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Strixhaven A Curriculum of Chaos MQ OCR Bookmarked Optimized
Strixhaven A Curriculum of Chaos MQ OCR Bookmarked Optimized
A Curriculum of Chaos
Credits
Lead Designer Amanda Hamon Strixhaven World Designers: Doug Beyer (creative lead), Taylor
Assistant Lead Designers: Jeremy Crawford, James Wyatt Ingvarsson (art director), Jess Lanzillo (creative director), Mens
Art Director: Emi Tanji Mullaley (creative producer), Fox Allison, Annie Sardelis, Emily
Teng, Andrew Valias, James Wyatt, Ari Zirulmk
Designers: Bill Benham, Makenzie De Armas, Dan Dillon, Steve
Kenson, T. Alexander Stangroom Project Engineer: Cynda Callaway
Assistant Designers: Sydney Adams, Taymoor Rehman Imaging Technicians: Kevin Yee
Rules Developers: Jeremy Crawford, Ben Petrisor Prepress Specialist: Jefferson Dunlap
Editors: Judy Bauer, Michele Carter, Scott Fitzgerald Cray, lanara
Natividad, Christopher Perkins, F. Wesley Schneider D&D Studio
Executive Producer: Ray Winninger
Graphic Designers: Trystan Falcone, Emi Tanji, Trish Yochum Came Design Architects: Jeremy Crawford, Christopher Perkins
Cover Illustrators: Hydro74, Magali Villeneuve Design Manager: Steve Scott
Cartographers: Francesca Baerald, Sean Macdonald, Mike Schley Design Department: Sydney Adams, Judy Bauer, Makenzie De
Additional Art Directors: Ovidio Cartagena, Taylor Ingvarsson, Kate Armas, Dan Dillon, Amanda Hamon, Ari Levitch, Ben Petrisor,
Irwin, Thomas Jenkot, Zack Stella, Sarah Wassell Taymoor Rehman, F. Wesley Schneider, James Wyatt
Interior Illustrators: Steve Argyle, Jinho Bae, Cristi Balanescu, Mike Art Department Manager: Richard Whitters
Bierek, Zoltan Boros, Alex Brock, Filip Burburan, Dmitry Burmak, Principal Art Director: Kate Irwin
Ekaterina Burmak, Paul Scott Canavan, Manuel Castanon, Jehan Art Department: Trystan Falcone, Emi Tanji, Shawn Wood,
Choo, Billy Christian, Chris Cold, Justine Cruz, Alayna Danner, Trish Yochum
Jonas De Ro, Olga Drebas, Piotr Dura, Jesper Ejsing, Anna Fehr, Senior Producer: Dan Tovar
Tony Foti, Caroline Gariba, Use Gort, Johan Grenier, Yeong- Producers: Bill Benham, Robert Hawkey, Lea Heleotis
Hao Han, Josh Hass, Hydro74, Izzy, Tomasz Jedruszek, Jihun, Director of Product Management: Liz Schuh
Jason Kang, Igor Kieryluk, Mathias Kollros, Yigit Koroglu, Kekai Product Managers: Natalie Egan, Chris Lindsay, Hilary Ross,
Kotaki, Andrey Kuzinskiy, Luiza Laffitte, Lius Lasahido, Ryan Chris Tulach
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Marketing
Manzanedo, Joseph Meehan, Viko Menezes, Robson Michel,
Director of Global Brand Marketing: Brian Perry
Francisco Miyara, Scott Murphy, Marta Nael, Hector Ortiz, Adam
Global Brand Manager: Shelly Mazzanoble
Paquette, Alessandra Pisano, Steve Prescott, Chris Rahn, Jason
Senior Marketing Communications Manager: Greg Tito
Rainville, Andreas Rocha, Denman Rooke, Sean Sevestre, Liiga
Community Manager: Brandy Camel
Smilshkalne, Bryan Sola, Craig J Spearing, Raymond Swanland,
YW Tang, Viktor Titov, Jokubas Uogintas, Randy Vargas, Svetlin
Velinov, Raoul Vitale, Johannes Voss, Sara Winters, Bayard Wu,
Kieran Yanner, Andreas Zafiratos
620D0148000001 EN
ISBN: 978-0-78 69-6745-2 UK __
[■I
•Of-
Disclaimer: A degree from Strixhaven University does not provide
protection from magic missiles, fireballs, freezing spheres, or any
other deleterious effects spellcasters might generate Ifyou create
First Printing: November 2021
CO rJ<
deleterious effects, Strixhaven kindly requests you refrain from mvok-
ing any names, symbols, or other references to the university should
■JK you find yourself in a confrontation. Strixhaven University does
987654321 not take responsibility for any injury of any nature sustained in the
course ofanything, magical or otherwise
DUNGEONS & DRAGONS, D&D. Wizards of the Coast, the dragon ampersand. Dungeon Master, Player's Handbook, Monster Manual, Dungeon Master's Guide, Strixhaven, Magic: The
Gathering, the pianeswalker symbol, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
All characters and their distinctive likenesses are property of Wizards of the Coast. The materials described in this statement are protected under the copyright laws of the United
States of America and around the world under international intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.
Printed in the USA. ©2021 Wizards of the Coast LLC, PO Box 707. Renton, WA 98057-0707, USA. Manufactured by: Hasbro SA, Rue EmilcBoifchat 31. 2800 Delemont. CH.
Represented by: Hasbro. De Entree 240. 1101 EE Amsterdam. NL. Hasbro UK Ltd., P.O. Box 43 Newport, NP19 4YH, UK.
Contents
Welcome to Strixhaven 4 Shuvadri Glintmantle..... 58 Ch. 6: A Reckoning in Ruins.............. 156
About This Book............ 5 Tilana Kapule.................. 58 Running This Adventure..................... 157
Orientation...................... 5 Urzmaktok Grojsh.......... 59 A Sinister Shadow................................. 157
Strixhaven’s World......... 6 Zanther Bowen............... 59 A Brief Distraction................................ 158
Ch. 1: Life on Campus........... ..8 Campus Kerfuffle............... 60 Arcane Herbology
Magical Study.......................... ..9 Running This Adventure 60 Exam: Vegetation Identification........ 159
Campus Overview.................. . 11 First Day on Campus..... 61 Clue in the Bayou................................... 160
Lorchold College.................... 13 Orientation Challenge.... 66 Advance to 9th Level!........................... 165
Prismari College..................... 16 Frog’s the Word.............. 70 No Time to Lose.................................... 165
Quandrix College................... 19 Magical Physiologies Into the Badlands.................................. 166
Silverquill College.................. 22 Exam: Slaadi................... 72 This Is Surreal, Isn't It?....................... 172
Witherbloom College............. 25 Advance to 2nd Level!.... 74 Ruins of Caerdoon................................. 173
Work Hard, Play Harder 74 Advance to 10th Level!......................... 178
Ch. 2: Character Options..... 28 Magical Physiologies Confronting Murgaxor......................... 178
Race Option: Owlin................ 29 Exam: Owibcars............. 78
Choosing a College................ 30 Ch. 7: Friends and Foes..................... 182
Campus Daredevils....... 78 Archaic................................................... 184
Strixhaven Backgrounds....... 31 Advance to 3rd Level!.... 86
Lorchold Student................ 31 Art Elemental Mascot.......................... 185
Magical Physiologies Beledros Witherbloom........................ 186
Prismari Student................ 32 Exam: Otyughs.............. 86 Brackish Trudge................................... 187
Quandrix Student............... .33 All the World’s a Stage- 86 Cogwork Archivist................................ 188
Silverquill Student.............. .35 Secrets in Sedgemoor... 92 Daemogoth............................................. 189
Witherbloom Student......... .36 Advance to 4th Level!.... 95 Daemogoth Titan.................................. 190
Feats......................................... .36
Strixhaven Initiate............. . .36 Ch. 4: Hunt for Mage Tower 96 First-Year Student................................ .191
Strixhaven Mascot............. .37 Running This Adventure...... 97 Fractal Mascot...................................... .192
Spells........................................ .37 Back in Session...................... 98 Galazeth Prismari................................ .193
Borrowed Knowledge........ .37 Mascots Everywhere!............ 99 Groff........................................................ .194
.37 Scrivening and Symbology Inkling Mascot..................................... . .195
Kinetic Jaunt........................
