Doors are always a problem for D&D players. I'm curious as to what you might have used, or thought up, or heard of to make them extra cruel.
I've heard of the Sliding Door, where the puzzle is simply that pushing or pulling doesn't open it. That apparently stumps a lot of people.
I'm considering an ominous one which will be more of a trap. The door will have an inscription reading something along the lines of "beware those who enter, for what happens within is but a dream", and the entrance leads to the lair of a powerful beast. The words on the door are just words, made to make people entering feel like they aren't really getting hurt, because it must be a dream. The party might accept a TPK, thinking they are outsmarting the DM. In reality, their characters are being eaten.
I've also heard one which was a statue of a god with an open mouth which stated "sacrifice your greatest treasures for a gift". Inside the mouth was a Sphere of Annihilation, and the god, if investigated, was a trickster god. If you annihilate your stuff, you get nothing.
This is incredibly cruel but, a “hidden door”(PCs roll anything, literally anything, on their investigation checks in the room and they find the door, "hidden" behind a tapestry). The door is locked with a high DC lock, very high AC, hit points, damage threshold, “it’s a magic door you can’t damage it” type of door, and with multiple levels of traps. Disarming the various traps is the puzzle, each trap has a specific way of disarming it, and each one is different, all levels of traps have to be disarmed before attempting to pick the lock. Once they pick the lock and open the door, “it’s just a normal plain ordinary looking wall” behind the door. The wall is also a secret door.
Now for some context. This door is in a homebrew setting I created in a place called the never-ending dudgeon, which was built by a kingdom of dwarves who’s King was being controlled/manipulated by an Archfey with nefarious plans. There are lots of doors that don’t go anywhere and stairs leading to nothing but a wall, so by the time the party got to this point they were use to things that did not go, or do what they should. This dungeon kind of has a house of mirrors, corn maze without an exit kind of vibe.
The party only made it half way through the puzzle traps before the impatient members of the group convinced everyone to abandon the puzzle.
A heavy, strong, iron door with 3 locks that use the same key, if available. The locks needed to be operated in a specific order, or the full-width pit trap, on the opposite side, would be armed. An additional catch, locks #1 & #3 are currently locked, and unlock when their tumblers are turned counter-clockwise, #2 lock is not, and locks when turned counter-clockwise. Safe order: Unlock #3, lock #2, unlock #1, then go back and unlock #2. May make multiple attempts, but the trap arms after only one mistake [concealed disarm lever on opposite side]. 3 successful knock spells [or Chime of Opening], directed one at each lock would open it, but doing so out of order would still arm the trap on the opposite side.
I was too smart for my own good. One in the party ended up using Passwall to gain access into the chambers that the door protected, and going out the same way. That door was never found, or used.
Cruel only in how simple the answer was, and how long it took my players to figure it out:
In a shrine to a forgotten past, you encounter a door with no handle and 6 different-colored gems. Above it, and partially eroded, you read "---give and forget or lose your way."
Trial and error reveals that touching all 6 gems in any sequence will make a handle appear. After going through the door, you find a corridor with more of the same colored gems embedded in the walls and a second door (also without a handle) at the end. "Aha," you think, "I need to remember the order I used on the first door to get through the second one!" So you tap the gems...and vanish in a violent flash of light. The door remains closed.
My players freaked out when their tank disappeared - until they managed to confirm she was alive via Sending. (She ended up teleported to another part of the shrine and had to find her way back.) They then decided it hadn't worked because "---give and forget" must mean "FORgive and forget", so they spent the next like 40 minutes forgiving each other/NPCs for wrongs they'd endured before tapping gems in different variations...and getting bamfed all over the damn place. Finally, the barbarian remembered the clue said to forget, and she tapped the gems and made it through.
Because the answer was to tap the gems in any order you want for door 1, then tap them in any order exceptwhat you did before for door 2. Give and forget.
Because the answer was to tap the gems in any order you want for door 1, then tap them in any order exceptwhat you did before for door 2. Give and forget.
This is genius, i'm absolutely going to use this somewhere.
There was a knife in the dungeon, engraved on said knife was the phrase: Blood Is Blood and Death Is Death, Smear Thy Life On The Doorway and Pass My Test
If the players had cut their palms and smeared their blood on the door, a riddle would have been spoken aloud to them.
