Artifice and Trickery campaign
The Dungeon Key Parade
Catch twelve runaway keys before they unlock something embarrassing.
Opening
Vex chases enchanted keys through a dungeon festival, solving personality puzzles and discovering that the final locked door may prefer to stay closed.
Twelve golden keys march past Vex in tiny boots, playing a tune on their own teeth. The dungeon doors begin cheering them on.
- Understand the opening conflict and what is truly at stake.
- Practice at least one meaningful choice with Vex, the Friendly Mimic.
- Finish with a reusable story hook, reward, or party memory.
1
Opening chase chapter
Keys on Parade
Each key follows a different rhythm and the smallest one keeps stopping to bow.
2
Dialogue puzzle chapter
Door With Stage Fright
A shy door knows where the parade went but refuses to open while anyone is watching.
3
Social scene chapter
Locksmith Goblin Holiday
The key keeper is taking one day off after three centuries and refuses to let the crisis ruin it.
4
Finale chapter
The Door Best Left Closed
All twelve keys gather before a door labeled Grand Prize and Mild Regret.