chaoticarchfey:derinthemadscientist:elventiefling:butyouarenotthesun:elventiefling:butyouarenotthesu
chaoticarchfey:derinthemadscientist:elventiefling:butyouarenotthesun:elventiefling:butyouarenotthesun:elventiefling:sometimes a descriptor is just that, guys: a descriptoroh, goat?PLEASE give me context for thatso, our party was traveling in a mountainous area and the DM mentioned there was a goat a little ways away, just a little scenery building. the party immediately spent the next (real-life) 20 minutes insight checking the goat, detecting magic on the goat, questioning the goat, ect. eventually the sorcerer ended up killing and eating the goat. DM was very exasperated. oh my GODMy players once spent half an hour trying to figure out how to get through an UNLOCKED DOOR INTO AN ORDINARY SHOP because they assumed that if a door exists and isn’t locked outside of trading hours, it MUST be trapped.It was unlocked because the owner had been killed inside and never left the shop. Other than the corpse, it was an ordinary shop.I put a puzzle room in a dungeon that had my players stumped for about half an hour. When they enter, the door behind them closes and shuts them in. Inside the room is a large panel with the number 10, a large button beside this, and a goat tied to a small stump in the centre of the room. There is another door the other side of the room, and it is locked with no visible key hole. After some time (1 minute out of game works) the number ticks down to 9, then 8, and so on. Pushing the button resets the number to 10.What players never realise is that when the number reaches 0, the door unlocks. This had my guys so confused. They tried, at one point, pushing the button WITH the goat. The gunslinger wanted to keep the goat. The barbarian decided to sacrifice it to the button gods.The goat was just there. I feel bad for the poor thing.I’ve seen like 3 different DMs use that puzzle and players do some version of that every single time. It’s my favourite puzzle room design. -- source link