The riddle went like this:
I climb higher than the highest mountains
and yet am lighter than air
I am worth my weight in gold
and grow in place of hair
If the players gave the proper answer – feather – they would've been able to walk through the doorway which had, up until a moment before, been bricked off on the other side.
They didn't do that.
Instead, they stabbed the door with the knife until it cried, literal tears streaming down its wooden planks, and let them through.
I don't recall any of the particulars, but I had a massive gate, festooned with wards and traps and warnings and omens. The room behind it was a trap, and otherwise a dead end. The path forward was actually a ways back, behind a cleverly hidden door at a random spot in a corridor.
My players were not thrilled. But .. it didn't take up a lot of game time, overall, and served to portray the BBEG as a very annoying personage indeed.
Actually, I think I did almost the same thing with another group: A door, hidden behind an illusion - but that door was also just a trap, with nothing but brick wall behind it. I was clearly less mature back then =)
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
The door is locked. The only way to unlock it is to magically travel to the demiplane in the lock, navigate the labyrinth inside it, and kill the monster that is keeping the door locked. Behind the door is a broom closet.
I also made a magical garden surrounded by high walls on all sides. There were several doors along the wall, but when you went through one I would roll to see whether or not you step out from another random door in another part of the garden or actually find the exit.
In a haunted mage's tower, I made a door open up into an elevator shaft. When the characters would step into it, the spirit would cause the elevator to come crashing down onto them if they didn't get out in time.
Somewhat related to doors, it is kind of ridiculous how many times I have put a skeleton in the closet.
The door is locked. The only way to unlock it is to magically travel to the demiplane in the lock, navigate the labyrinth inside it, and kill the monster that is keeping the door locked. Behind the door is a broom closet.
This. It's beautiful. I weep at its perfection, for I am unworthy.
Reminds me of a locked door I put at the climax of my last campaign. In the world-ending BBEG mage's lair, one door was suspiciously non-magical. Nystul's magic aura, my players assumed, because they spammed Detect Magic like it was going out of style. They jimmied it open and got rewarded with...a flamethrower to the face. That's it. Just a recess big enough to fit a mundane flamethrower trap.
Sure learned their lesson about checking for traps, though. Tee hee.
I can't recall where I read about this one but I think it was back in ad&d or 3e days, so to bring it upto 5e and hopefully it makes sense:
The party enter a circular tunnel (10ft wide) and upon crossing the threshhold have a wave of nausea wash over them, this nausea happens each time the cross the threshhold so they can move back and forth as the see fit. The entry to the tunnel radiates Transmutation magic should it be viewed with Detect Magic spells or abilities and cannot be dispelled. The tunnel has an incline that slowly increases in steepness until they find a large convex shape blocking the way, it is pearlescent in colour and completely smooth. If this is pushed it becomes apparent that this shape is infact a sphere and can be pushed but it is very heavy. It requires a total strength ability check of 30 to push it so multiple people can try at once, each rolling a strength check and adding their results together. If they meet the total they can push the sphere 10ft before they have to reroll the ability check, however the total required drops to 25 to move it another 10ft, repeat this until they have succeeded 5 times and each successes reduces the next total needed by 5. Failure causes the sphere to roll backwards to the starting point requiring Dex saving throws or anyone behind, on a success they run back beyond the starting point and take no damage, on a failure they are pushed back to the starting point, taking 1d10 bludgeoning damage for every 10ft the sphere travels and they are knocked prone. Once the sphere has been pushed 50ft feet it suddenly pops out of the end of the tunnel and vanishes. When the party leave the tunnel they experience the same sense of nausea they had when they entered but find themselves in a new room. An investigation check enables them to find a small pearl worth about 50gp lying to one side.
What actaully happens is living creatrure entering the tunnel undergoes a radical version of the Reduce spell, the tunnel is actually only about 1" across and it was blocked by a normal pearl.
Rollback Post to RevisionRollBack
* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
The party comes across a door with a splash of red paint smeared on it. Red means stop. The door cannot be opened, lock-picked, or broken down. Somewhere in the room there is a can of green paint. Green means go. If the party paints over the red paint with the green paint then the door will swing open and let them through.
