Thanks, Imaculata. I gave a bit more thought to your points...
Instead, what I prefer to do is offer a lot of options to my players. This means including branching paths in the dungeon, and making stealth the easiest approach for them. For this to work there should be an initial opportunity for the players to get a glimpse of what they're up against, without immediately getting caught. So the first encounter with the guards requires no check, the players can simply see the guards from a safe position, without being spotted. This allows the players to get an idea what the positions of the guards are, how to stay out of sight, what their patrol routes are, and form a plan.
My players are reconnaissance fiends, so I suspect they will readily devise ways to learn all that with little to no risk.
Arcane eye, scrying, bird familiar fly-bys, scouting forays by stealthiest PCs benefiting from
pass without trace, etc.
What's interesting is the sheer number of approaches available to them. They have a
crystal ball and the
Hand of Vecna, enabling scry+teleport tactics. They also have two magic items capable of casting
dimension door (i.e. teleport 4 characters)
, and druid has
tree stride for shorter-range teleporting. They have a magical flight ritual they can use to approach aerially. There is a flooded stream they can use with combo of
water breathing, grung PC being amphibious, and lizardfolk PC being able to hold his breath. And then there's the overland approach.
Patrols
I try to make guard patrols very simple and easy to understand. While a real guard would not be this predictable, I tend to wave realism away in favor of gameplay. I treat this like a computer game, by having every guard behave predictably and simple. Some guards may stay in one place constantly, and merely face different directions every now and then. While other guards simply move from A to B and back again. This allows the players to clearly state an approach, such as: "I wait till the guard on the tower is looking away from us", or "I wait till the guard walks towards us, and then grab him as he turns around".
If the PCs approach by foot/water/air, I'm thinking of having them make a group Stealth check, with the average result determining how many of the “concentric rings of defense” they bypass, which are differentiated as DC 10 (lizardfolk patrols), DC 20 (kobold traps & archaeopteryx flocks) and DC 30 (??). Not sure what that third one is yet...
For the lizardfolk patrols, these are my notes:
Up to 2 miles away from camp are six roving patrols, each consisting of 10
lizardfolk mounted on
giant lizards (with Hold Breath) led by a
lizardfolk scaleshield mounted on an
allosaurus. Each leader is equipped with a gourd full of demon blood (transmutation magic) which can be dashed on the ground as a bonus action, creating the smoky claw symbol of Sess’innek in the sky over their position (
skywrite); immersing the gourd in water makes the blood ineffective, and
dispel magic negates the effect.
An aerial patrol intercepts flyers or speeds to the aid of a
skywrite; it consists of a
lizardfolk scaleshield mounted on a
quetzalcoatlus, and 4
lizardfolk blowgunners mounted on Large
pteranodons.
Not too many checks
The more rolls the players need to make, the higher the chance their stealth fails, despite their best efforts. Unlucky rolls are always lurking, so try not to force too many rolls on your players if you want them to consider stealth a valid option. Because statistically, they are eventually going to make a bad roll. For example, if a player has to cross an area without being noticed by guards, that should require just one stealth check, even if there are multiple guards. You could even decide that only one party member makes all the stealth checks, and he then helps the other players cross unnoticed. This simplifies the stealth a lot, and makes the stealth not hinge on the weakest link of the party.
Yes, totally. There was an article, I believe it was the AngryGM, which described a way of running traps where, once the trap was triggered, the DM would say "click" (or something to that effect, obvious more specific language directed at the nature of the specific trap), and then the DM would shotgun around the table and each player would get a few real-world seconds in which to react.
I think translating this to a PC getting noticed / about to be noticed during a stealth-mission could really help it run smooth.
Failure conditions
But as a DM you need to have a plan regarding what happens when the stealth fails. Is the entire dungeon alerted? Or is only a small section alerted? Can the players perhaps intercept a guard who runs for an alarm bell? I tend to be rather lenient in this regard, because the players aren't perfect. They make mistakes, and they can have an unlucky roll.
Most importantly: One failed stealth check should not immediately alert all the guards, it may just draw their attention to a suspicious noise, leading to an exciting challenge where the players must hide from sight, kill the guard quietly or distract the guard. As long as the guards are unaware of the presence of the players, one strange sound is no reason to sound the alarm... yet. Use this as an opportunity to build suspense, rather than punish the players for making a bad roll.
