Stealth-based adventure


Advice


Allright, I need some help on how to run a stealth-based adventure. Despite beign a huge Metal Gear Solid fan, im a bit lacking in term of making adventures who don't rely on "beating the *beep* out of something". I never wrote an adventure where combat should be avoided at all cost.

Basically, the players have been captured by Hobgoblins. They all awakel, chained to a wall. Then the BBEG comes, does some speech and everything (plot exposition, actually...but the PC won't realise it for now).

Now the main idea is that they have to:
A) Escape their cell
B) Avoid guards
C) Retrieve their weapons, or acquire new ones

Anyway, im looking for tips and advices on how to properly run this kind of adventure. I also hapen to have monk in the group, so I was wondering if he would have an unfair advantage or not.


I ran this type of game recently. First remind them that unarmored they do not have the check penalty to stealth checks. Second do not put their gear very far from where they are currently located. This will help if you have any wizards not crap a brick over loosing that all important spellbook. The next thing I did was nerf the first few enemies they faced. They were drunk. Yes the monk will have an advantage till everyone who does not have a weapon acquires one. Most of my players did not mind the fact that the monk was unbothered by losing his gear in fact they saw the advantage of playing a monk. Also, I allowed any casters to keep their prepared spells (those that were not used in the battle that resulted in their capture that was) Hope this helps.

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