Silvery Barbs....................... .38 Exam: Glyph of Warding.... 106 Lorehold Apprentice........................... .197
Vortex Warp......................... .38 Advance to 5th Level!............ 107 Lorehold Pledgemage........................ .197
Witherand Bloom.............. .38 Party at the Rose Stage........ 108 Lorehold Professor of Chaos............. .198
Magic Items............................. .38 Practice Makes Perfect......... 111 Lorehold Professor of Order.............. .198
Scrivening and Symbology Mage Hunter......................................... .199
Bottle of Boundless Coffee .38
Cuddly Strixhaven Mascot .38 Exam: Symbol Glyphs...... 113 Oracle of Strixhaven........................... 200
Lorehold Primer................. .39 Getting Some Air................. . 114 Oriq Blood Mage.................................. .201
Dangerous Knowledge......... 116 Oriq Recruiter...................................... .202
Prismari Primer................. .39
Scrivening and Symbology Pest Mascot........................................... ..203
Quandrix Primer................ ..39
Silverquill Primer.............. ..39 Exam: Augury.................... 118 Prismari Apprentice........................... ..205
Strixhaven Pennant.......... ..39 Tell Us in Song!..................... 119 Prismari Pledgemage........................ ..205
Witherbloom Primer......... ..39 Battle of Strixhaven............. 121 Prismari Professor of Expression.... .206
Advance to 6th Level!........... 123 Prismari Professor of Perfection..... .206
Ch. 3: School Is in Session............... 40
41 Ch. 5: The Magister's Masquerade... 124 Quandrix Apprentice.......................... ...208
Running the Adventures.....................
43 Running This Adventure...................... 125 Quandrix Pledgemage...................... ...208
Strixhaven Tracking Sheet................ Quandrix Professor of Substance... ...209
44 Cordially Invited.................................... 126
Extracurriculars................................... Quandrix Professor of Theory........ ...209
Reception at Bow’s End........................ 127
Jobs..................................................... 46 ...210
.47 Fate at Furygale..................................... 130 Relic Sloth...........................................
Exams..................................................... Ruin Grinder....................................... ...211
Advanced Arcane History
Relationships........................................ .48
Exam: Relics...................... 134 Shadrix Silverquill............................. ...212
Fellow Students................................... .50
.51 Dressing for Success........... 135 Silverquill Apprentice........................ ...214
Aurora Luna Wynterstarr.............. .
.51 Party Preparations............... 138 Silverquill Pledgemage..................... ....214
Bhedum Sooviij................................. Silverquill Professor of Radiance ... ....215
.52 Advanced Arcane History
Cadoras Damellawar......................
Exam: Devices.................. 139 Silverquill Professor of Shadow.... ....215
Drazhomir Yarnask......................... .52
.53 Suspicions............................ 140 Spirit Statue Mascot......................... ....216
Grayson Wildemere.........................
Fancying Up Footwork........ 140 Strixhaven Campus Guide.............. ....217
Greta Gorunn.................................... .53
.54 Preparing the Hall.............. 141 Tanazir Quandrix.............................. ....218
Javenesh Stoutclaw..........................
.54 Advance to 7th Level!........... 145 Velomachus Lorehold....................... . 219
Larine Arneza................................... Witherbloom Apprentice.................. . 221
Advanced Arcane History
Melwythorne..................................... .55
Exam: Unearthed Arcana 145 Witherbloom Pledgemage............... . 222
Mina Lee............................................ .55
A Starlit Night...................... 146 Witherbloom Professor of Decay... . 223
Nora Ann Wu.................................... .56
Midnight at Lorehold.......... 149 Witherbloom Professor of Growth . 223
Quentillius Antiphiun Mclentor 111 .56
Aftermath............................. 154 Appendix: Campus Map................ 224
Rosimyffenbip Wuzfeddlims......... ..57
Advance to 8th Level!......... 155
Rubina Larkingdale......................... ..57
HE MISSION OF STRIXHAVEN UNIVERSITY IS TO As a Strixhaven student, you start with a well-
discover and preserve magical knowledge, to rounded education in a rigorous first-year program.
disseminate that knowledge from one generation In your second year, you choose your preferred
to the next, to promote free and open study of
specialty at one of the five colleges. You can also
partake in a vibrant campus life, with plenty of clubs
magic in all its forms, and to enhance the lives of people and other activities. You might even play on one of
throughout the world through the use of magic. Strixhaven’s prestigious Mage Tower teams and
—Strixhaven mission statement bask in the adoration of cheering crowds!
ons, Strixhaven is the premier institution of magical Also called the College of Numeromancy.
learning, drawing promising young mages from all Silverquill Teaches the magic of rhetoric, poetry, ora
over. Each equipped with its own campus and fac tion, and writing. Also called the College of
ulty, Strixhaven’s five colleges—summarized in the Eloquence.
Colleges of Strixhaven table-cover a vast array of !
Witherbloom Harnesses the forces of life and death.
academic and magical specialties. Also called the College of Essence Studies.
i
WELCOME TO STRIXHAVEN
4
About This Book Finally, student characters are part of a school
community. They live in university housing, eat in
This book is your guide to life at Strixhaven in Dun dining halls, and spend the majority of their time on
geons & Dragons—an introduction to the univer
campus. They eat, sleep, study, socialize, and adven
sity, a guide to creating student characters there, a ture as part of a community of students, faculty, and
campaign, and a collection of friends and foes. staff. The school is like a town, where a relatively
Chapter 1 gives an overview of life and study at small cast of characters can play significant roles
Strixhaven. It introduces the main features of the over the course of the campaign.
central campus and each of the five colleges.
Chapter 2 is your guide to creating a student It’s an Academy of Mages
character. It introduces the owlin race and five back
Study at Strixhaven isn’t about learning to be a wiz
grounds—one for each college—as well as a collec
ard but about learning to be a historian, an artist, an
tion of feats, spells, and magic items.
orator, a scientist, or some other profession—while
Chapters 3-6 provide a campaign meant to ad
using magic to enhance one’s studies. The univer
vance characters from 1st to 10th level as they prog
sity’s understanding of magic is expansive. Charac
ress through their magical studies. Each chapter
ters of any class can study at Strixhaven, whether
covers a year’s worth of adventure, so characters
they’re full-fledged spellcasters like wizards, clerics,
begin chapter 3 as Ist-level characters and first-year
and druids; they manage a spell or two thanks to a
students and begin chapter 6 at the start of their
subclass or feat; or they manifest magical abilities
fourth year of studies (at around 8th level). Chapter
that aren’t even spells. (For example, a barbarian
3 includes an overview of the adventures and the
who follows the Path of the Ancestral Guardian, de
overall campaign arc as well as special rules for
scribed in Xanathar’s Guide to Everything, can excel
aspects of campus life: exams, relationships, extra- in studying history at Lorehold College by virtue of
curriculars, and jobs. their connection to an ancestral spirit.)
Chapter 7 is a collection of stat blocks for stu
Magic is everywhere on campus. The campus
dents, faculty, and various creatures on and around
culture encourages finding magical solutions to the
the Strixhaven campus. Whether student adventur
most mundane problems, and if characters need
ers get caught up in a duel with their rivals or face a
access to a spell they can’t cast, they have a strong
dreaded mage hunter, the stat blocks in this chapter chance of finding someone who can cast it.
give you the information you need to resolve the
situation. It’s Cosmopolitan
Strixhaven draws students and faculty from across
Orientation the world and from other realms in the multiverse.
The following subsections present three important The university’s students and faculty are united by a
facts to keep in mind as you explore these pages and desire to learn and include humans, elves, dwarves,
prepare to play or run the book’s campaign. owlin (described in chapter 2), orcs, trolls, vampires,
and studious folk of many other origins.
Strixhaven Is a University In practical terms, for player characters, you can
This book’s campaign assumes that the player use the rules found in any D&D book to select a
characters are students at Strixhaven University. character’s race, if the DM approves. For nonplayer
Even as they get caught up in the adventures, the characters, you’re as likely to meet a pixie, a dryad,
characters have to continue going to class, doing a giant, a treant, or another fantastical creature on
homework, and studying for exams. Optional rules campus as you are to meet a Humanoid. The faculty
in chapter 3 reinforce the importance of study in the members mentioned in chapter 1 include genasi, tri
adventures. tons, and even a bipedal brown bear.
The characters are also subject to the authority To the faculty and students of Strixhaven, it is un
of the university’s faculty and staff members. Cir remarkable to meet someone who hails from a far-
cumstances will at times cause player characters off land, since almost everyone on campus is from
to defy faculty authority—and even deans—during somewhere else. Strixhaven has a place for anyone
their adventures, and the threat of detention or even who is dedicated to magic-enhanced study.
expulsion might hang over their head.
