D&D 5E (2014) Running the shortest game?


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For a casual 2 hour game I'd start at the end of the adventure. Narrate how they've breached the fortress walls, fought through the orc and goblin guards, and broke through to the tomb of a legendary necromancer. They see a big obsidian throne with the skeleton of the necromancer sitting on it, a gem-crusted crown on its skull. There are legendary magic weapons on the walls between standing sarcophagi. There's a weird magic rune carved into the floor, in the middle of which stands a crystal chalice filled with blood.

Can they escape with the treasures without awakening the necromancer, its undead guards, or whatever that summoning circle is for???
 


In a couple weeks I am running a game for a few casual players who stop by every few months to have dinner, drink, and kinda pay attention to a game that usually lasts less than 2 hours.

Almost every time, I over prepare and worry too much. I want folks to have a good time, but there's no character development, little roleplay, no connected stories. The sessions are too short and infrequent to play even "one shots."

So what's a good way to run a two hour session?
I am a big believe in a five room dungeon for this kind of scenario. And not taking the model literally: Make one of the "rooms" actually take place in an earlier location, to cut down on exploration time, etc.

I've run one for my family where the final room (the "twist") is that they get ambushed by their patron, seeking to steal the treasure after the party had liberated it from the mini-dungeon he'd sent them into. If you're low on time, you can just cut any event-based "rooms" as needed.
 






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