Running 2 adventures in my GMs campaign, number two is reaching it's climax... I hope...
Its a good time, as its been a bit long and both the players and I want to see a closure and get started with a new adventure with a new scenario.
But, I made a noob mistake. The resolution of the plot calls for the players to infiltrate a "secret" organization. BUT that means that I hinged the entire adventure on a couple of dice rolls, which they are now failing, as they decided to send their 2 worst speakers.
How do I turn it around?
I mean, I could let them tail the members, but it would take another 3-4 session to get to, were we are now...
Any suggestions?
...Idless