The party find a door, the area in front of it is made of a series of flagstones and it all looks very well maintained. The door is made of sturdy wood and metal and looks very heavy. The door is locked and trapped. The trap in question appears to be a small quantity of black soot, if you run firearms in your game, this is black powder/gun powder, and there is a striker set into the lock that will go off if anyone attempts to pick the lock. If they fail to disarm the trap a "Flashbang" goes off from the lock (Cons save with 1 minute of blindness and deafness on a fail, no adverse effect if the save succeeds). If they pick the lock a trap door opens under the lock picker plunging them down a slide that twists and turns until hey plop out into a chamber that is in complete darkness but is 10ft wide/high, on the other side of the chamber is a ladder that goes up 100ft to another trap door which ermerges on the other side of the "door".
Rollback Post to RevisionRollBack
* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
In the same wizard tower was a loud room. Dripping pipes, cuckoo clocks and alarm clocks. There was a trap door in the ceiling with a ladder leading up to. The trapdoor had a mouth and it kept whining and moaning about the loud noises. The players would have to figure out how to make the room quiet. Once the room became quiet, the trapdoor would let out a satisfied sigh and open. Not going into details about the loud objects there, but there were twists.
Also. The players would have to in some way declare that THEY were quiet and motionless too for a while. Only then the door would open.
The first party struggled with this for quite some time. The second party cast Silence, though only after violently assaulting the cuckoo clock and triggering an explosion... Oh well.
the characters come upon a door with a barred window, through it they can see the next room the trick is that the door is fake and the view of the next room is an illusion, if they use nock or a chime of opening the door swings open and all that’s behind it is a stone wall
the characters come upon a door with a barred window, through it they can see the next room the trick is that the door is fake and the view of the next room is an illusion, if they use nock or a chime of opening the door swings open and all that’s behind it is a stone wall
pull a lever to cause a section of wall to recess in with a clank. investigate and slide aside the heavy but well balanced door of stone and iron to reveal a hall of eight doors. each, as tiamat_spawn describes, includes a small window showing a room of riches behind the door. detect magic is blocked by each window's thick glass and wouldn't immediately reveal the illusion. each door includes one faintly glowing magical lock. dispel magic aimed at the door ends the glow and cause the window to go dark but doesn't open the lock. if they manage to open the locked doors, it's just bare wall each time. stick a secret door behind one, why not.
previously, the party was given a chime of opening with four charges. if the chime is used four times, the chime and all nine doors crack. the cracked iron door will no longer function but will reveal a dim hallway beyond with a chest and, in the glow of the chest's magical lock: a modest pile of gold.
the solution would have been to check the wall space covered by the iron door when it was slid into the 'open' position to access the hall. once opened, the door locks in position and requires one use of the chime to unlock again. slide it closed to reveal the treasure hall (while also blocking the exit). second use of the chime can open the chest. a third use will be needed to unblock that exit because of course the iron door automatically locked! however, don't try unblocking the exit with the fourth chime because the nine doors will immediately crack, trapping the party unless they can find a spell to fit through that crack.
oh, and while the cracked iron door won't budge, the other eight are wooden and now nearly sundered in half. finding the secret door now is only a matter of trying. or perhaps now a monster inside the secret door can push inside the room and say hi...
I told the party that the exit door was down the hall and on the left. They went down the hall and i told them that there was a door right in front of them. If they used investigation or possibly perception they would’ve found the hidden door to the left. Instead the cleric attempted to open the door and got grappled by a mimic.
found this in a book, 3 doors, the first one is steampunk w/ buttons, no handle, and it makes whirring noises, and has turning gears, every time you press a button, it whirrs faster, but its completely safe. when you press all buttons it opens. second one is arcane w/ 3 runes, as before, but replace whirring w/ glowing, and last one is a mimic... LOL
Rollback Post to RevisionRollBack
PM me the word tomato
To post a comment, please login or register a new account.
Doors are always a problem for D&D players. I'm curious as to what you might have used, or thought up, or heard of to make them extra cruel.
I've heard of the Sliding Door, where the puzzle is simply that pushing or pulling doesn't open it. That apparently stumps a lot of people.
