Yeah I just need to know passive stealth of the three trailing the cart, or your stealth roll if you choose to use it actively. I will need rolls from all three though. Unlike perception and investigation, other active uses of skills do not get the safety net of the passive value, so if you choose to roll for stealth, you can end up with a very low result.<br/><br/>For perception, you'll be using your passive perception for this journey. You cannot opt to use your active perception for the whole journey, its too exhausting for a 1st level character, you'd need a reason to alter you first.<br/><br/>For subduing enemies, I do feel it should be harder to subdue an enemy with weapons made for killing, but disadvantage on attack is too much. So<br/><br/><strong>  "Pulling Your Blows" - Against enemies you do not wish to kill, you may try to subdue instead of kill. Declare you are doing this before making the attack roll with your weapon. If the attack hits, you do not add your ability modifier to weapon damage, and the target is marked until the end of the encounter or they receive healing. When reduced to 0 HP, the marked target is knocked unconscious instead of killed.<br/><br/>  If you are wielding a club, quarterstaff or unarmed strike, you may opt to subdue an opponent without reducing the damage. If you would normally not add your modifier to damage anyway, you may use this option without further penalty. For spells, the caster may use this option by granting the target resistance to the damage type against their spell only. For area of effect spells, all or none of the targets must be chosen, they cannot mix and match.</strong><br/><br/>I will also give mooks a chance to stabilize, their own version of a death saving throw, though unlike Pcs and notable NPCs/monsters, they won't get the whole 3 strikes, nor will a natural 20 restore them to positive HP.<br/><br/>Sound fair?