WELCOME TO STRIXHAVEN 5
a place of great magic, such as the site of a great
Strixhaven’s World mage’s birth or the location of a time-lost spell.
Strixhaven bills itself as "the premier institution of Other folk believe these arches are connected with
magical learning in the world,” but the question that the archaics in some way (see "Archaics and the Or
raises for your campaign is this—which world? acle” below). Some students have even seen an arch
In the multiverse of the Magic: The Gathering come to life with magic in an archaic’s presence.
Trading Card Game, Strixhaven is located on a Both snarls and star arches are subjects of magi
world called Arcavios, which (according to legend) cal research for students and faculty at Strixhaven,
formed from the collision or merging of two other who also study wild and dead magic zones, floating
worlds. It is situated in the northeastern portion of earth motes, and other weird locales.
a continent called Orrithia, also known as the Vast
lands, which is populated by a tremendous variety Founder Dragons___
of peoples.
Strixhaven University was founded by five ancient
For the purposes of D&D, though, you can place
dragons who, according to legend, hatched from the
Strixhaven wherever it best fits the needs of your
magical energy of the newborn world of Arcavios.
campaign. It could be in a world of your own cre
These Founder Dragons were among the first to
ation, in a published D&D setting (such as the For
master magic, and they realized that only through
gotten Realms or Eberron), in the planar Cosmopo
disciplined study would magic be safe in the hands
lis of Sigil, or in an interplanar nexus that allows it
of other peoples. They founded Strixhaven to fa
to draw students from across the Material Plane or
cilitate that study and established the five colleges
the entire multiverse.
based on the magic that each dragon mastered, as
Whatever world you decide to place Strixhaven in,
summarized in the Founder Dragons table.
three elements of the wider world of Arcavios might
To this day, the Founder Dragons roam the world.
have some impact on adventures in the school.
They no longer associate directly with Strixhaven.
Snarls and Star Arches preferring to let the deans of the colleges speak in
their stead. The dragons’ knowledge is vast, but
As described in the Player’s Handbook, magic their tempers can prove short. Mages seek them out
suffuses all existence in the worlds of D&D. In the only to learn the most elusive secrets. The dragons’
Forgotten Realms, scholars describe the fabric of stat blocks are presented in chapter 7.
magic as a Weave that allows spellcasters to inter
act with the world’s underlying magical reality. In Founder Dragons
Arcavios, that fabric is knotted and tangled in some
College Founder
locations, creating a phenomenon called snarls. At
these places, spells can be amplified or distorted Lorehold Velomachus Lorehold
6 WELCOME TO STRIXHAVEN
Strixhaven University, with the (Center) Biblioplex Surrounded by (Top)
SlLVERQUILL ANO (GOING ClOCKWISE) QuANDRIX, WlTHERBLOOM, PRISMARI, ANO LOREHOLO
kind. Scholars seek out archaics for their vast soul and its fragmented memories coalesce into a
knowledge of history and magic, but archaics tend creature—a newborn archaic. Every archaic alive
to communicate in obscure allusions and cryptic today was born at the dawn of time from the mind
metaphors. of someone who has lived and died (or who will
Few know that archaics’ existence is linked to a one day live and die) as an Oracle. Archaics speak
time-warping phenomenon involving the Oracle. in cryptic allegories not only to tease and test the
When an Oracle dies, their mind and spirit is swept eager minds of young mages, but also to cleverly
off to the distant past, drawn backward through sidestep time paradoxes.
£ time toward the intense magical power that brought Stat blocks for archaics appear in chapter 7, along
the world into being. Splinters of that Oracle’s side that of the current Oracle, whose name isjadzi.
5
WELCOME TO STRIXHAVEN 7
During a duel in the Hall of Oracles,
STUDENT TRANSFORMS HER OPPONENT INTO A
GOAT, WHO IS HELD BACK BY A FRIEND
CHAPTER I
Life at Strixhaven
< £ trixhaven University sparkles with Faculty
the enthusiasm of its students and faculty,
The faculty members of Strixhaven are mages and
p* j as they study, debate about, and experi-
scholars—experts in their various fields and in the
menl with magic in its varied forms. This
use of magic to enhance their studies. They are
chapter offers an overview of life and studies on the
dedicated to their research and to educating genera
university’s campus, as well as a look at each of the
tions of mage-students who follow in their footsteps.
five colleges where students explore different modes
Some faculty members value research more than
of magical study.
teaching, while others make education their highest
priority. But all find some balance between the two.
Magical Study
The fundamental work of Strixhaven University Instructors
is the application of magic to academic study. Stu Strixhaven’s faculty begin their careers as instruc
dents and faculty aren’t limited to magical topics tors, focusing primarily on teaching classes and
alone: they pursue studies in every facet of exis crafting curriculum, while the school administration
tence-magical or otherwise—applying magic to evaluates their performance. At the end of a provi
whatever they study. At Strixhaven, historians call sional period, which can last from one to several
the spirits of the dead to aid their lessons about the years, an instructor is elevated to the rank of profes
past, and arcano-biologists use necromancy to pull sor or let go.
at life and coax out death when teaching about the
natural world. Simultaneously, mage-artists sculpt
Professors
elemental energy to create animate art, and arcane Professors who have distinguished themselves
symbologists teach students how to recognize and over the course of a long career—typically at least
understand the magical glyphs they encounter. twenty years—hope to be recognized with the title
of esteemed professor. This honor is bestowed in
PRinciples and Polarities________ recognition of groundbreaking research as well as
exceptional teaching. -
The colleges and curriculum at Strixhaven are or
Upon retiring, a professor receives the title of
ganized around the idea of philosophical principles
mage emeritus. Mages emeriti are held in high es
joined in concordant opposition. Each school em
teem and welcomed to campus as guest lecturers.
braces the paradoxical unity of two polar principles:
life and death, order and chaos, reason and emotion, Students
and so on. The five Founder Dragons are thought to
embody the coexistence of these principles, while Students at Strixhaven spend their first year in a
the ten deans of the colleges stand for the individual course of general studies, which lays the foundation
principles distinguished from their opposites. for the more specialized work to follow. During this
A student’s course of learning at Strixhaven in year, they wear a uniform of black, white, and gray.
volves exploring the tension between these oppos They’re encouraged to study broadly so that they be
ing principles, which typically involves late-night come acquainted with a wide range of disciplines.
arguments in residence halls and study rooms. The First-year students live in dormitories located on
university’s teaching philosophy is built on the idea the central campus and often form close friendships
that exploring opposites leads to an understanding there that last throughout their educational careers,
of a greater whole. Most people believe that only a even when members of tight-knit groups of friends
being with the wisdom (and long life) of the Founder join different colleges in their second year. A few
Dragons or the archaics can truly master both students continue to live on central campus after
halves of a school’s dichotomy, but a mage must choosing a college, particularly if they pursue exten
learn at least the rudiments of those halves. A Strix sive studies in multiple colleges or work as resident
haven graduate is expected to leave the university advisers to first-year students. But most students
prepared to argue the fundamental issues of their move to dormitories located on their chosen col
! lege’s campus in their second year.
school's philosophies.
i
CHAPTER 1 | LIFE AT STRIXHAVEN
9
Choosing a College Administration
Before starting their second year of studies, stu
The day-to-day functioning of Strixhaven relies on
dents choose one of the five colleges—Lorehold,
hundreds of laborers, clerks, coaches, administra
Prismari, Quandrix, Silverquill, or Witherbloom—to
tors, and others. These personnel include folk like
be their academic home for the remainder of their
Mavinda Sharpbeak, the kindly owlin guidance
education. From this point, students wear uniforms
counselor who takes first-year students under her
featuring the colors of their college, though these
wing, and Gyome, the troll chef of Witherbloom
outfits aren’t as unvarying as the first-year garb.
