# Campaign session prep

## Adventure title

Every house has a missing floor

## The opening situation

A delivery arrives for the party on a staircase between the second and third floors\. The courier asks why everyone is pretending there is no landing\.

## People with conflicting wants

Architect Bera\: Finish removing a dangerous shared room before the city remembers why it was built\.

Joss, a caretaker\: Reach the people still living on the missing floors before their doors disappear\.

## Meaningful choices

Evacuate the rooms while learning what the shared space contained\.

Stabilize one entrance and invite the affected residents to decide what should be sealed\.

## Clues the party can find

\- Every new key opens the same cupboard from a different house\.
\- Rent receipts list residents the city records call imaginary\.
\- A builder's plan shows an exit omitted from the architect's demolition orders\.

## What changes if nobody acts?

Memories of the missing residents fade in the order their doors are removed\. Written notes remain readable, giving the party a way to preserve evidence\.

## Tonight’s scope and table agreements

One session\: two houses and the shared room\. Keep a visible record of discoveries so the mystery tests choices rather than players' memory\.

Original campaign seeds and a session-prep guide: https://www.inkwell.software/resources/dnd-campaign-ideas

