacitated 20 Gently flowing canals full of ducks
13

STEALTH SPELLS
These spells can be treated as Arcane or
Divine as fits in your setting. Usually these
spells are found in scrolls or wands.

CANTRIPS SECOND LEVEL FOURTH LEVEL


Subtle Create a simple, distracting Dark Orb: Create magic darkness up to Know the You know the physical layout
Noise: noise in 30’. Natural sounds 15’ radius. Can target an item Way: and location of every object in
like a drip, scrape, clatter, etc. or person. Lasts 1 hour per lvl. 1000’. Active. Concentration.

Snuff: Extinguish one small flame Mute Create magic silence up to 15’ Danger You can see threats through
or natural light (like a torch) Sound: radius. Can target an item or Sight: walls, smoke, or darkness in
within 60’ and line of sight. person. Lasts 1 hour per lvl. 1000’. Active. Concentration.

Stealth Spells
Rope Telekinetically control any Find Sense direction of the closest As if You become like smoke and
Work: rope within 15’. Moves slowly Item: item sought (door, gold, key, Smoke: can pass through thin slits,
like a cautious snake. scroll). Active. Concentration. keyholes, etc. Active. 10 mins.

FIRST LEVEL THIRD LEVEL FIFTH LEVEL


Throw Create a complex sound, like Flash Enemies roll to resist flash New Create 5’ diameter by 10’ deep
Voice: a voice, to anywhere in 60’. Bomb: and bang in 30’. Failure: deaf Door: doorway or tunnel through
Active action. Concentration. and blind for 1 round. Active. most materials. Movement.

Trick of Create a basic illusion (a Mirror You and 9 others blend in like Decoy: Transform into any object
the Light: shadow, a glint of a blade) in Skins: chameleons. Stealth “result” (cup to dresser). Keep senses,
30’. Active. Concentration. as if 18. Half speed. 10 mins. can’t move. End with Quick.

Magic Change your face, as long as it Shade You can teleport between Kiss of 1d10 mins to cast. The next
Mask: is still. Mask fails under scru- Hop: distinct, body-sized shadows Death: person you kiss (even days
tiny. Active. Concentration. in sight. Quick. 1 min per lvl. later) dies in 3d6 days.

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