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How do you do secret doors?
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<blockquote data-quote="iserith" data-source="post: 7086457" data-attributes="member: 97077"><p>That can happen if you're not telegraphing the secret doors when describing the environment. Possible SC spoilers follow.</p><p></p><p>I don't have Yawning Portal yet, but I did update Sunless Citadel myself and run it a year or so ago. Near the entrance, in the tower shell, is a trapped secret door leading to a small chamber. (I'm assuming this wasn't changed in the update.) I took the trap out, but knew I needed to telegraph the secret door in some way in the description. So I added one line to the boxed text: "Water seeps in along the southern wall." The secret chamber is described as "damp and cold," so this made sense to me. </p><p></p><p>Investigating the area of the water given no time pressure or other cost or risk reveals the secret door, no roll. "The water has no obvious source, pooling at a seam where the floor and wall meet. The seam runs up the wall, across and back down again, framing what may be a secret door." From there, the players can have their characters try to figure out how it works, the stakes of the Intelligence (Investigation) check being (success) the operation of the door is discovered quickly and quietly or (failure) it takes a while and is noisy which calls for a wandering monster check.</p><p></p><p>As you can see, if there is someone in the party undertaking the general task of Search for Secret Doors while traveling the dungeon, but does not have a high enough passive Perception, then yeah, he or she is going to miss this secret door. But if I have telegraphed its existence in describing the environment, the players have the opportunity to investigate more closely and discover it - and be rewarded for engaging with the environment.</p></blockquote><p></p>
[QUOTE="iserith, post: 7086457, member: 97077"] That can happen if you're not telegraphing the secret doors when describing the environment. Possible SC spoilers follow. I don't have Yawning Portal yet, but I did update Sunless Citadel myself and run it a year or so ago. Near the entrance, in the tower shell, is a trapped secret door leading to a small chamber. (I'm assuming this wasn't changed in the update.) I took the trap out, but knew I needed to telegraph the secret door in some way in the description. So I added one line to the boxed text: "Water seeps in along the southern wall." The secret chamber is described as "damp and cold," so this made sense to me. Investigating the area of the water given no time pressure or other cost or risk reveals the secret door, no roll. "The water has no obvious source, pooling at a seam where the floor and wall meet. The seam runs up the wall, across and back down again, framing what may be a secret door." From there, the players can have their characters try to figure out how it works, the stakes of the Intelligence (Investigation) check being (success) the operation of the door is discovered quickly and quietly or (failure) it takes a while and is noisy which calls for a wandering monster check. As you can see, if there is someone in the party undertaking the general task of Search for Secret Doors while traveling the dungeon, but does not have a high enough passive Perception, then yeah, he or she is going to miss this secret door. But if I have telegraphed its existence in describing the environment, the players have the opportunity to investigate more closely and discover it - and be rewarded for engaging with the environment. [/QUOTE]
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How do you do secret doors?
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