When an encounter goal fails and halts the adventure or gets the party stuck it might be a poorly thought out goal and might need to be changed

Reference

Let’s Design an Adventure: Encounters and the Three Pillars

Highlights or timestamps

Let’s Design an Adventure: Encounters and the Three Pillars Highlights

  • bringing an adventure to a halt if the PCs fail. One of the simplest exploration encounters is the locked door. If the only threat that the door poses is keeping the PCs from getting to the rest of the adventure, that is not a good threat and definitely is a problematic encounter.

— ^b65d40 from Let’s Design an Adventure: Encounters and the Three Pillars Highlights