A Twist in Gamming
Story Arc 3
Have players roll a D20 sense motive check. Given that Walter has been doing this for years I’m going to make the suspect that something is wrong a 25 and 30 is that Walter is going to betray them.
Take some time for the players to decide where they want to go. Note their ideas here.
After they plan their next move use their sense motive check rolls to give them the relevant information. Also they could make a series of checks if asked about why the underground hideout hasn’t been discovered (DC 20 Knowledge Engineering/Local + DC 15 Intelligence).
If the players guess what is about to happen then they can plan for the attack and make the element of surprise. If they can’t determine the plan then use the image below to set up the map.