• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

School of Adventuring

Thief of Always

First Post
I'm creating a campaign to run with a couple of friends of mine that I haven't gamed with in a while. It revolves around an adventuring school. I've been racking my head for ideas concerning the concept. I've come up with a lot of interesting things to use, but I still need some outside perspective.
If you ran an adventuring school, what kind of things would go on there?
 
Last edited:

log in or register to remove this ad

One of the best ideas I had for the beginning of my campaign was a adventurers board, I actually had a 5X7 Cork board (I got at the local Hobby Lobby, or craft store) that I posted Caravan listings and job postings, I always threw in several plot hooks and a bunch of stuff they just weren’t prepared for Alchemist asking for 5 pints of Fresh Red Dragon Blood. Troll Ash, and the Hand of an Elven Mage (great when you have a elven mage in the party. The player liked it because they could walk up to the board and look at each of the ideas and take the note of the job they where interested in, and as a DM I didn't have to go over every job that was open for them. I just changed the jobs each week as the campaign continued.

Also, I always like the giant library of Musty tomes, with sections that are corded off so that you can't access them... That always inspires good plot hooks....
 
Last edited:



Welcome to the Academy of Adventuring, young Adventurers! Required reading material for freshman students includes...
  • The Truth About Alignment: It's Not Really as Difficult to Understand as You Think it is.
  • The Encyclopedia of Elf-Only Prestige Classes (Includes 24 Brand New Versions of the Bladesinger)
  • Getting the Most Out of Your Spiked Chain.
  • Figuring Out Magic Item Creation Costs (also known as Fourth Grade Arithmatic)
  • Black Leaf, We Hardly Knew Thee
  • Taverns and You
 

Top 5 Rules of Adventuring

In a prominent place, mounted on a plaque made of adamantite, the Top 5 Rules of Adventuring:

1) Don't forget to loot!
2) Dicing is the fairest, and only legal, way of dividing up loot.
3) Torches, 50 ft' rope, and at least 7 days of dry rations before leaving the inn.
4) Come up with a code name and verbally berate your companions everytime they slip up and use your real name.
5) Bring 'em back alive! - Always raise your friends after the adventure is done, or before if possible.

This is a cool thread and I hope people keeping it going. I'm playing Jester 3.5 PnP and I'll be trying to cajole my party to hang at my School for Adventurers. I'll definately loot this thread for ideas!
 

Krieg said:
Equipment 101 - How Rope, Pitons & a 10' pole might just save your life.

A minotaur's head is more likely! :)

Not when minotaurs can be adventurers themselves! I see that you've never been through the Famous Adventurer's Correspondence School.
 

hay, the head could be an object lesson for the kids who enroll.

"This is what happens if you don't study." the teacher says as he waves to the minotaur head. "He didn't study and fell victim to a rampaging troll. The only thing his companions could do was bring back the head, which we mounted in rememberance." the teacher looked hard at the visably impressed students. "Now, on to theivery 101."
 

kirinke said:
hay, the head could be an object lesson for the kids who enroll.

"This is what happens if you don't study." the teacher says as he waves to the minotaur head. "He didn't study and fell victim to a rampaging troll. The only thing his companions could do was bring back the head, which we mounted in rememberance." the teacher looked hard at the visably impressed students. "Now, on to theivery 101."

Creeepy. :confused: There should be a human head on the wall of most schools, then. :]
 

Invictikore said:
One of the best ideas I had for the beginning of my campaign was a adventurers board, I actually had a 5X7 Cork board (I got at the local Hobby Lobby, or craft store) that I posted Caravan listings and job postings, I always threw in several plot hooks and a bunch of stuff they just weren’t prepared for Alchemist asking for 5 pints of Fresh Red Dragon Blood. Troll Ash, and the Hand of an Elven Mage (great when you have a elven mage in the party. The player liked it because they could walk up to the board and look at each of the ideas and take the note of the job they where interested in, and as a DM I didn't have to go over every job that was open for them. I just changed the jobs each week as the campaign continued.

Also, I always like the giant library of Musty tomes, with sections that are corded off so that you can't access them... That always inspires good plot hooks....
NICE! Your idea I'm officially stealing! It's always great to have physical, interactive props that the players can connect with.

But tell me, you didn't really come up with a bunch of musty tomes, did you?

;~D
 

Into the Woods

Remove ads

Top