The next adventure is supposed to start with the delivery of a ransom payment and then following the Bad Guys to the hideout. But then I started thinking: "What if they fail the track check?"
If they do fail, then it's the end of the adventure. If I fudge, it doesn't feel right.
This has happened in the past, in published adventures, with secret doors that have to be found in order to continue the adventure. Roll, roll, roll. "Ok, you found a secret door". Player looks at me and says "Great. Otherwise it would be the end of the adventure, right? <blink>"
Help. I don't know how to make them succeed and not to appear as if the check didn't matter.
Otherwise I fear that my players will start asking themselves: "why should I spend a feat in Track if the DM will make sure we succeed in order to continue the adventure?"
If they do fail, then it's the end of the adventure. If I fudge, it doesn't feel right.
This has happened in the past, in published adventures, with secret doors that have to be found in order to continue the adventure. Roll, roll, roll. "Ok, you found a secret door". Player looks at me and says "Great. Otherwise it would be the end of the adventure, right? <blink>"
Help. I don't know how to make them succeed and not to appear as if the check didn't matter.
Otherwise I fear that my players will start asking themselves: "why should I spend a feat in Track if the DM will make sure we succeed in order to continue the adventure?"