College. In addition to legions of people who devote
Two Counselors. Upon choosing a college, a
their lives to the university’s operations, numerous
student is assigned two professors to serve as coun
automatons and artificial life-forms—various kinds
selors to help the student plan a course of studies.
of Constructs—serve in various roles, including
The two deans of the college assign these two coun
campus guides and library assistants.
selors, who represent the poles of the college’s phil
All these operations are managed by an admin
osophical opposition. By design, the two counselors
istration overseen by the ten deans, two in each
tend to offer conflicting advice, forcing the student
college. Each dean is an esteemed professor who
to navigate opposing principles. For example, a
embraces one side of their school’s philosophical
student pursuing historical studies in Lorehold Col
dichotomy. The deans, like the professors who serve
lege might have one counselor who focuses on the
as counselors to students, view it as their role to dis
unpredictable, war-filled chaos of historical reality
agree with each other and guide the college by way
and another who dwells on the idea of an orderly
progression toward an ideal. The former might
the deans only exacerbate this combative attitude.
encourage the student to choose courses based on
When the argumentative deans fail to chart a co
gut feeling, to delve into the military aspects of an
herent course for Strixhaven, the Founder Dragons
issue, and to supplement their academic studies
are occasionally forced to intervene. They don't
with some practical martial training. The other
step in directly, but a director known as the Voice of
counselor, meanwhile, might offer several ordered,
the Founders—currently an imposing man named
rational proposals for course selection, focus on the
Taiva—speaks on the dragons’ behalf.
political and human aspects of historical issues, and
place less emphasis on martial prowess. The stu Mascots
dent must then navigate this conflicting advice and
chart their own course. Each of Strixhaven’s five colleges has a mascot—a
Course ofStudy. Some students, having chosen small creature associated with the magic of the
a college, spend virtually all their remaining school school and often found wandering their respec
years on that campus and study with those profes tive campuses. Witherbloom’s mascots, pests, are
sors, diving into their preferred area of study and naturally found in the world around the campus.
related fields. Other students take as many as a The other colleges’ mascots are brought into being
third of their classes in other colleges, continuing through magic. The Strixhaven Mascots table lists
the breadth of their first-year education and looking the mascots by college. Each of these mascots is de
for places where the perspectives of other disci tailed in chapter 7.
plines can bring new insight to their studies. Both STRIXHAVEN MASCOTS
approaches are encouraged at the university.
College Mascot
After Strixhaven Lorehold Spirit Statue Mascot
A student’s course of study at Strixhaven lasts at Prismari Art Elemental Mascot
least four years but allows for advanced study for Quandrix Fractal Mascot
several years beyond that time frame. Most stu
Silverquill Inkling Mascot
dents eventually graduate, though, and they walk a
variety of paths after leaving the university. Many Witherbloom Pest Mascot
return to whatever home they came from, putting The five kinds of mascots act as companions for
what they have learned to use in their communities. students and faculty, sometimes serving as willing
Some mages travel the multiverse in search of ev- subjects for experiments or demonstrations, and
er-greater magic, continuing their research in some occasionally even helping out in a duel or a more
form beyond the confines of an academic program. serious combat situation. Most notably, mascots
A few alumni return to Strixhaven, sooner or later, are also playing pieces of sorts in the Strixhaven
as instructors themselves, and a small, select num sport of Mage Tower, described in more detail in
berjoin the Dragonsguard, an elite force of mages chapter 4.
who work with the Founder Dragons.
Central Campus__________________
Campus Overview The central campus—shown on map 1.1—is the
Strixhaven occupies hundreds of acres, spread out heart of Strixhaven. Its extensive grounds include
over six campuses. Each of the university’s five col residence halls for first-year students, dining halls,
leges has its own campus, and the central campus, administration buildings, classrooms and laborato
home to the Biblioplex and Strixhaven Stadium, ries (mostly used for first-year classes and interdisci
serves as a hub for university life. See the appendix plinary studies), and space for social gatherings.
or the poster map for a view of the entire university. Two of the sites on map 1.1 are described else
Well-maintained roads connect the six campuses, where in the book: Aerojaunt Field (see chapter 4)
and walking from one to another can take a half- and Captain Dapplewing’s Manor (see chapter 3).
hour or more. Regular shuttles—large carriages
drawn by horselike automata—run on an hourly The Biblioplex
schedule between a station near the Biblioplex and The center of Strixhaven is the Biblioplex, the uni
each of the satellite campuses, making the journey versity’s main library. At the heart of the library is
in about 15 minutes. In addition, each campus has a snarl, a tangle in the fabric of magic, that glows
multiple permanent teleportation circles, which fac like a miniature sun in the grand Hall of Oracles. A
ulty and more advanced students can use when they star arch called the Dawnbow curves across the sky
require instantaneous travel, and several magical above the library, marking its location as a center of
portals exist as well. These portals can be unpre- mystic learning.
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Map 1.1: Central Campus
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The curriculum overlaps with Lorehold in the field ciples of beauty for insight into the
of art history and with Silverquill in the literary arts, workings of the multiverse
and some students divide their time between Pris 2 Electrovisionary, wielding the forms of Expression
mari and one of those other schools to pursue these lightning as a paintbrush
interdisciplinary fields. Prismari mages use magic 3 Flamesinger, combining fire and music Expression
to weave the elements into their creations; they
4 Geosculptor, using earth and lava in Expression
might juxtapose fire alongside paint, ceramics, or
volatile emotional displays
fabric, or they might choreograph elaborate works
that unite a dancer's movements with gusts and ed 5 Heartrager, turning inner creative fire Expression
dies of air. into personal strength
6 Ice sculptor, crafting ice and cold into Perfection
Perfection and Expression
immersive experiences
Prismari's two deans carry the titles Dean of Per
fection and Dean of Expression, and they often 7 Mistmage, shaping cloud, fog, and Perfection
express the fundamental conflict of their philosophy mist into lasting sculptures
as perfection versus expression—or, sometimes, as 8 Muse channeler, projecting blasts of Expression
intellect versus emotion. What is the purpose of art? inspiration toward others
Is it to make people think things or make people feel 9 Opusmancer, creating magical effects Perfection
things? Is it supposed to be carefully thought out or on a monumental scale
raw and spontaneous? Is mastery of art a matter of
10 Spectacle mage, hurling stormy dis Expression
honing precise techniques to a point of perfection or
plays into the sky
of perfectly expressing a raw emotional state? Does
art aspire to express universal truths or intensely 11 Waterbinder, shaping water into ani Perfection
personal ones? mated elemental forms
12 Zephyrist, weaving wind with dance Perfection
Octavia, the Living Thesis
Crafted as a graduate's final project many years ago,
Octavia (a water elemental that looks like an enormous
Prismari Faculty
octopus) took up residence on campus and never left. This section describes noteworthy members of the
After all, in its humble opinion, every student deserves Prismari faculty. Some of them use a Prismari-spe-
cific stat block from chapter 7. Several of them are
incoherent, but really, Octavia is just a very concep
tual thinker.
genasi, who are Humanoids touched by the Elemen
w-------------------------------------------------------------------------------- tal Planes.
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Dean Embrose Lu (lawful neutral human Silver- cruit her, threatening her students’ lives if she didn’t
quill professor of shadow) is a master poet whose comply. Within an hour, she convinced him to free
ink magic is merciless. Scant with praise and quick her, abandon his wicked ways, and seek wisdom
with a cutting remark, Dean Lu has seen many from the archaics.
mage-students scrub out of Strixhaven and has
nothing good to say about those who can’t hack it.
Nils, Discipline Enforcer
A cynic, Embrose believes that most people are Nils (lawful neutral human Silverquill professor of
in it for themselves. He demands his students learn radiance) is an optimist, as he believes in every stu
how to use language-based magic to “get what they dent’s potential for greatness. However, this outlook
deserve.” While he often argues with Dean Talon also means he’s constantly disappointed by their
rook, he holds a deep (if begrudging) respect for suboptimal choices, and he is well known for his
the owlin. strictness and abrupt scoldings.
1 XSC
1
1
5
I
CHAPTER 1 I LIFE AT STRIXHAVEN
24
Scholars of Witherbloom
The Witherbloom Scholars table offers examples of
the scholars in Witherbloom College. You may use
the table to randomly determine the scholarly focus
of a Witherbloom student or faculty member. The
Witherbloom College Principle column notes which side of the growth-de
At Witherbloom, the College of Essence Studies, cay conflict a scholar more likely aligns with.
mages draw power from the opposing forces of
life and death. These mages brew their spells from Witherbloom Scholars
natural components and the essence of living crea d8 Scholar Principle
tures, using that power to heal or harm the living or 1 Banelock, using concoctions of nox Decay
to raise or entreat the dead. They can cause entire ious ingredients for withering magic
forests to blossom out of nowhere or call down
2 Bleed doctor, drain the essence of liv Decay
old curses that scourge flesh from bone. Some
ing creatures to fuel sinister spells
Witherbloom mages defend ecosystems from pollu
tion. while others revel in the power of corruption. 3 Boon witch, brewing drafts to em Growth
They’re at home riding zombie crocodiles down a power the living
languid river, picking herbs for a potion to treat a 4 Boughcaller, summoning creatures Growth
disease, brooding over a chorus of swamp frogs, or from bogs
summoning fearsome avatars of nature. 5 Dreadbones, infusing dead tissue with Decay
magic to create Undead servants
Studies and Philosophy _ ____
6 Earthcroucher, connecting directly Growth
The curriculum of Witherbloom College focuses on
with the land to power nature magic
various sciences, revolving around the life sciences.
