Stealth-based Dungeon Design

TheHipGamer

First Post
This weekend, I'm planning on running a modified dungeon out of the first Rise of the Runelords Pathfinder module (Thistletop). I'm interested in making it a bit more complicated, and would love some suggestions/advice around implementing a strong stealth/break-in feel to the opening third of the module.

A quick synopsis: PCs are tasked with discovering why a group of normally feckless goblins have been working together, launching coordinated attacks on a nearby village, and generally causing more trouble than usual. They've been tracked to a hideout a day or so away from the village, a mountain-top dungeon on the coast that has a thick, bramble-cave entrance comprised about a half dozen rooms and some guard towers. At the northern end of these caves, there is a trapped bridge that can be quickly disconnected, with two huge reinforced wooden doors that protect the main garrison and creepy dungeon beneath it.

I'd like to have one of the friendly NPCs tell the party that they need to find a way into this garrison, and warn them that they should attempt to get in without alerting the main force. Readily apparent options would be to sneak through the bramble caves, or to attempt to move through the seawater-filled under caverns that run beneath them, and then ascend the cliff walls.

Assuming they take the bramble caves, I'd like to do something interesting with a stealth mechanic. At a macro-level, failure here should result in the bridge being disconnected, the main force digging in (making the second part of the dungeon significantly more difficult), and generally ramping up the combat difficulty. What I'm uncertain of is how to implement the tactical, encounter-by-encounter stealth mechanics in an interesting way.

Tips and ideas around doing so would be very welcome!
 

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My first thought would be an "alertness track"

It sounds like this is not just a short term base but someones residence. Unless there is another major entrance/exit, collapsing the bridge would be a last resort.

On the alertness track, that would mean the highest value (I recommend 10).

Now, on increasing the alertness track. Well, anytime a guard or group notices a battle (explosion, sword clanging, dead body) the alertness level should go up. Do note that stone walls are thick and there will be a penalty to perception

At about 8 on the track, I think additional forces ready to fire at the bride would be about right, and then, if the PC are still making it across the bridge, collapsing it
 

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