One thing I'm realizing as I look over my notes on how this camp's defended is that all stealth failures (and I don't mean just Stealth checks) are not equal. Some failures heighten alertness without setting off the alarm. A few points of failure, however, carry more serious consequences. For instance, if the PCs tangle with a patrol which successfully releases the demon blood
skywrite, that could potentially alarm the whole camp.
For me, striking the right balance on failure conditions is the hardest part of creating a stealth mission for the players.
Drunk, stupid and talking guards
These are best to teach your players how to use stealth, so use them early. Drunk/stupid guards are easy to bypass and easy to fool. They don't pay a lot of attention and can add a bit of humor to your stealth challenge. I also like to give my guards dialogue that my players can overhear. Guards that are talking are an easy tool for exposition, giving the players information about the dungeon and the guards themselves, plus a talking guard is distracted, so easy to bypass.
That sounds perfect. One thing I've been prepping is a random table of lizardfolk conversation snippets. Here's what I have so far - be warned there's a fair dose of humor!
d10 | Snippets of Draconic conversation |
1 | “Softskins can’t even hold their breath for a few minutes before going on to Kearackinin.”
“Pitiful! Can you imagine eating three times a day?”
“And their names! The worst! ‘I am G’atsha.’ ‘I am E’kama.’ Such ambiguously punny punctuation!” |
2 | “The druids of this place were not able to keep it. Clearly, they were weak and deserving of death.”
“Shh, they say this used to be sacred grounds of Kecuala. Druids live many lives in many forms. They might even be watching us now.” [both grow quiet] |
3 | “Bone weapons are clearly superior to metal because they never rust. Look at my new bone spear.”
“Is that howler bone? Fancy. I still have the same crap spear from subjugating the Zopchik. What ever became of that crafter we captured?”
“They sent him to the crocodile god’s labyrinth…” |
4 | “Is it my eyes, or has the Emperor been behaving strangely, as if he were ill?”
“Sick? Palm wine, more likely. I rarely see him without kobold cupbearers scurrying underfoot and the old one Arashk whispering in his ear.” |
5 | “How much longer must we hold this post? Game is growing scarce; soon we’ll be eating velociraptors!”
“Don’t you see? The Emperor seeks to provoke the tribes into attacking first. That will be all the justification he needs to seize the Birthing Stones.”
“That was… smart. Are you sure we’re related?” |
6 | “Did you hear? These lesser tribes once had a seer who had visions of the future.”
“Guess he didn’t see my spear coming!”
“You killed the seer?!?”
“No, I was saying that I would, you know, surprise him and…” [stabbing gesture]
“Ooooo… I still don’t get it. Push-ups?” [push-ups] |
7 | “I once ate a werelizard spellcaster.”
“How’d it taste? Wait, would that make you a…?”
“Lizardfolk werelizard wizard? No. It tasted kind of like kobold. Oh hi, Snivel.” [nervous kobold passes] |
8 | “Serving our Emperor is the best. Conquering, subjugating, pillaging, feasting…”
“Being brutally beaten for disobedience or failure?”
[superior passes] “All hail the Emperor! Glory to Sess’innek!” |
9 | “How do you really feel about ritually imbibing demon blood and allying with the undead?”
[pause] “We’ll cross that bridge when we burn it.” |
10 | “I overheard Nataxl speaking with the softskin witch about the handprint scar on the Emperor’s shoulder.”
“Wait, the Emperor has no such scar!”
“Exactly, Chakalt. Exactly.” |
Monster guards
Lastly, if the players need to sneak past monsters, this may be easier or harder, depending on the monsters. A dragon could easily sniff out any intruders and has excellent hearing, while skeletons possibly can't hear any sounds at all. Orc guards could be stupid and easy to fool with a simple distraction. Undead will probably not follow up on a false alarm, and resume their usual patrols unaware of the player's presence. Plus they usually can't communicate with each other. Give some thought to the level of intelligence of your guards and how this affects their behavior.
Yes, one of the most perceptive "guards" are the flocks of blood hawks (reskinned as archaeopteryx) which have Perception +4 and Keen Sight, so their passive Perception when it comes to vision is actually more like 19. However, they're no smarter than a dog. So I interpreted them as being set loose over a defensive perimeter festooned with kobold traps, and the blood hawks only swoop in when there's an injured creature. The idea being that they're drawn to blood / displays of weakness and attack en masse with loud shrieks. This creates tension because traps that would ordinarily be a nuisance become much more significant.