Encounters lore
Stealth tension without dead ends
Use suspicion clocks, partial success, and changing routes so one failed roll does not end the story.
Intermediate
Shadows and Omens
Stealth works best when discovery changes the problem rather than cancelling the scene. A guard notices something; the route narrows; the party adapts.
What you should be able to do
- Create a suspicion clock.
- Write a partial success.
- Turn discovery into a new scene.
Keep exploring
Related lore
Encounters
Cinematic, non-graphic combat
Keep action readable and exciting through objectives, terrain, momentum, and clear safety boundaries.
Encounters
Clockwork puzzles that teach themselves
Show the rule, let the party test it safely, then combine it with one new pressure.
Partycraft
Safe roleplay boundaries
Set tone, intensity, exclusions, and pause options before a scene becomes uncomfortable.
Partycraft
Party roles that create choices
Use defenders, scouts, faces, healers, and wildcards as story responsibilities rather than rigid classes.