Biology, ecology, botany, chemistry, and related 7 Leafbinder, using medicinal herbs to Growth
sciences combine with the study and manipulation soothe wounds
of the magical energy of the Positive Plane and the 8 Pestcatcher, harvesting life energy Decay
Negative Plane, the primal forces of life and death. from the pests of the bayou
Witherbloom’s curriculum shares some overlap with
Quandrix’s analysis of the mathematical patterns
in nature.
Witherbloom Faculty
This section describes noteworthy members of
Growth and Decay the Witherbloom faculty. Some of them use a
The two deans of Witherbloom are traditionally Witherbloom-specific stat block from chapter 7.
called the Dean of the Root and the Dean of the
Vein. These titles are a somewhat abstract way of Lisette, Dean of the Root
framing the core division in the college’s philoso Dean Lissette (neutral good human Witherbloom
phy: is growth or decay the driving force in nature? professor of growth) is a world-class healer and
The philosophy of the root (growth) focuses on herbalist; it’s even said she once cured the Lorehold
life and its irrepressible drive to thrive. This view founder dragon of a secret illness. Lisette’s classes
celebrates the diversity and adaptability of life lean more toward demonstration and hands-on ex
forms, from the tiniest cells to the most complex perience than lectures. When Lisette speaks, her
networks of living things. The growth philosophy words are soft and full of colorful metaphors.
asserts that the urge to survive and reproduce is the Lisette believes in preserving nature and life, and
most essential principle in the cosmos. Mages who she instills in her students a respect for all living
adopt this view wield positive energy and practice things. While Dean Valentin’s exploitation of living
healing magic. creatures disgusts her, she also knows she can use
The philosophy of the vein (decay) focuses on the the results of his cruelty to help future lives.
inevitability of death and decay. Its traditional name
comes from the prominence of vampires within the Valentin, Dean of the Vein
college, whose conceptions of draining life through Dean Valentin (neutral vampire) is ancient and
the vein have long proven an important counter drinks the blood of living creatures throughout the
weight to the growth philosophy of Witherbloom. bayou. Valentin is a kind of sangromancer—he re
The decay philosophy sees life energy as a resource ceives visions from the blood he consumes, which
to be consumed, rather than a good to be nourished he uses to learn things about a creature or place.
for its own sake. Mages who adopt this view wield He has no qualms about exploiting the bayou’s crea
negative energy and practice necromancy. tures for personal gain.
I
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CHAPTER 1 | LIFE AT STRIXHAVEN 27
A GROUP of Strixhaven students —each from
Character Options
^-^=3=* HE CAMPUS OF STRIXHAVEN DRAWS A Creature Type
2 I student body from across the world—or Every creature in D&D, including every player char
many worlds. With your DM’s permission, acter, has a special tag in the rules that identifies the
you can create just about any Strixhaven type of creature they are. Most player characters,
character you can imagine, drawing on player char including owlin, are of the Humanoid type. Creature
acter rules from the Player's Handbook and other types don’t have rules themselves, but some rules in
D&D books. This chapter adds to that wealth of op the game affect creatures of certain types in differ
tions with the material in the following sections: ent ways. For example, the text of the cure wounds
“Race Option” presents the owlin, a character race spell specifies that the spell doesn’t work on a crea
option perfect for playing an owl-like student. ture that has the Construct type.
“Choosing a College” gives advice on building a Life Span
character for adventuring in Strixhaven. The typical life span of a player character in D&D
“Strixhaven Backgrounds ” presents a background is about a century, assuming the character doesn’t
option for each Strixhaven college, linking a char meet a violent end on an adventure.
acter to one of the five colleges.
“Feats” offers Strixhaven-thcmed feats for use with Height and Weight
A Curriculum of Chaos and other adventures. Player characters, including owlin, typically fall into
“Spells” reveals some spells that were developed at the same ranges of height and weight that humans
the university. have in our world. If you’d like to determine your
“Magic Items” collects magic items that Strixhaven character's height or weight randomly, consult the
students might acquire on their adventures. Random Height and Weight table in the Player's
Handbook, and choose the row in the table that best
Race Option represents the build you imagine for your character.
The owlin is a race option for player characters in
OWLIN______________________________
Strixhaven and other D&D settings.
Distant kin of giant owls from the Feywild, owlin
Creating Your Character come in many shapes and sizes, from petite and
If you create an owlin character, follow these addi fluffy to wide-winged and majestic. Owlin have arms
tional rules during character creation. and legs like other Humanoids, as well as wings
that extend from their back and shoulders.
Ability Score Increases Like owls, owlin are graced with feathers that
When determining your character’s ability scores, make no sound when they move or fly, making it
increase one of those scores by 2 and increase a dif easy for them to sneak up on you in the library.
ferent score by 1, or increase three different scores Your owlin character might be nocturnal. Or per
by 1. Follow this rule regardless of the method haps your character is simply prone to rise later,
you use to determine the scores, such as rolling or embodying the common nickname of night owl.
point buy.
The “Quick Build” section for your character’s Owlin Traits
class offers suggestions on which scores to in You have the following racial traits.
crease. You’re free to follow those suggestions or Creature Type. You are a Humanoid.
to ignore them. Whichever scores you decide to in Size. You are Medium or Small. You choose the
crease, none of the scores can be raised above 20. size when you select this race.
Speed. Your walking speed is 30 feet.
Languages Darkvision. You can see in dim light within 120
Your character can speak, read, and write Common feet of yourself as if it were bright light and in dark
and one other language that you and your DM agree ness as if it were dim light. You discern colors in
is appropriate for the character. The Player's Hand that darkness only as shades of gray.
o
g book offers a list of widespread languages to choose
CD
Choosing a College If you start the campaign at higher level, using one of
the adventures in later chapters of this book (or an ad
At Strixhaven, students choose their colleges at the venture of your DM’s creation), give some thought to
start of their second year. But even during a charac what has brought your characters together as a group.
ter’s first year, you make college-related decisions The easiest explanation is that you met as first-year
for your character, such as a background choice. students, perhaps living in the same residence hall or
taking the same classes, or united by a common extra
From the start, your character is making decisions curricular interest.
that will lead to their eventual college choice. It’s also possible that your characters are just meet
Chapter 1 describes each of the colleges. How do ing for the first time. The events of the adventure
you decide which of these colleges is right for your might throw you together more or less at random. You
character? Consider these approaches: could all be taking the same class, you might be work
ing the same campus job, or you could be introduced
• Read the college descriptions in chapter 1, and by mutual friends.
choose the college that appeals to you.
• Read the descriptions of backgrounds and feats
in this chapter. If one of them catches your eye,
choose that college.
. If you have access to Magic: The Gathering
cards from the Strixhaven set, find a card that ap I
peals to you and build that character.
I
30 CHAPTER 2 | CHARACTER OPTIONS
V ■’U % .■ t Mai
Strixhaven Backgrounds Building a Lorehold Character
Any class or subclass that deals with knowledge of
This section presents five backgrounds that you can
the past can be a good fit in Lorehold. Bards thrive
choose to reflect your character’s studies preparing
in Lorehold, and wizards (particularly those of the
to enter one of Strixhaven’s colleges. You aren’t
School of Divination) are numerous among its stu
limited to these backgrounds in a Strixhaven cam
dents. Clerics (often with the Knowledge or Light
paign; they’re just one way you can choose to dive
domains) are also quite common.
deeply into your character’s college affiliation.
For a more unusual take on a Lorehold student,
If you do choose one of these backgrounds, you
you could consider playing a barbarian with a pri
can assume that your life to this point has been con
mal connection to the past (perhaps adopting the
sumed by the education that has made enrolling at
Path of the Ancestral Guardian from Xanathar’s
Strixhaven possible for you, and you might not have
Guide to Everything) or a paladin whose Oath of the
much experience of the world beyond that prepara
Ancients gives a concrete link to history.
tory work. You’re ready to excel as a student—and
Suggested Characteristics. Methodical histo
that, in turn, will prepare you to excel at whatever
rians and daring adventurers alike can be found
path comes after graduation.
among the ranks of Lorehold college. The Lorehold
Lorehold Student Personality Traits table suggests a variety of traits
you might adopt for your character.
