• juliebean@lemmy.zip
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    16 days ago

    i mean, if i was the referee, and they weren’t in that architecturally precarious situation, i’d think that’s a mighty fine solution to the puzzle, actually.

    • dfyx@lemmy.helios42.de
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      15 days ago

      No, no, TTRPGs are all about solving the DM’s convoluted logic and linguistics puzzles that don’t make sense inside the world and have exactly one solution. Not about creative problem solving /s

  • Xanthrax@lemmy.world
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    16 days ago

    The worst one would be a petrified tree. They’re a massive cylinder that looks like the roof of the cave, and then it falls loose and smashes you.

      • JackbyDev@programming.dev
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        15 days ago

        Look, I get it, it’s embarrassing to try and pull a push door. It doesn’t mean it’s witchcraft. Just try pushing!

        • BloodBrandy@ttrpg.networkOP
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          15 days ago

          So the door itself had a sorta embossing design of an incomplete web. You would have to complete the webbing but there is a trap part that, if connected, triggers active, offensive traps. With a good investigation roll, my arcana and a Web spell from the rogue’s cloak, we did the puzzle and the door opened itself

  • Demdaru@lemmy.world
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    15 days ago

    Aren’t stalactites made of soft material?

    Just pickaxe your way beside the door. Heck, an axe may work if you don’t mind destroying it in the process.

    If you have spell for creating water somehow, use Roman technique of making a campfire against wall, letting it warm up and the splashi g it with water to crack it.

    There’s so many ways to be a menace to DM xD

  • orenj@lemmy.sdf.org
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    12 days ago

    The dwarven lockpick (Adamantium hammer) is an adventuring staple for a reason; its fun and empowering to pick locks barbarian style.