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Arcane Academy

Updated: Jun 16, 2023




This is an adventure for 4 to 5 second level characters. It was originally designed with 5th edition D&D in mind. However, it can be easily translated to any version of Dungeons & Dragons or your favorite Old School Renaissance product.


Using this Adventure

Each encounter is organized in relatively the same fashion. See the template below:



5e and Other Games

This adventure is specifically tailored toward 5th edition Dungeons & Dragons. However, it can be easily used with any 5e adjacent game: Level Up Advanced 5e, Tales of the Valiant!, Pathfinder 1 or 2, Shadowdark, Five Torches Deep and so on… It can also be used with older versions of D&D or OSR products like Old School Essentials, Dungeon Crawl Classics, Dungeon World and so on…


If the game you use does not have a specific stat block for bandits or acolytes, you can use 2nd level rogues/thieves and a 2nd level cleric instead. Otherwise your system should have stats for giant lizards and something akin to kobolds. Like the barklings from Basic Fantasy.



ARCANE ACEMDEMY HISTORY

The Arcane Academy was carved from the rugged hillside by a gnomish artisan guild. The gnomes were commissioned by a wizard conclave. The conclave used this academy to train young apprentices for over 5 decades.

Rishaal, a wizard of gold dragonborn ancestry, and Xiarr a human sorcerer were the headmasters of the school. Their statues as well as statues of the most prominent faculty still adorn the academy today. Years ago the various faculty members were called to guide adventures on quests, and eventually these heroic mages never returned. The academy sat empty until a small village of kobolds discovered a secret entrance. It now serves as a place of worship for the kobolds. The statue of Rishaal recently fell, and the statue’s head broke off. The kobolds took this as a sign. They proclaimed, “We need a new godhead!” This resulted in a quest to steal the Orb of Hope from a nearby village. The Kobolds replaced the head of the missing god (the statue of Rishaal) with the orb.




HOOKS

Use any of the following hooks to set up the adventure. You could ask each player to roll 1d6 and randomly assign them a plot hook. You could print these hooks out separately and allow players to choose one as a motivation for their character. You could roleplay the characters' visit to the village of Three Willows and introduce them to different NPCs who say the following.

  1. “The Orb of Hope is missing. I will pay 200gp to the persons who return our precious orb,” says Lady Grendenhal, the Mayor of Three Willows.

  2. “The Mayor hired four foolhardy adventurers to find the Orb of Hope. They haven't returned. I’ll give five potions of healing to anyone who returns the Orb of Hope to me instead of the mayor,” implores Vixxel Vexin Vordenheim, the weird gnome mage who lives in Three Willows village.

  3. “I'll make you a suit of my finest armor if you return the Orb of Hope to me instead of the mayor,” promises Kugshek the Bugbear blacksmith from Three Willows.

  4. “My brother went missing and I need to find him,” says… any one of the player characters." says… any one of the player characters. (One of the bandits from the group of ‘foolhardy adventures’ could be the player character’s brother.)

  5. “I’m a mage and my old master was once an apprentice at the Arcane Academy. I’ve always wanted to see it,” says… any one of the player characters.

  6. “I believe all Kobolds to be descendants of the evil goddess Tiamat. I will smite them if they are responsible for stealing the Orb of Hope,” says… any one of the player characters.

MAP


ROOMS

















Apendix




Spellbooks:

These can be used as is by any wizard who spends a long rest studying them. Spells can be added to these books by any wizard using the rules for wizards in the SRD. Alternatively any spells in these books can be copied into another spellbook as per the rules for wizards in the SRD.


Orb of Hope:

This large slick glass orb is 2 feet in diameter and weighs 60lbs. Any medium or small creature carrying the orb is encumbered.


The orb has 10 charges. While touching it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, with a DC 14 spell save: create or destroy water (1 charge), create food and water (3 charges), gust of wind (2 charges), or ice storm (4 charges).


The orb regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the orb blackens, crumbles into cinders, and is destroyed.

Additionally the orb can cast control weather once per month.




Created by Brad & Mike

Dire Den on YouTube https://www.youtube.com/watch?v=HH65GC1hUuQ&t=1589s







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