D&D 5E (2024) Infiltration with a familliar

When I've had a character with a familiar available, the familiar is often used to scout ahead. This is both outdoors and in dungeons, at the behest of the party. A lost familiar is cheap to replace (less so if you gear them up well to make them more effective), unlike a PC scout that goes down. The one disadvantage of this at higher levels is that the party scout is often significantly stealthier than a familiar. By the same token, a flying familiar (eagle outdoors in the day, owl at night, bat in a dark dungeon) is less likely to trigger traps. Some familiars can even open doors, e.g., a flying monkey familiar or Warlock's imp Pact of the Chain familiar.
 

log in or register to remove this ad

I think part of the social contract of D&D is that you do not pick a course of action that sidelines the rest of the PCs.
I don't think so - that's far too restrictive. I think you just have to use good judgment about when to do solo or other split party activities and be quick and efficient with them.
 

A spider or similar small critter will be considered food or a toy to play with by other small inhabitants. Lots of wasps paralyze spiders and carry them 'home' where they become a living larder for the wasp's young. A paralyzed PC spider/familiar could become the next mission for the party. Small moving things are magnets for cats. (familiar vs familiar?) A mouse would probably consider a spider a nice snack.

Another factor is what is the small critter's speed? A normal spider will take several minutes to cross a standard room. If the spider has to infiltrate a large castle or dungeon, it could take most of a day. If a 'special' spider is moving at the normal speed for a PC, it will probably attract a lot of unwanted attention.

As others have mentioned, one PC taking up most of a session is generally a bad thing. Perhaps schedule a special session for the spider player. This has the bonus of stressing the party split to all concerned. Report the results at the next regular game session.
I agree with all of this, but I also think these bases are covered by what I proposed. There is a reasonable chance that the familiar is discovered and exposed. The timescales are pretty much what you describe - hours not minutes.
 

In a world with magic and find familiar no intelligent being would allow spiders or any other animal that could be a familiar to walk around unmolested ..... heck most members of my IRL family won't allow spiders to walk around my house unmolested in our world without magic.

So the first person that saw it would kill it ... and when they killed it, it would disappear instead of making a splat .... and when it disappeared they would know exactly what was going on.

Also keep in mind there are no special rules for spiders or any other familiar when it comes to stealth. RAW they get seen if they are in an open area .... always.
I think it depends on the location as to how out place any given familiar is. Though I totally agree some creatures are gonna get seen. I think we have to take into account the fact that some players won’t care though. Their familiar costs them 10gp and they can replace it very quickly. They’ll just want as much intel as possible before it dies. I’m not sure everyone does automatically kills every creature they find. Which is why the mishaps have a few other options. But on a normal infiltration the familiar willl have a mishap just over half the time by my reckoning. It’s also assumed that the familiar isn’t brazenly running through the centre of every room, but being careful, squeezing under doors, behind furniture, across rafters, in the corners of ceilings. You model a 30’ x 30’ room with nothing in it by setting a higher DC.
 

I like the PBTA “scout ahead” move some folks run: on a 10+ you pick from a list, on a 7-9 you can pick one from the list but there’s a complication, on a 6- all complications bby. Skips straight to “what did we get” without any spectating.

If it’s a familiar, I’d be tempted to use something similar to judge “how far you made it” before being discovered; and then maybe a second save or skill to determine if the people inside are forewarned or your familiar makes it out etc.

Payoff: pick one thing from a list you get details on (guard layout / floor plan / objective / whatever).
This sounds very interesting and simpler. What kind of things can be picked from the table? This was essentially what I was aiming at. The successes determine how far you get before being forced to turn back or discovered.

It did also run through my mind that you could use this in a slightly different way - as an action for a hireling. Or even as an endeavors for a PC that wanted to infiltrate somewhere in their down time but it would need some tinkering
 

This isn’t just with familiars.

Wizards have clairvoyance and Arcane Eye.

You have to decide whether you are handwaiving exploration and giving them the map in advance or decide if they are likely to run into a complication. Some spells are more likely to have complications than others depending on the scenario.

A spider might get squished.

An arcane eye will get spotted by a summoned demon that has true sight.

In most situations, I think the PCs will realize when the jig is up.
 

