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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Oofta" data-source="post: 7896213" data-attributes="member: 6801845"><p>Secret doors occasionally make sense. Back door to a thieves guild, door into an illegal gambling parlor and so on.</p><p></p><p>In addition, servant's doors were often concealed and not obvious. But I just use passive checks for those, or maybe an intelligence/investigation check for noticing that the rooms aren't laid out right. Advantage if you have architecture, stone mason or similar as a background.</p><p></p><p>Finding them will be a slight aid, there will always be another way around. If you check out the servant's area you'll also find them.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7896213, member: 6801845"] Secret doors occasionally make sense. Back door to a thieves guild, door into an illegal gambling parlor and so on. In addition, servant's doors were often concealed and not obvious. But I just use passive checks for those, or maybe an intelligence/investigation check for noticing that the rooms aren't laid out right. Advantage if you have architecture, stone mason or similar as a background. Finding them will be a slight aid, there will always be another way around. If you check out the servant's area you'll also find them. [/QUOTE]
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Community
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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