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New DM: need adventure ideas for kids in Wizarding school
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<blockquote data-quote="wolff96" data-source="post: 607182" data-attributes="member: 342"><p>Well, I think it will be quite the campaign.</p><p></p><p>A couple of quick thoughts and ideas...</p><p></p><p>Since your characters are so new, make sure they are both playing generalist wizards -- with the option of specializing later in their school career. (It's against the rules, but the rules assume you receive your training BEFORE the campaign starts. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />)</p><p></p><p>I would also either "wave" the familiar fee or have their parents (possibly the school in case of orphans) pay for the familiars. Every student at Hogwart's had a familiar from day one.</p><p></p><p>As for adventure ideas... Hmm.</p><p></p><p>1) Lost/Stolen book. One of the members of their house has misplaced a library book. For every day or two that it's late, the house will take demerits. So in between classes, your players need to help the friend look for it. Whether it was actually misplaced or a rival of the house took it is up to you.</p><p></p><p>Gives a good reason to investigate things, look around the school, and shouldn't have any combat. </p><p></p><p>2) Spells gone wrong. Your magical school (like Hogwart's) is warded against the students hurting themselves too much, I'm sure. But a spell has gone awry and now there is a creature haunting their house. </p><p></p><p>I would use a severely limited form of the Ghost Template on a 1HD creature -- Corrupting Touch (lower the 1d4 to 1d2 or even 1), Frightful Moan (DC 12), and Mage Hand (instead of Telekinesis). This makes the spirit much weaker. </p><p></p><p>I would start this off by having "someone" wreck the common room of their house. Books are scattered, lamps tipped over, etc. Some research (and talking to other house members) proves that no one in the house could be at fault. Maybe have them find some type of evidence (Ectoplasm? Hackneyed, but it could work. Or perhaps a message scrawled on the wall) that leads them to the school library for research.</p><p></p><p>Once they do research at the library (or talk to teachers, whatever they do to get information), they learn that sometimes a certain type of spell can go wrong. Talking (again) to the people in their house, perhaps they can find someone who cast this spell and didn't even realize it was done incorrectly.</p><p></p><p>If they have the original caster of the spell and cast some other spell (again, from the library -- get research embedded in their heads, since that's what a wizard is all about), they can force the spirit to manifest. Then they can either defeat it or find some way to unsummon it. (Or possibly even find some way to appease the spirit and get rid of it.)</p><p></p><p>3) A collection quest.</p><p></p><p>There are two ways to look at this one. Either a teacher needs some ingredients for a spell (and doesn't want to be bothered) or there is a house scavenger hunt. I would recommend the teacher, personally... or it could even be punishment for something else the students did (Detention-style).</p><p></p><p>Again, this leads them all over the school. Some items might be guarded by fractional CR creatures -- a Tiny Monstrous Spider with a lowered Strength and Dexterity guarding a needed bit of spiderweb would be a decent opponent -- but most are simply difficult to find. Some, like a specific kind of flower, they will need to look up in the library. When they do, they find out it only blooms at night on one side of the castle... so they couldn't find it without knowing where it will be.</p><p></p><p>----------------------</p><p></p><p>These are just off the top of my head.</p><p></p><p>One thing I'm sure you will note in my ideas are the constant reoccurence of the library. If nothing else, you want them to identify wizardry with studying. The more information you have, the better your chance of success.</p><p></p><p>Sounds like a fun campaign, by the way. Let us know how it goes.</p></blockquote><p></p>
[QUOTE="wolff96, post: 607182, member: 342"] Well, I think it will be quite the campaign. A couple of quick thoughts and ideas... Since your characters are so new, make sure they are both playing generalist wizards -- with the option of specializing later in their school career. (It's against the rules, but the rules assume you receive your training BEFORE the campaign starts. :)) I would also either "wave" the familiar fee or have their parents (possibly the school in case of orphans) pay for the familiars. Every student at Hogwart's had a familiar from day one. As for adventure ideas... Hmm. 1) Lost/Stolen book. One of the members of their house has misplaced a library book. For every day or two that it's late, the house will take demerits. So in between classes, your players need to help the friend look for it. Whether it was actually misplaced or a rival of the house took it is up to you. Gives a good reason to investigate things, look around the school, and shouldn't have any combat. 2) Spells gone wrong. Your magical school (like Hogwart's) is warded against the students hurting themselves too much, I'm sure. But a spell has gone awry and now there is a creature haunting their house. I would use a severely limited form of the Ghost Template on a 1HD creature -- Corrupting Touch (lower the 1d4 to 1d2 or even 1), Frightful Moan (DC 12), and Mage Hand (instead of Telekinesis). This makes the spirit much weaker. I would start this off by having "someone" wreck the common room of their house. Books are scattered, lamps tipped over, etc. Some research (and talking to other house members) proves that no one in the house could be at fault. Maybe have them find some type of evidence (Ectoplasm? Hackneyed, but it could work. Or perhaps a message scrawled on the wall) that leads them to the school library for research. Once they do research at the library (or talk to teachers, whatever they do to get information), they learn that sometimes a certain type of spell can go wrong. Talking (again) to the people in their house, perhaps they can find someone who cast this spell and didn't even realize it was done incorrectly. If they have the original caster of the spell and cast some other spell (again, from the library -- get research embedded in their heads, since that's what a wizard is all about), they can force the spirit to manifest. Then they can either defeat it or find some way to unsummon it. (Or possibly even find some way to appease the spirit and get rid of it.) 3) A collection quest. There are two ways to look at this one. Either a teacher needs some ingredients for a spell (and doesn't want to be bothered) or there is a house scavenger hunt. I would recommend the teacher, personally... or it could even be punishment for something else the students did (Detention-style). Again, this leads them all over the school. Some items might be guarded by fractional CR creatures -- a Tiny Monstrous Spider with a lowered Strength and Dexterity guarding a needed bit of spiderweb would be a decent opponent -- but most are simply difficult to find. Some, like a specific kind of flower, they will need to look up in the library. When they do, they find out it only blooms at night on one side of the castle... so they couldn't find it without knowing where it will be. ---------------------- These are just off the top of my head. One thing I'm sure you will note in my ideas are the constant reoccurence of the library. If nothing else, you want them to identify wizardry with studying. The more information you have, the better your chance of success. Sounds like a fun campaign, by the way. Let us know how it goes. [/QUOTE]
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