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pun pundit

A recurring theme in roleplaying games is that doors are a problem. They're often the easiest entry point into somewhere important, but with some bad dice rolls, you can lock yourself out of good ways to bypass it. Then gameplay devolves into increasingly silly ideas for how to get past the door. Experienced GMs can design around these problems or, like Matt Mercer was forced to do here, have an NPC open the door from the inside for an unrelated reason.