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Dungeons & Dragons: Redhurst Academy of Magic Adventure Seeds

Redhurst Academy of Magic Adventure Seeds

Given that the original Redhurst Academy of Magic book is intended to be the students' handbook, there is little opportunity to put much in the way of solid adventure seeds into it... it's clear that one way in which the book can be used is as a mega-handout if, for example, you decide to run a game in which the characters are Redhurst students. So here are a bunch of ideas that can be incorporated into a campaign, be it one in which Redhurst features or one to which you wish to add the Academy.

These are just adventure seeds so the DM will need to do some work to actually run them, but the outlines are well put together, and provide plenty of scope for development in conjunction with the original book. They are also amenable to being amended to fit in with what your campaign and its players are doing. Some will work best if you are using the Academy in a central role - with characters as students or teachers - while others cater equally well for characters who are former students, visitors or whose adventuring expertise is bought in by the Academy to deal with a specific problem. Most are versatile enough to be used with more than one sort of group.

Many of the adventures touch upon or involve the activities of the unknown spy who annotated the Students' Handbook - one ingeniously begins with the characters discovering said annotated copy, hence giving you the opportunity to use the book as possibly the largest handout in the history of role-playing!

Some of the seeds look at ongoing events, like the regular campus tours that visitors may take; and others highlight such features of the Academy as its mobility (hunting lost students) or the weather control system. One even suggests moving - perhaps in error or maybe as part of some extreme piece of research - the campus to worlds outside of D&D settings - perhaps a science fiction one, or even the real world outside your window. How would the average 21st century community cope with a bunch of spell-slinging wizards... and how would the wizards cope with them?

It's a good extension to the published work, printed in the same landscape format and with a similar design, so it will fit in well if you want to keep it in the back of your book. I doubt it would be of much use to anyone who does not have the Redhurst Academy book, but may whet your appetite enough to go and get one. Useful additions include a full-page colour map of the campus (so you can use it as a handout, perhaps if you get your characters going on the tour), a monster (let loose as part of an experiment gone wrong) and a handy new spell - Privacy, which prevents any noise within the area of effect being heard beyond it.

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