
Once you’ve figured out what Room Two is, try to plant one or more clues in Room One about potential solutions. The PCs must convince a bouncer to let them in without confiscating their weapons. (A few might follow at a distance and strike later.) Magic puzzle, such as a chessboard tile floor with special squares.Īn AI blocks access to the rest of the complex and must be befriended, not fought.Ī buzzer panel for all the apartments, but the person the PCs are looking for has listed themselves under a different name, which can be figured out through previous clues you’ve dropped.Ī concierge at the front desk must be bluffed or coerced without him raising the alarm.Ī dirt floor crawls with poisonous snakes that will slither out of the way to avoid open flame. Room Two should allow for multiple solutions to prevent the game from stalling. Note, if Room One was this type of encounter, then feel free to make Room Two combat-oriented. Room Two should shine the limelight on different PCs than Room One, change gameplay up, and offer variety between the challenge at the entrance and the challenge at the end. Make Room Two a puzzle, skill-based, or roleplaying encounter, if possible. This keeps problem solvers in your group happy and breaks the action up for good pacing.
#DANDD 5E QUICKBUILD TRIAL#
The PCs are victorious over the challenge of the first room and are now presented with a trial that cannot be solved with steel. You can use the 5 Room Dungeon story framework for your campaign, guaranteed.

The genre, game system, setting, character types, and other details do not matter. It's the story framework that matters most for great gaming.
#DANDD 5E QUICKBUILD HOW TO#
There's been a bit of confusion about how to use this quick adventure building method.