I'm considering an ominous one which will be more of a trap. The door will have an inscription reading something along the lines of "beware those who enter, for what happens within is but a dream", and the entrance leads to the lair of a powerful beast. The words on the door are just words, made to make people entering feel like they aren't really getting hurt, because it must be a dream. The party might accept a TPK, thinking they are outsmarting the DM. In reality, their characters are being eaten.
I've also heard one which was a statue of a god with an open mouth which stated "sacrifice your greatest treasures for a gift". Inside the mouth was a Sphere of Annihilation, and the god, if investigated, was a trickster god. If you annihilate your stuff, you get nothing.
What are yours?
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
This is incredibly cruel but, a “hidden door”(PCs roll anything, literally anything, on their investigation checks in the room and they find the door, "hidden" behind a tapestry). The door is locked with a high DC lock, very high AC, hit points, damage threshold, “it’s a magic door you can’t damage it” type of door, and with multiple levels of traps. Disarming the various traps is the puzzle, each trap has a specific way of disarming it, and each one is different, all levels of traps have to be disarmed before attempting to pick the lock. Once they pick the lock and open the door, “it’s just a normal plain ordinary looking wall” behind the door. The wall is also a secret door.
Now for some context. This door is in a homebrew setting I created in a place called the never-ending dudgeon, which was built by a kingdom of dwarves who’s King was being controlled/manipulated by an Archfey with nefarious plans. There are lots of doors that don’t go anywhere and stairs leading to nothing but a wall, so by the time the party got to this point they were use to things that did not go, or do what they should. This dungeon kind of has a house of mirrors, corn maze without an exit kind of vibe.
The party only made it half way through the puzzle traps before the impatient members of the group convinced everyone to abandon the puzzle.
1. Spend the ENTIRE Campaign fuelling their paranoia by putting Mimics everywhere.
2. Insert a Dungeon with a very sketchy look 'in door.
3. Let the players mess around a bit with the door until they realise it`s normal.
4. They open the door, and describe a bunch of treasure in the next room.
5. THE CARPET IS A MIMIC. THE WALLS ARE MIMICS. THE TREASURE IS A GIANT MIMIC.
6. The door is still a door.
7. For good measure, add a Cloaker or 2.
Studded Leather: He does exactly what I do
Natural Armor: But better
Cruel, or annoyingly frustrating? Y'all decide.
A heavy, strong, iron door with 3 locks that use the same key, if available. The locks needed to be operated in a specific order, or the full-width pit trap, on the opposite side, would be armed. An additional catch, locks #1 & #3 are currently locked, and unlock when their tumblers are turned counter-clockwise, #2 lock is not, and locks when turned counter-clockwise. Safe order: Unlock #3, lock #2, unlock #1, then go back and unlock #2. May make multiple attempts, but the trap arms after only one mistake [concealed disarm lever on opposite side]. 3 successful knock spells [or Chime of Opening], directed one at each lock would open it, but doing so out of order would still arm the trap on the opposite side.
I was too smart for my own good. One in the party ended up using Passwall to gain access into the chambers that the door protected, and going out the same way. That door was never found, or used.
Cruel only in how simple the answer was, and how long it took my players to figure it out:
In a shrine to a forgotten past, you encounter a door with no handle and 6 different-colored gems. Above it, and partially eroded, you read "---give and forget or lose your way."
Trial and error reveals that touching all 6 gems in any sequence will make a handle appear. After going through the door, you find a corridor with more of the same colored gems embedded in the walls and a second door (also without a handle) at the end. "Aha," you think, "I need to remember the order I used on the first door to get through the second one!" So you tap the gems...and vanish in a violent flash of light. The door remains closed.
My players freaked out when their tank disappeared - until they managed to confirm she was alive via Sending. (She ended up teleported to another part of the shrine and had to find her way back.) They then decided it hadn't worked because "---give and forget" must mean "FORgive and forget", so they spent the next like 40 minutes forgiving each other/NPCs for wrongs they'd endured before tapping gems in different variations...and getting bamfed all over the damn place. Finally, the barbarian remembered the clue said to forget, and she tapped the gems and made it through.
Because the answer was to tap the gems in any order you want for door 1, then tap them in any order except what you did before for door 2. Give and forget.
This is genius, i'm absolutely going to use this somewhere.