You have spent your youth preparing to be a student
of Lorehold College, reading every book on the col Lorehold Personality Traits
lege's recommended reading list for prospective stu
d6 Personality Trait
dents. Your academic passions are in the broad field
1 I thrive on esoteric lore. The more obscure the his
of history. You might dream of using magic to con
torical references I can include in everyday conver
tact great historical figures or your own ancestors or
of recreating the mighty magic of a distant age. sation, the better.
2 By searching for these lost artifacts, I hope to find
Skill Proficiencies: History, Religion
who I really am along the way.
Languages: Two of your choice
Equipment: A bottle of black ink, an ink pen, a 3 I can barely go a minute without talking about my
hammer, a hooded lantern, a tinderbox, a tome research. I have so much knowledge in my head,
of history, a school uniform, and a pouch con and it needs to be let out somewhere!
taining 15 gp 4 The spirits of the dead are so much more interest
ing to talk with than living classmates.
Feature: Lorehold Initiate
5 I can speak eloquently about the historical ramifica
You gain the Strixhaven Initiate feat (presented later
tions of an ancient war. But ask me to add two-digit
in the chapter) and must choose Lorehold within it.
numbers together, and I’m a mess.
In addition, if you have the Spellcasting or Pact
Magic feature, the spells on the Lorehold Spells 6 In the end, it’s all just entropy. Everything falls
table are added to the spell list of your spellcasting apart someday.
class. (If you are a multiclass character with multi
Lorehold Trinkets. When you make your char
ple spell lists, these spells are added to all of them.)
acter, you may roll once on the Lorehold Trinkets
Lorehold Spells table, instead of on the Trinkets table in the Player’s
Handbook, for your starting trinket.
Spell Level Spells
1st Comprehend Languages, Identify Lorehold Trinkets
2nd Borrowed Knowledge (in this book), d6 Trinket
Locate Object 1 A map made of concentric circles that can be ro
3rd Speak with Dead, Spirit Guardians tated around the page
4th Arcane Eye, Stone Shape 2 A puzzle box bedecked with amber
5th Flame Strike, Legend Lore 3 A dented brass compass with a red needle
4 The head of a broken statue that houses the con
Consider customizing how your spells look when
sciousness of a snarky sage
you cast them. Your Lorehold spells might create
displays of golden light. You might use a tome or a 5 A sheet of parchment embossed with tactile letter
scroll as a spellcasting focus, and your spell effects ing, glowing red
might reflect the appearance of the reference books 6 A broken dagger with a wavy blade and a serpen
you study. tine hilt
ennui regarding my art. Nothing quite captures my 2nd Enlarge/Reduce, Vortex Warp (in this book)
attention anymore. 3rd Aura of Vitality, Haste
6 Instead of confronting my negative emotions, I 4th Control Water, Freedom of Movement
channel them into explosive artistic displays. 5th Circle of Power, Passwall
Prismari Trinkets. When you make your char Consider customizing how your spells look when
acter, you may roll once on the Prismari Trinkets you cast them. Your Quandrix spells might manifest
table, instead of on the Trinkets table in the Player’s amid kaleidoscopic swirls of fractal patterns, ampli
Handbook, for your starting trinket. fying the tiniest movements of your somatic compo
nents. When your magic creates or alters creatures,
Prismari Trinkets it might briefly surround the targets with shimmer
d6 Trinket ing fractal designs or tessellated patterns.
1 A pair of rose-tinted glasses with glittery frames
Building a Quandrix Character
2 A stoppered glass bottle that, when opened, plays
Any spellcasting class or subclass can work well
a brassy orchestral piece
for a Quandrix character. Both the scholarly focus
3 A quartet of hovering water motes in a vial
of wizards (especially those who study the Schools
4 A bandolier of watercolor paints of Abjuration, Illusion, or Transmutation) and the
5 A tiara capped with a crystal that crackles with metamagic manipulations of sorcerers are welcome
harmless lightning in Quandrix, and many druids explore the patterns
6 An iridescent quill of nature in Quandrix as well. A few clerics, particu
larly those with the Knowledge or Nature domains,
study in Quandrix as well.
Aside from traditional spellcasters, a few charac
ters of other classes find homes in Quandrix. Some
fighters, monks, rangers, and rogues study here,
using Quandrix principles to train their minds.
Spell Level Spells 6 No one knows about the all-nighters I've pulled to
keep my magic looking effortless, and I’m going to
1st Dissonant Whispers,
keep it that way.
Silvery Barbs (in this book)
2nd Calm Emotions, Darkness Silverquill Trinkets. When you make your char
3rd Beacon of Hope, Daylight acter, you may roll once on the Silverquill Trinkets
4th Compulsion, Confusion
table, instead of on the Trinkets table in the Player’s
Handbook, for your starting trinket.
5th Dominate Person, Rary's Telepathic Bond
Magic feature, the spells on the Witherbloom Spells Witherbloom Trinkets. When you make your
table are added to the spell list of your spellcasting character, you may roll once on the Witherbloom
class. (If you are a multiclass character with multi Trinkets table, instead of on the Trinkets table in the
ple spell lists, these spells are added to all of them.) Player's Handbook, for your starting trinket.
Witherbloom Spells Witherbloom Trinkets
Spell Level Spells d6 Trinket
1st Cure Wounds, Inflict Wounds 1 A black bird-shaped mask, trimmed with glowing
2nd Lesser Restoration, green thread
Wither and Bloom (in this book) 2 A set of rabbit bones
3rd Revivify, Vampiric Touch 3 A pair of thick knee-high waders, stained with muck
4th Blight, Death Ward and moss
5th Antilife Shell, Greater Restoration 4 A slimy green tentacle, which occasionally wriggles
5 A notebook containing waterproof paper
Consider customizing how your spells look when
you cast them. Your Witherbloom spells might rely 6 A necklace of five small vials, each filled with lumi
School Is in Session
HE FOLLOWING FOUR CHAPTERS PRESENT A Strixhaven Campaign _
• I a series of Dungeons & Dragons adven
tures optimized for four to six characters. If you run these adventures as a campaign, one
—L- Each adventure takes place on and around villain is behind the chaos on campus: the bul-
the Strixhaven campus. In these adventures, the lywug Murgaxor Grenshel, a disgruntled former
player characters are students attending the univer student who attended Strixhaven centuries ago.
sity, and they become heroes in their own right as Murgaxor—who uses evil magic to sustain his life
they navigate plots, overcome monsters, and thwart force—focuses his all-consuming desire for revenge
dangers that arise in each adventure. on destroying Strixhaven University.
Chapters 1 and 2 contain all the information the The adventures assume you’re playing a Strix
players need to play Strixhaven students. Each ad haven campaign, and each adventure provides in
venture takes place over the course of one academic formation about how Murgaxor’s influence corrupts
year. For instance, “Campus Kerfuffle,” the adven and warps creatures and places on campus. The
ture in this chapter, takes place during the char end of each adventure provides information that
acters’ first year at the university. “Hunt for Mage foreshadows or sets up the events of the next adven
Tower," in chapter 4, takes place during the charac ture. The characters ultimately confront Murgaxor
ters’ second year at the university, and so on. The in chapter 6, where the villain is described in detail.
adventures can be run consecutively as a campaign Character Creation
or individually, as described below.
Before starting any of this book's adventures, con
Running the Adventures sult chapter 2 for guidance on making Strixhaven
characters and uniting those characters in a group.
To run these adventures, you need the fifth edition
core rulebooks: the Player’s Handbook, the Dun Character Advancement
geon Master’s Guide, and the Monster Manual.
In these adventures, the characters receive experi
ence points for achieving story milestones, rather
Text that appears in a box like this is meant to be than for defeating monsters. Each adventure tells
read aloud or paraphrased for the players when their you when the characters advance to the next level.
characters first arrive at a location or under a specific
Standalone Adventures
circumstance, as described in the text.
Rather than playing the four adventures as a cam
paign, you can run them as standalone adventures.
When a creature’s name appears in bold type, A section near the start of each adventure tells you
that’s a visual cue pointing you to its stat block. In how to use the adventure in this way.
other words, when you see a name in bold type, you If you run any of these adventures separately, you
should get the creature’s stat block ready because should ask the players to create characters of the ap
you’re going to need it soon. If the stat block appears propriate starting level for the adventure, as shown
in chapter 7, the text tells you. Otherwise, you can in the Adventure Levels table.
find the stat block in the Monster Manual.
Spells and equipment mentioned in these adven Adventure Levels
tures are described in the Player’s Handbook. If an Adventure Starting Level Chapter
adventure doesn’t describe a magic item, you can
Campus Kerfuffle 1st 3
find the magic item’s description in the Dungeon
Hunt for Mage Tower 4th 4
Master’s Guide.
