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**Compendiums:** [Slimes](https://www.gmbinder.com/share/-KzQPa5Fiefkpk7UxVNL), [Spells](https://www.gmbinder.com/share/-L7Y2eb8A7ocr_28ySIf), [Story Mechanics](https://www.gmbinder.com/share/-L2hF2JtkCBpKSdtqEuj), [Monks](https://www.gmbinder.com/share/-KzLtPs0YuPYX41g_9jL)
**Misc:** [Monk Adventure](https://www.gmbinder.com/share/-L-jpIvoneL_70_aootq), [Warlock Tweaks](https://www.gmbinder.com/share/-L-EQOltK1BEOv8ZnNB8),
[Stealth Rules](https://www.gmbinder.com/share/-L-jwukFtIxUYYzcOt_T)
**Fun:** [Goat Background](https://www.gmbinder.com/share/-L0HNxdQGLON53K6oCtB), [Hag Items](https://www.gmbinder.com/share/-L0J5Fu99MIGYopf7XaB), [Mechs](https://www.gmbinder.com/share/-L7ccpctYtIgiE49n8HW)
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## Stealth Rules
### Map
A good stealth mission starts with the players entering from a direction orthogonal to where enemies expect them to come in. Thus the first areas are less well patrolled and the likelyhood of success is high.
Show players the map generously, but use line of sight to determine if players can see enemies. These stealth rules work best when the map has clusters of open-ish areas that are cut off from other areas. This prevents a botched attempt at stealth from spilling over into the rest of the battle map.
### Recommended Stealth Check rules
A stealth check is equal to highest passive perception in the NPC group. Your group succeeds if half or more succeed. These rules don't overly punish a party with one or two low stealth players, but stealth remains relevant.
- **Minor fail**: a fail of less than 5, that enemy hears a sound that could be misconstrued as innocuous, or sees a glimpse of movement from the PC with the lowest roll.
- **Major fail**: a fail of 5 or more, or a fail that includes a natural 1, one of them spots the PC with the lowest roll.
As an aside: some magics, most notably *pass without a trace*, can trivialize stealth-focused missions. How you deal with it is up to you, but try to find ways to notify your players of the fabricated drawbacks as well as to give them *some* bonus.
### Behavior and Distractions
When an enemy sees a PC, roll 2d4 plus the NPC's wisdom modifier and choose from the table below. If on low alert, roll 3d4 drop highest, and on high alert, drop lowest.
##### Guard Behavior
| Roll | Type | Minor fail | Major fail |
|:----:|:-------------:|--------------|--|--
| <3 | Distracted| No reaction | One turn later, does a double take | Takes a suprise round
| 4 | Afraid | Makes a search check. On a success, he becomes "Paranoid" - either way he tries to run back to the group (he doesn't tell them, or they don't believe him) | Freezes and tries to figure out if you realized he saw you. If you allow him to, he will tell the others. | Stumbles backwards, attempts to run away
| 5 | Reckless | Investigates on his own | Engages immediately while alerting others
| 6 | Curious | Makes a search check. On a success he notifies other that he is going to take a closer look. | Cries out for backup and joins his group.
| 7 -8 | Leader | All nearby enemies within line of sight of the PC act as if they had minor fail | Sends out a global alarm if possible, making guards Alert.
| 9-10 | Paranoid | Cries out for backup and joins his group. | Is frightened, alerts nearby enemies.
| >11 | Crafty | Pretends to have seen them despite not being sure | Raises a silent alarm, or pretends not to notice anything but returns to the area with a group