There was a knife in the dungeon, engraved on said knife was the phrase: Blood Is Blood and Death Is Death, Smear Thy Life On The Doorway and Pass My Test
If the players had cut their palms and smeared their blood on the door, a riddle would have been spoken aloud to them.
The riddle went like this:
I climb higher than the highest mountains
and yet am lighter than air
I am worth my weight in gold
and grow in place of hair
If the players gave the proper answer – feather – they would've been able to walk through the doorway which had, up until a moment before, been bricked off on the other side.
They didn't do that.
Instead, they stabbed the door with the knife until it cried, literal tears streaming down its wooden planks, and let them through.
I don't recall any of the particulars, but I had a massive gate, festooned with wards and traps and warnings and omens. The room behind it was a trap, and otherwise a dead end. The path forward was actually a ways back, behind a cleverly hidden door at a random spot in a corridor.
My players were not thrilled. But .. it didn't take up a lot of game time, overall, and served to portray the BBEG as a very annoying personage indeed.
Actually, I think I did almost the same thing with another group: A door, hidden behind an illusion - but that door was also just a trap, with nothing but brick wall behind it. I was clearly less mature back then =)
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Not really cruel, but tricky.
I had a mage tower with a door that had complicated glowing wizard glyphs and runes on it. There was no handle.
Within the circle of runes was enough room to place your palm. Around were pictures of hands with different fingers extended.
With a tricky arcana check you could realize that the runes are elegantly made, but in truth they don't mean anything.
With detect magic you'd see that the only magical effect is the glow. The tower itself was filled with unknown magic.
Puzzle: The door is not locked. The hands were just a trick. I've ran it twice. Both times it took surprisingly long before anyone tried the door. 😅
Finland GMT/UTC +2
The door is locked. The only way to unlock it is to magically travel to the demiplane in the lock, navigate the labyrinth inside it, and kill the monster that is keeping the door locked. Behind the door is a broom closet.
I also made a magical garden surrounded by high walls on all sides. There were several doors along the wall, but when you went through one I would roll to see whether or not you step out from another random door in another part of the garden or actually find the exit.
In a haunted mage's tower, I made a door open up into an elevator shaft. When the characters would step into it, the spirit would cause the elevator to come crashing down onto them if they didn't get out in time.
Somewhat related to doors, it is kind of ridiculous how many times I have put a skeleton in the closet.
This. It's beautiful. I weep at its perfection, for I am unworthy.
Reminds me of a locked door I put at the climax of my last campaign. In the world-ending BBEG mage's lair, one door was suspiciously non-magical. Nystul's magic aura, my players assumed, because they spammed Detect Magic like it was going out of style. They jimmied it open and got rewarded with...a flamethrower to the face. That's it. Just a recess big enough to fit a mundane flamethrower trap.
Sure learned their lesson about checking for traps, though. Tee hee.
Players expected traps. I removed handles and locks. I sent them into crisis without doing absolutely anything. Paranoia is the worst trap.
I can't recall where I read about this one but I think it was back in ad&d or 3e days, so to bring it upto 5e and hopefully it makes sense:
The party enter a circular tunnel (10ft wide) and upon crossing the threshhold have a wave of nausea wash over them, this nausea happens each time the cross the threshhold so they can move back and forth as the see fit. The entry to the tunnel radiates Transmutation magic should it be viewed with Detect Magic spells or abilities and cannot be dispelled. The tunnel has an incline that slowly increases in steepness until they find a large convex shape blocking the way, it is pearlescent in colour and completely smooth. If this is pushed it becomes apparent that this shape is infact a sphere and can be pushed but it is very heavy. It requires a total strength ability check of 30 to push it so multiple people can try at once, each rolling a strength check and adding their results together. If they meet the total they can push the sphere 10ft before they have to reroll the ability check, however the total required drops to 25 to move it another 10ft, repeat this until they have succeeded 5 times and each successes reduces the next total needed by 5. Failure causes the sphere to roll backwards to the starting point requiring Dex saving throws or anyone behind, on a success they run back beyond the starting point and take no damage, on a failure they are pushed back to the starting point, taking 1d10 bludgeoning damage for every 10ft the sphere travels and they are knocked prone. Once the sphere has been pushed 50ft feet it suddenly pops out of the end of the tunnel and vanishes. When the party leave the tunnel they experience the same sense of nausea they had when they entered but find themselves in a new room. An investigation check enables them to find a small pearl worth about 50gp lying to one side.