The Magister’s Masquerade 6th 5
A Reckoning in Ruins 8th 6
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5
RELATIONSHIPS
j______
Name Points Relationship Inspiration Boon/Bane
Year 1 Year 2
I
#1 □□ □□ #1 □□ □□
i
it2 □□ #2 □□
Name d4 Skills Member
#3 □□ □□ #3 □□ □□□
Rerolls d4s Skills Rerolls d4s Skills
I
Year 3 Year 4
JOB
#1 □□ □□ #1 □□ □□
.1
»**•
Extracurricular Benefits
While a student participates in an Extracurricular,
they gain a Student Die and a Relationship Point, as
explained below.
Student Dice
Each character gains one Student Die for each Ex
tracurricular they are participating in. A Student
Die is a d4 the player can roll and add to an ability
check that the character makes, provided the check
uses one of the skills listed in the Extracurricular’s
description. The player can wait until after rolling
the d20 before rolling the Student Die, but must do
so before you say whether the check succeeds or
fails. No more than one Student Die can be rolled
per check. After rolling a Student Die, a player can't
roll it again until the character finishes a long rest.
Relationship Point
While a student participates in an Extracurricular,
the student gains either a positive or a negative Rela
tionship Point (the player’s choice) with one student
NPC who is also a member of the Extracurricular
(see the Relationship rules later in this chapter).
Quitting an Extracurricular
Characters can quit an Extracurricular at any time,
updating their tracking sheet accordingly. When a
student quits an Extracurricular, they immediately
lose its benefits. If a character quits during an ad
venture, you might want to roleplay the situation,
since NPCs are likely to take an interest in why the
student is leaving.
Extracurricular Options________
Extracurriculars Student characters can join any of the following Ex
Extracurriculars—the campus clubs and societies tracurriculars.
students can join—are a key part of student life at
Dead Languages Society
Strixhaven. Using the rules that follow, characters
Skills: Athletics, History
can join Extracurriculars to add flavor to the book’s
Member: Drazhomir Yarnask, Quentillius A.
adventures, gain minor rules benefits, and perhaps Melentor III
more easily befriend—or irritate—their classmates.
These linguistics lovers take advantage of Strixhav-
Joining an Extracurricular en’s deep repository of tomes written in ancient and
At any point during the book’s adventures, a charac near-extinct languages, teaching themselves these
ter can gain the benefit of two of the Extracurricu tongues and often translating their favorite works.
lars noted below, as described later in this section. Distinguished Society of Fine Artists
If a student character also works on campus using Skills: Performance or Sleight of Hand
the Job rules, the character can benefit from only Member: Cadoras Damellawar, Nora Ann Wu
o
one Extracurricular. tl
Characters can gain the benefit from a new Ex These painters, sculptors, printmakers, and mosaic o
tracurricular only by joining it at the start of an aca artists gather to create fine works and to discuss the I
latest techniques and trends in the world of art. 5
demic year, which corresponds to the beginning of a
Job Benefits
While a student has a Job, they earn a wage and a
Relationship Point, as explained below.
Wage
A student who works a Job gains 5 gp at the start of
each week that they hold the Job. If a student quits
during the academic year, they stop earning this
money at the end of the week in which they quit.
Relationship Point
While a character works a Job, they gain a positive
or negative Relationship Point (the player’s choice)
with one student NPC at that Job. This represents a
coworker with whom the character is often sched
uled and with whom they can easily form a connec
tion (see the Relationship rules later in this chapter). Dormitories
Jobs: Cleanup crew member, events assistant, front
Job Options desk worker, resident assistant
Student characters can find work at the places be Coworker: Nora Ann Wu
low. A number of possible positions are noted for Firejolt Cafe
each place, along with NPC coworkers. Jobs: Barista, cashier, cleanup crew member, server
Biblioplex Coworker: Mina Lee
Jobs: Book clerk, book shelver, cafe worker, cleanup Intramural Fields
crew member, garden tender, store worker Jobs: Cleanup crew member, crowd manager, equip
Coworker: Drazhomir Yarnask ment assistant, groundskeeper, referee
Bow’s End Tavern Coworker: Rosimyffenbip “Rosie” Wuzfeddlims
Jobs: Assistant manager, cleanup crew member, Strixhaven Performing Arts Society
cook, host, server Jobs: Cleanup crew member, general assistant, re
Coworker: Javenesh Stoutclaw freshments expert, stagehand, ticket taker, usher
Campus Grounds Coworker: Larine Arneza
Jobs: Graffiti eraser, lawn manicurist, litter re Strixhaven Stadium
triever, sidewalk sweeper, statuary repairer, Jobs: Cleanup crew member, entertainment assis
trash collector tant, equipment assistant, groundskeeper, refresh
Coworker: Shuvadri Glintmantle ments expert, ticket taker, usher
Campus Magic Labs Coworker: Aurora Luna Wynterstarr, Greta Gorunn
Jobs: Cleanup crew member, specimen preparer, r
o
volunteer lab partner a
Coworker: Urzmaktok Grojsh .u
L*
At the end of each academic year, players lose If any players exhibit trepidation, err on the side 5
3
any Student Dice their characters have earned of caution and don’t use these rules for some or all
from an Exam. of the characters. Characters who use these rules s
Neutral Dhampir First Year (Witherbloom) Lawful Neutral Loxodon First Year (Lorehold)
Before arriving at Strixhaven, Aurora changed her Since their name is difficult to pronounce without a
name and appearance to that of her on-stage per trunk, Bhedum has taken to referring to themself as
sona: Aurora Luna Wynterstarr, the brilliant singer “Rampart,” the closest translation of their name in
and songwriter. Aurora was born a dhampir (a Common. They are often found poring over ancient
partial vampire), which she’s taken as a cosmic sign texts detailing battles, seeking to better understand
that she is meant for greatness. the tactical decisions that result in victory and de
An accomplished musician on several instru feat. Rampart is happy to discuss their knowledge
ments, Aurora is often found at Bow’s End Tavern with fellow members of the Dragonsguard Histori
performing beautiful dirges on the hurdy-gurdy for cal Society, often doing so late into the night.
the assembled patrons. Aurora is also a member of Rampart’s opponents at the Dragonchess Club
the Strixhaven Show Band Association, though she find themselves outmatched time and again by the
believes the music they play lacks the raw emotion loxodon’s technique, though Rampart is a gracious
of her original compositions. winner. They attend all their classes clad in gilded,
She works as a groundskeeper at the Strixhaven centuries-old plate armor, with an immense and
Stadium, where she takes great pleasure in using similarly decorated sword strapped to their back.
magic to blight undesirable vegetation on the field. Rampart explains that doing so better simulates the
Extracurriculars: Strixhaven Show Band battlefield conditions they study.
Association Extracurriculars: Dragonchess Club, Dragons
Job: Strixhaven Stadium groundskeeper guard Historical Society
Bond Boon: Out of respect for Aurora, fellow Job: None
campus musicians will cover your expenses for Bond Boon: Rampart’s commanding presence rubs
one night per week at places where live music off, and when you’re trying to avoid campus secu
1 is common. rity, your fellow students always help you lie low.
5
s Bond Bane: When there’s live music on campus, Bond Bane: Library books you need inexplicably go
5
£ the lyrics always include rude sentiments directed missing at key times, especially those about his
'O
.u
toward you. tory. As a result, you can’t pull all-nighters.
O
i
o
Chaotic Good Elf First Year (Quandrix) Neutral Good Minotaur Second Year (Quandrix)
Cadoras is a jolly soul, and anyone who spends time Drazhomir is so soft-spoken that many of his peers
vith him ends up chuckling at whatever nonsense must ask him to speak up to be understood. He is
le is currently sporting. He is a passionate mem- over seven feet tall, yet he continuously stoops, as if
oer of the Live-Action Roleplaying Guild and loves trying to occupy as little space as possible. Several
playing out all sorts of fantastical adventures. He activities and clubs that involve feats of strength
always roleplays archers, entirely because he’s re and size continuously try to recruit him—to no avail.
cently spent a lot of money on a prop-bow and can't Drazhomir prefers spending his time in the Biblio
afford anything else. He is also a member of the plex. where he works as a book clerk, assisting stu
university's Distinguished Society of Fine Artists, dents in finding required texts and shelving returns.
where he uses magic to sculpt beautiful statuary He moves silently through the stacks, and he has
of complex fractal patterns. The fact that he is self- given more than one student a scare when they’ve
taught makes the quality of his work that much turned around to suddenly find him there.
more impressive. Drazhomir’s greatest love is poetry. As a member
Cadoras does have some strange eating habits; he of the university’s Dead Languages Society, he
sometimes eats an entire jar of pickled onions in a scours ancient literature for stirring poems writ
single sitting and then drinks the vinegar. ten in old tongues, reading them to the rest of the
group in a soft, resonant voice that comes directly
Extracurriculars: Distinguished Society of Fine
from his soul.