Background: In January I played a two session heist (D&D) game as a player, two person party. A week ago I DMed a session in Undermountain where one of the player scouted a bit with their familiar, three person party. All were played in FVTT.

While I understand where you're coming from, I think that the mechanics as presented remove agency from the player coming up with a smart and appropriate idea, and replacing it with essentially a 'boring' mechanic.

Running a Heist game is quite hard with a D&D party if you want something different then your average dungeon crawl. Not only does the DM need to think differently, so do all the players, which is also difficult for the players. What the player wants to do is exactly what you need in a heist, so why punish the group/player for that?

In our heist game we had a couple of stages: Leg work, prep, and infiltration. Leg work for example was not always as detailed, we broke into the builders guild (for blueprints) without mapping/moving the whole thing, but that was mostly because we had roleplayed bribing the guildmaster earlier and getting details on where to look. Things with arcane eye and familiar scouting also happened. We were a two person party and we had the patience for each other to let each one do their specialty.

With the familiar scouting last session, while it was one player who could do that, it was essentially the whole group interacting with the familiar scout. It was reasonably quickly done, not the whole of Undermountain or level was scouted, and the familiar wasn't found out. Think of it as the group moving the party icon over a larger city or area map. I do need to note that I 'cheated' a bit as a DM, to reduce friction and increase the 'fun', was to give them permanent, unlimited range telepathy with just their party members so the group of players had an ingame reason to discuss and play together without limit. That has worked out very well. It allows me to show everything one sees to everyone without restraint and allows others to advise or ask things of others whatever they are doing.

Now, as we're playing in a magical medieval society, you're infiltrating something of import, thus certain folks expect familiar/polymorph infiltration attempts. Thus guards would be alert for unfamiliar animals, and they will be better save then sorry. A housemaid might just swat a rat or bat familiar with a broom and chase away any other animal. The house cat/dog (or more exotic creature) might just kill or brawl with something infiltrating. Imho these would be logical things that happen, IF seen/heard.

I'm against dice fudging and suddenly adding or removing things. But as one of my friends has said, as a DM you're the facilitator of fun. And as such, sometimes you can do things outside your created fantasy reality. If people start to loose interest or the player running the infiltration goes on too long without regard of the rest of the party, there might suddenly be that housemaid, guard, cat or goblin chasing out the familiar... Just make it believable, do it rarely (the best lie is hidden among a hundred truths), and make it good and memorable.

As for a polymorphed scout, just make sure they understand that they are a 1hp creature in possibly a secure facility that could run into a guard, cat, trap, or monster and when that happens when the rest of the party is far away they will be in serious trouble. That might limit their scouting range. Something like a Brain Puppy (Intellect Devourer) has a pretty big detect thoughts range, there might be more monsters like that (which doesn't work on most familiars)...
 

If a player is role-playing and has zero interest in seeing what his/her comrades can create, that player should be playing a video game instead.
Thats a bit extreme plus you make it sound as if TTRPG are less interactive than video games. TTRPG players want interaction and they want interaction as a party. Otherwise they would play solo games or watch a movie. Most players I know, myself included, don't want to watch a full infiltration where they cannot participate at all and are "robbed" of the fun of explorating the space for themselves and instead are reduced to watching a movie. They are not even watching their beloved companion on an adventure, but their mute familiar.

I am fine with running parallel scenes where I can switch them to keep players engaged. The problem with infiltration is that the other players are probably just waiting for the results. So I would try to find some other preparation activity/mission for them that runs in parallel. Also the familiar of course is in danger.

Or you abstract it away behind one stealth roll and depending on success you give them partial information of everything they discovered until the familiar got revealed and destroyed.
 

This isn’t just with familiars.

Wizards have clairvoyance and Arcane Eye.

You have to decide whether you are handwaiving exploration and giving them the map in advance or decide if they are likely to run into a complication. Some spells are more likely to have complications than others depending on the scenario.

A spider might get squished.

An arcane eye will get spotted by a summoned demon that has true sight.

In most situations, I think the PCs will realize when the jig is up.
just as PCs have spells, better opponents know that those spells exist.

Arcane eye cannot pass through an opening smaller than 1 in. So strongholds are built with that in mind. especially the more sensitive areas. Modern homes are virtually impervious to arcane eye, unless you ready an action to enter right behind someone before they slam the doors shut.
 

Remove ads

Top