Detecting Stowaways..

Three_Haligonians

First Post
No.. not a new Detect spell, just some generic rules with spot and listen.

I might be in a situation in which my players attempt to stow away on a vessel. I'd like to be prepared if they go down that route but I don't want to have to make countless Spot and Listen checks for every crewman vs their Hide and Move Silently results.

Assuming it is not a ship full of eagle-eyed warriors.. what's a good average modifier for the Spot and Listen checks of a bunch of regular folk on a crew? My plan is to have the PCs make one Hide and Move Silently check and then pit that against hourly "detection" checks - I figure the crew would just take 10.

To keep it interesting I have devised the following:
1. If they are detected, they can immediately make another Hide and Move Silently check, this one vs an actual rolled Spot and Listen on the part of the crew. If they win, they avoided being found and if they lose, well.. then they get caught.
2. The size of the vessel will toss on a penalty to the Hide check. [Smaller = Harder].
3. At any point, the PCs can re-make their Hide and Move Silently checks (if they want to try and do a better job) but if they do, the crew gets an immediate check [at the take 10 result].

Really, I'm just trying to find the fastest, easiest way for a potentially large group of commoners and experts to make Spot and Listen checks against my PCs. Should I just default to no modifier? just a straight d20 roll (since most will probably have no Wisdom modifier) or perhaps the sheer number of people will give them a +2 or more?

What do you think? I don't want to be bogged down by constant dice rolling... that would kill the fun of what could be otherwise an exciting part of the game.

J from Three Haligonians
 
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If this is a long voyage, I would make them roll for the day, and their roll would have to beat the crew's taking 10 by (insert number here), to make up for the fact that you're only rolling it once per day.

If something should happen that alerts the crew (someone tries to steal something, they have to leave the hiding place for food water, anything that triggers suspicion), then I'd start with actual rolls.

All modifier should come by how they go about it. If they hole up in a place no crew needs to go and stay there, bonus to hide. If they are on a small boat, penalty to hide, etc.
 

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