Although not every door should be rigged this way, it's a great way to push your players to think creatively and not pummel their way through every trap and obstacle using spells and their most proficient skills. Since the doors had a pair of locks on them, Ward and the players didn't think to check whether there was anything more to the doors, which forced them to return to the doors multiple times to find a solution. The deceivingly simple doors are a great example of how a Dungeons & Dragons DM can build an encounter that challenges a party by playing on their assumptions. 'I had to toss the Knock spell to the side of the door where the real lock was located.'
'It wasn't until months and months later that we discovered the locks at the center of the door were fake,' Ward explained.
Even the Knock spell (which automatically opens locks) couldn't get the doors to open, even though the spell affected the locks on the door.
Ward noted that the doors were locked, and that the thieves couldn't pick them to open the door.
One of Ward's anecdotes was about a set of heavy stone doors in the heart of Greyhawk.