Infiltration rules
In one of these dens merriment thundered to the low smoke-stained roof, where rascals gathered in every stage of rags and tatters — furtive cut-purses, leering kidnappers, quick-fingered thieves, swaggering bravoes with their wenches, strident-voiced women clad in tawdry finery.
These rules exist in extension of the conflict rules. You should read and understand these first before proceeding with infiltration.
Infiltration means entering any area of another clan which would reasonably be off-limits to strangers, especially behind locked doors or behind walls.
1. Starting infiltration
You may infiltrate a base without acquiring prior consent from the targeted clan. When doing so, you should open an infiltration ticket before proceeding.
When opening a ticket, you should immediately write down the following within:
- Which clan you are infiltrating.
- What the goal of the infiltration is.
You may then proceed, even without input from a moderator. Afterwards, when you are done infiltrating, you add the following to the ticket:
- What mischief you have done as part of the infiltration.
- What you have taken, if anything.
- The Stealth number you rolled at the end of your infiltration, and whether you can be found using Survival or Society.
2. Scaling walls and jumping gaps
You can scale any wall and jump any gap in the settlement without rolling for it. This rule may change in the future, but presently exists for simplicity’s sake.
When you do scale a wall or jump a gap, you should leave a point of interest.
3. Picking and breaking locks
You can pick and break locks during your infiltration. For each category of picking or breaking, you must beat a certain DC and have a certain item. You also get a limited number attempts of that category. After you have attempted that number of attempts for a given category, then—regardless of if they failed or succeeded—you cannot attempt that category again for fifteen minutes. This is detailed in the table below.
Whenever you attempt to pick or break a lock, you must leave a point of interest.
Although you can infiltrate any clan at any time, you can only pick or break
locks of clans who have at least one member online. You can check whether your
target clan has someone online via /list clans.
| Category | Ability | DC | Attempts | Required |
|---|---|---|---|---|
| Pick doors | Thievery | 13 | 5 | Thieves Tools |
| Break doors | Athletics | 13 | 3 | Crowbar |
| Pick gates | Thievery | 17 | 2 | Thieves Tools |
| Break gates | Athletics | 17 | 1 | Crowbar |
| Pick chests | Thievery | 15 | 3 | Thieves Tools |
| Break chests | Athletics | 15 | 2 | Crowbar |
4. Taking items
You can take items from a clan during infiltration. You cannot take more than your character can realistically carry, and you cannot take an amount of stuff that you feel would reasonably upset the clan. Apply sound judgement.
Because the above is rather vague, here are some guidelines:
- You cannot take more than 25 emerald coins.
- You cannot take more than one full stack of any one item.
- You cannot take more than three full stacks.
- You cannot take more than three random other items.
- You can ’take’ or damage decorative items by leaving a point of interest.
The above guidelines describe a maximum. If you notice that a clan is especially poor in resources, be a nice person, and take less.
Wherever you take items, you must leave a point of interest.
5. Being spotted by NPCs
Most settlements have NPCs roaming around them. Realistically, not every room is permanently occupied. Although you can weave between the sightlines of all NPCs if you want to, it is assumed that wherever your character is, NPCs aren’t, for the moment.
However, whenever you pass by the sightlines of a stationary NPC who clearly looks like a guard or warrior of some sort, you must roll Stealth and beat a DC 14. If you fail the check, you must leave a point of interest which includes a physical description of what your character looks like at that moment in time. You were spotted, in some way, but not caught.
You must do this for every guard whose sightlines you pass. The direction the guard faces is important. You do not need to do it twice for the same guard.
6. Leaving points of interests
As part of infiltration, you will be leaving lots of points of interest. A point of interest related to infiltration must contain the following information:
- What is visible (or no longer visible) post factum. Perhaps you left ropes when climbing a wall, or you broke a lock, or you took some valuables.
- An out-of-character note of what actually happened at this site, if the above doesn’t make it immediately clear.
- Your Discord handle. The clan should be able to contact you out-of-character after your infiltration.
- What skill and number you rolled, if relevant. Typically Thievery or Athletics for messing with locks, or Stealth when being spotted.
- The name of the infiltration ticket.
Example:
The eye sockets of the statue of Mitra are severely damaged. The donation box is broken, and its contents are scattered over the altar. Some of the offerings are missing.
(( Took a hammer to the statue’s face, and took 5 emerald coins. ))
@johnconan
21 Athletics
infiltration-1234
7. Being tracked
At the end of your infiltration attempt, roll Stealth, and note this value in your ticket. This number represents how well you did to avoid detection and avoid leaving tracks, and sets a DC for being tracked by the clan.
Along with noting the Stealth roll in the ticket, you write down whether your character can be found using Survival or Society.
- Survival — Your character is a barbarian, or inhabits an uncivilised land.
- Society — Your character is civilised, or inhabits a civilised settlement.
One Survival roll and one Society roll each can be made against the DC you have set, and these rolls must be authorised by the targeted clan. They will communicate the result(s) to you via Discord (including the ticket name), and you will inform them whether they succeeded or failed. If they rolled Survival but you specified that you can be found using Society (or vice versa), the roll automatically fails.
If the clan succeeds in tracking you, you must communicate the following information:
- If the DC was beat by 4 or less: which square on the map (e.g. ‘F5’) your character inhabits.
- If the DC was beat by 9 or less: which settlement your character inhabits.
- If the DC was beat by 10 or more: extra information about your character, such as appearance or occupation.
You must communicate your character’s ‘permanent’ residence at the time of the infiltration, or their temporary residence if there is no permanent residence, even if your character made some grand detour following the infiltration. This keeps things fair. You can of course deviate in your answer if both parties agree to deviate from the rules here.
8. Infiltration limits
You cannot do more than one infiltration attempt per day, and you cannot target the same clan more than once every five days.
Last updated 21 Aug 2026, 12:45 +0200.
