Good call, and i'll send you an invite to the campaign. Sorry Donny i think the games gonna be done by the time it fits in your schedule. Basic rules for stealth based gameplay: There are a three senses your enemy has that you must overcome; Sight, Smell & Sound. Movement : Speed is halved while sneaking. If you are standing still, you have advantage on stealth Sight & Sound based rolls. You can sneak at your normal speed at disadvantage. Hiding In Combat : Hiding during a combat is difficult. If an enemy is aware of your presence in the battle, they will not be surprised when you jump from the shadow. If you can hide reasonably from an enemy during combat, you do not gain another surprise round or advantage, but rather are aloud to exit the combat. Assassination : While within 5ft of an enemy who is not aware of your presence, your melee attacks roll damage as if they were critical hits. An enemy can become aware of your presence during your turn if you break stealth, and may deny you your bonus. Stacking Advantage : When using stealth, at times you may be at advantage against a perceiving foe. If at any time you have two advantages, or your foe has disadvantage while you have advantage, you may consider it an automatic success. Sight : Light : In bright light, your enemy will be able to see you if he looks your direction. If you are beyond 60ft, you may do a stealth check VS his Passive or Active perception to try to maneuver around them. In Dim-Light, targets have difficulty seeing at all. Roll a stealth check with advantage to maneuver around them. In Darkness, targets cannot see at all and get no chance at perceiving you. Sight : Obstructions : Also known as "Cover," having something between you and your target will make it more difficult to see you. If line of sight is obstructed by something that is only partially opaque or only partially obstructs his view, then you have advantage on Stealth Checks. If you are an object completely obscures you, then you have automatically succeed stealth checks against sight. Sound : When near your enemy, he has a solid chance of hearing your movement. When you are within 40ft of a target, he will have a chance of hearing your scratching cloths and soft footsteps. While beyond 40ft, the target has double Disadvantage on perception. When within 40ft, he has Disadvantage, and while within 20ft, the target has no disadvantage or Advantage. Storms, Ringing Bells, Dogs Barking, loud conversations are all things that can give you advantage against a creatures ability to hear you. Smell : Given the right situation, an enemy may be able to perceive you via smell. This is rare, as most creatures lack the delicate noses to pick up a creature. However, for those creatures that can smell you, your scent flows from you like an ever expanding aura. This aura moves out in a burst centered on you, and remains behind when you leave, creating a trail. The scent moves 5ft out every turn you are active. If you are not moving, it moves 2.5ft every turn instead. Like any gas, wind of over 10 miles per hour will move the smell 5ft per round, and a wind of 50 miles per hour will move the smell 25ft per round. Creatures naturally roll at double disadvantage for detecting smells, unless otherwise stated. Particularly strong scents, such as sprayed perfume or a freshly stepped in doggy-doo may result in enemies being able to smell and perceive you. General : Active Perception & Distraction : A target who is actively perceiving & is doing so diligently will have advantage while trying to perceive you. However, most targets will be casually perceiving, and most will be distracted themselves with books, conversation or other oddities. Those who are casually perceiving do so with no bonus, and those who are distracted roll at disadvantage. General : The Results of Failure : When you roll a stealth check and fail, the results can vary depending on the level of risk you are taking. A Low-Risk scenario will result in your target becoming suspicious of activity, and most likely give away your position. A High-Risk scenario will result in the target spotting you and becoming immediately alert of danger. When an enemy is alert of danger, roll Initiative without a surprise round. General: Deception & Suspicion : A target who is not distracted can be made distracted, however a target who is distracted cannot be made distracted again. If a target becomes suspicious of an activity if it lacks subtly, you may roll your Deception against his Insight in such a case. However, suspicion to force an enemy to search for you may be exactly what you want if you wish to simply slip past him. While Suspicious, a target will be actively perceiving, and have advantage on search & Perception checks. A Charmed creature will perceive at disadvantage. A Frightened creature is distracted easily by any sound or sight. A Incapacitated creature automatically fails all perception checks against stealth. Useful Items : Caged Animal : When caught making a noise, a well timed release of a caged animal will make your enemy believe that the sound was caused by it instead of yourself. Noise-Makers : A tiny alchemical item that creates a small noise when met with great force.