What actaully happens is living creatrure entering the tunnel undergoes a radical version of the Reduce spell, the tunnel is actually only about 1" across and it was blocked by a normal pearl.
I had a weird idea:
The party comes across a door with a splash of red paint smeared on it. Red means stop. The door cannot be opened, lock-picked, or broken down. Somewhere in the room there is a can of green paint. Green means go. If the party paints over the red paint with the green paint then the door will swing open and let them through.
The party find a door, the area in front of it is made of a series of flagstones and it all looks very well maintained. The door is made of sturdy wood and metal and looks very heavy. The door is locked and trapped. The trap in question appears to be a small quantity of black soot, if you run firearms in your game, this is black powder/gun powder, and there is a striker set into the lock that will go off if anyone attempts to pick the lock. If they fail to disarm the trap a "Flashbang" goes off from the lock (Cons save with 1 minute of blindness and deafness on a fail, no adverse effect if the save succeeds). If they pick the lock a trap door opens under the lock picker plunging them down a slide that twists and turns until hey plop out into a chamber that is in complete darkness but is 10ft wide/high, on the other side of the chamber is a ladder that goes up 100ft to another trap door which ermerges on the other side of the "door".
In the same wizard tower was a loud room. Dripping pipes, cuckoo clocks and alarm clocks. There was a trap door in the ceiling with a ladder leading up to. The trapdoor had a mouth and it kept whining and moaning about the loud noises. The players would have to figure out how to make the room quiet. Once the room became quiet, the trapdoor would let out a satisfied sigh and open. Not going into details about the loud objects there, but there were twists.
Also. The players would have to in some way declare that THEY were quiet and motionless too for a while. Only then the door would open.
The first party struggled with this for quite some time. The second party cast Silence, though only after violently assaulting the cuckoo clock and triggering an explosion... Oh well.
Finland GMT/UTC +2
the characters come upon a door with a barred window, through it they can see the next room the trick is that the door is fake and the view of the next room is an illusion, if they use nock or a chime of opening the door swings open and all that’s behind it is a stone wall
haver of this weird idea
dark leader of the cult of tiamat
pull a lever to cause a section of wall to recess in with a clank. investigate and slide aside the heavy but well balanced door of stone and iron to reveal a hall of eight doors. each, as tiamat_spawn describes, includes a small window showing a room of riches behind the door. detect magic is blocked by each window's thick glass and wouldn't immediately reveal the illusion. each door includes one faintly glowing magical lock. dispel magic aimed at the door ends the glow and cause the window to go dark but doesn't open the lock. if they manage to open the locked doors, it's just bare wall each time. stick a secret door behind one, why not.
previously, the party was given a chime of opening with four charges. if the chime is used four times, the chime and all nine doors crack. the cracked iron door will no longer function but will reveal a dim hallway beyond with a chest and, in the glow of the chest's magical lock: a modest pile of gold.
the solution would have been to check the wall space covered by the iron door when it was slid into the 'open' position to access the hall. once opened, the door locks in position and requires one use of the chime to unlock again. slide it closed to reveal the treasure hall (while also blocking the exit). second use of the chime can open the chest. a third use will be needed to unblock that exit because of course the iron door automatically locked! however, don't try unblocking the exit with the fourth chime because the nine doors will immediately crack, trapping the party unless they can find a spell to fit through that crack.
oh, and while the cracked iron door won't budge, the other eight are wooden and now nearly sundered in half. finding the secret door now is only a matter of trying. or perhaps now a monster inside the secret door can push inside the room and say hi...
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
I told the party that the exit door was down the hall and on the left. They went down the hall and i told them that there was a door right in front of them. If they used investigation or possibly perception they would’ve found the hidden door to the left. Instead the cleric attempted to open the door and got grappled by a mimic.
found this in a book, 3 doors, the first one is steampunk w/ buttons, no handle, and it makes whirring noises, and has turning gears, every time you press a button, it whirrs faster, but its completely safe. when you press all buttons it opens. second one is arcane w/ 3 runes, as before, but replace whirring w/ glowing, and last one is a mimic... LOL
PM me the word tomato