Greenfield
Adventurer
This more or less a stream-of-consciousness post as I explore possibilities in my campaign (D&D 3.5). I'm currently the DM, and the PCs are treking across the desert with a guide hired from a local tribe. He's maybe a 2nd level Warrior to their collective 14/15/16 level PC classes, but he knows the territory.
They just faced down a handful of Huge Monstrous Scorpion (CR 7), a challenge that would likely have wiped out half of their guide's tribe, and which they treated as the seed bump they were. He's in way over his head and he knows it.
The players are treating it like "all in a day's work, nothing to see here, keep moving..."
Now they spent two months preparing for this trip, and did a lot of "gather information" during that time, explicitly asking about their goal. There;s no secret about here they're going or what they're after. If their enemies don't know what they are up to then I'm not doing my job as DM. And while they did get maps of the water holes and the routes from one to the next, they then elected to come by a completely different route than any that they prepared for. They have no map of this area, but by he same token their enemies are having to scramble to prepare anything this far off the beaten track.
The PCs have an odd alliance though: Since ours is a Law v Chaos campaign they have friends in the lowest of places - Hell. They've received warnings before, usually delivered by Imp, telling them when they're about to walk into it.
If I use that warning mechanism they'll take it as "business as usual", resenting the Imp but leaving him unmolested because of that odd alliance.
Their guide, however, will be freaked out.
I could use a Lantern Archon just as easily and with just as much justification, but their guide will still be looking for a way out. All of this is more than he signed on for.
If I don't warn them they could walk into a TPK. If I do warn them, the price is that they'll pretty much lose their guide. He'll leave at first opportunity.
They have a Ranger/Druid whose Survival check is good enough to keep them from becoming too lost, but I don't honestly see how it could be applied to help them get "found" either. They're in the sand, where there are no landmarks, in a world of perpetual overcast where there is no way to see the stars, or even get an exact position on the sun. The best I can see is that he can Intuit Direction to know their general course, but without a map of the region or an experienced guide I don't see it doing a lot more than that.
Like I said, this is stream-of-consciousness posting, just putting my thoughts down where I can look at them. Feel free to comment, or not, as you see fit...
They just faced down a handful of Huge Monstrous Scorpion (CR 7), a challenge that would likely have wiped out half of their guide's tribe, and which they treated as the seed bump they were. He's in way over his head and he knows it.
The players are treating it like "all in a day's work, nothing to see here, keep moving..."
Now they spent two months preparing for this trip, and did a lot of "gather information" during that time, explicitly asking about their goal. There;s no secret about here they're going or what they're after. If their enemies don't know what they are up to then I'm not doing my job as DM. And while they did get maps of the water holes and the routes from one to the next, they then elected to come by a completely different route than any that they prepared for. They have no map of this area, but by he same token their enemies are having to scramble to prepare anything this far off the beaten track.
The PCs have an odd alliance though: Since ours is a Law v Chaos campaign they have friends in the lowest of places - Hell. They've received warnings before, usually delivered by Imp, telling them when they're about to walk into it.
If I use that warning mechanism they'll take it as "business as usual", resenting the Imp but leaving him unmolested because of that odd alliance.
Their guide, however, will be freaked out.
I could use a Lantern Archon just as easily and with just as much justification, but their guide will still be looking for a way out. All of this is more than he signed on for.
If I don't warn them they could walk into a TPK. If I do warn them, the price is that they'll pretty much lose their guide. He'll leave at first opportunity.
They have a Ranger/Druid whose Survival check is good enough to keep them from becoming too lost, but I don't honestly see how it could be applied to help them get "found" either. They're in the sand, where there are no landmarks, in a world of perpetual overcast where there is no way to see the stars, or even get an exact position on the sun. The best I can see is that he can Intuit Direction to know their general course, but without a map of the region or an experienced guide I don't see it doing a lot more than that.
Like I said, this is stream-of-consciousness posting, just putting my thoughts down where I can look at them. Feel free to comment, or not, as you see fit...