Artists, Live-Action Roleplaying Guild
Job: None Extracurriculars: Dead Languages Society
Bond Boon: The esteem for Cadoras in live-action Job: Biblioplex book clerk
roleplaying circles extends to you. Guild members Bond Boon: Drazhomir writes you poetry, and the
will share any information you wish to know about smile it puts on your face makes you likable to ev
Aberrations, Monstrosities, and Oozes. eryone on campus except the most stone-hearted.
Bond Bane: You are a pariah in the campus role Bond Bane: Other students who work in the Bib
playing scene. The worst monsters are named lioplex refuse to help you find any of the tomes
after you. you seek. Even the reference librarians are
more cryptic.
Neutral Human First Year (Silverquill) Chaotic Good Dwarf First Year (Lorehold)
Grayson comes from an old, moneyed, and influ Greta is often heard long before she is seen, as her
ential family. To him, studying at Strixhaven is a raucous laughter echoes through the university’s
means to an end. Learning business acumen is just halls. Enjoying a reputation as a golden-hearted
as important to Grayson as his classes, so he has troublemaker, Greta hates studying and grumbles
joined the Future Entrepreneurs of Strixhaven. about it at length. This has led to numerous warn
Grayson makes a point to know as much about ings from the librarians for unnecessarily loud be
everyone as possible, gathering information until havior. much to Greta's amusement.
he finds the best circumstance to use it. Having A fervent member of the Strixhaven Iron-Lifters
learned to pick locks, he often accesses places Society, she has already started to break long-held
where he’s unauthorized, searching for secrets. records in both powerlifting and weightlifting.
Grayson has become a writer for the Strixhaven When not training or competing (or occasionally
Star, where he’s responsible for the gossip column. studying), Greta spends her time in Bow’s End Tav
His writing style is biting, and he uses this platform ern carousing. As beer isn’t free, she helps out at
to expose bullies and mock ignorance. Many of his Strixhaven Stadium, setting up and putting away
peers are leery of him, but some have witnessed heavy equipment. Most people would begrudge the
him paying for poorer students’ books and other hard labor, but Greta happily does it. reasoning that
supplies—a fact he tries to keep secret. she is being paid to work out.
Extracurriculars: Future Entrepreneurs of Strix Greta makes a point to write regularly to her older
brother, Grog, whom she misses terribly.
haven. Strixhaven Star
Job: None Extracurriculars: Strixhaven Iron-Lifters Society
Bond Boon: Whenever you want to buy something Job: Strixhaven Stadium equipment assistant
on campus, a few words from Grayson get you Bond Boon: Whenever you need anything heavy
deals. There’s a 25 percent chance your purchase moved, members of the Iron-Lifters Society show
5
I costs half as much.
Bond Bane: Gossip columns proclaim exaggerated
up to help you.
Bond Bane: Heavy things show up in inconvenient
5 versions of your worst traits. places, such as in front of your dorm door.
2
1
CHAPTER 3 I SCHOOL IS IN SESSION 53
• al
Neutral Good Owlin Second Year (Lorehold) Neutral Good Human First Year (Quandrix)
Javenesh is an imposing and powerfully built owlin Some think Larine is aloof to the point of being
who looks permanently scruffy despite his best rude, but her friends say that nothing is further from
efforts. Contributing to his dishevelment are tufts the truth. She is a delightful presence and doesn't
of juvenile plumage that refuse to smooth down, a ignore social obligations so much as get distracted
handful of scars whose origin he’s not sure of, and easily. Larine is a member of the Intramural Wa
at least one hole in whatever clothing he’s wearing. ter-Dancing Club, where she performs underwater
Contrary to what people initially assume, Javenesh balletic movements effortlessly. Despite her swim
is a friendly sort. To make ends meet, he works at ming ability, her tendency to lose focus means learn
Bow's End Tavern, managing servers and keep ing group choreography takes her more time and
ing the peace, relying on his rough appearance to effort. Larine has a natural affinity with animals, es
dissuade those intent on making trouble. When pecially aquatic species, and she's working on a solo
not attending classes, Javenesh is an intimidating synchronized swimming routine that replaces the
presence at the Intramural Silkball Club, where other students with a shoal of fish. Rehearsals aren't
few people want to see him barreling toward them. going well. As an employee of the Strixhaven Per
He wishes more people would take the effort to get forming Arts Society, Larine is a ticket taker, a job
to know him, rather than be put off by his size and she’s recently switched to as a result of struggling to
rough exterior. give correct change while working at the box office.
Extracurriculars: Intramural Silkball Club Extracurriculars: Intramural Water-Dancing Club
Job: Bow’s End Tavern assistant manager Job: Strixhaven Performing Arts Society
Bond Boon:Javenesh’s reputation as a tough guy ticket taker
follows you. If peers would be aggressive toward Bond Boon: Larine is an expert at creating stylized
you, they quickly back down. distractions. If you want to slip away unnoticed
Bond Bane: The servers at Bow’s End Tavern know from anywhere on campus, Larine or her club
you are no friend to Javenesh. At the slightest sign members help you escape.
of trouble, they blame you and ask you to leave. Bond Bane: You are offered the worst tickets to per
formances, if any at all.
Neutral Good Dryad First Year (Witherbloom) Lawful Good Human Second Year (Silverquill)
Towering over most students, Melwythorne strikes Mina’s greatest love is the use of language; she
an imposing figure, especially given the branches adores how subtle differences in intonation and
that grow from his head like antlers. Calm in de vocabulary can shape one’s perception of reality.
meanor, he’s often confused by the people rushing Her fascination with language extends to spells and
around him, as their haste won’t lengthen their verbal components. After graduation, she plans to
brief lifespans. Melwythorne had never been away conduct research on the variance of language in
from his grove before coming to Strixhaven and has spells and how one might tweak verbal components
found the transition to university life difficult. How that the greater magical community considers
ever, since he joined the Intramural Silkball Club, immutable.
this close-knit surrogate family has helped him deal Mina’s love of language and nuance has led her
with his homesickness. to join the Strixhaven Star as an investigative jour
He is also a member of the Student-Mages of nalist. Here, she reveals truth, corrects misconcep
Faith. He enjoys helping his fellow students cele tions, and combats injustice. She has also taken
brate their high holidays and discussing theology a job as a server at Firejolt Cafe, which not only
and spirituality. For him, the natural world and all provides some cash but also puts her in a position
living beings form a vast consciousness across all to overhear snippets of conversation that might pro
planes of existence, transcending the power and vide leads for her journalistic investigations.
reach of any one deity.
Extracurriculars: Strixhaven Star
Extracurriculars: Intramural Silkball Club. Job: Firejolt Cafe server
Student-Mages of Faith Bond Boon: Mina loves sharing her vast repository
Job: None of knowledge with you. If you seek obscure infor
Bond Boon: Melwythorne’s spirituality centers you. mation that’s not secret, Mina researches it and
i You can calm even the most frazzled of your peers reports her findings within a week.
I and, if necessary, extract information as needed. Bond Bane: Firejolt Cafe never has the ingredients
Bond Bane: Members of the silkball club and the in stock for the beverages you initially order, even
i
s
Student-Mages of Faith refuse to acknowledge
your presence.
if it’s a common drink.
I
CHAPTER 3 | SCHOOL IS IN SESSION
55
lx OOiiS
Nora Ann Wu Quentillius Antiphiun Melentor III ^*7
Neutral Good Human Second Year (Prismari) Neutral Human First Year (Prismari)
Rarely without a smile on her face, Nora is a kind Quentillius approaches all his endeavors with the
person who is generous with her time and attention. utmost seriousness. He believes one should either
This has led her to gain employment within the uni do something correctly or not at all. Quentillius
versity’s dormitories, where she acts as a resident is a member of the university’s Playactors Drama
assistant. Nora offers confidential support to any Guild, where his dedication to what he calls “the
student and is especially passionate about counsel craft” is absolute. He looks down on other actors
ing other transgender students. She thoughtfully who are slow' to memorize lines or who miss cues.
handles concerns ranging from students’ homesick Backstage crew members fare better, as Quentil
ness to matters that require her to act as an advo lius regards them as crucial and often brings them
cate for another student. and the director flowers or notes of thanks. While
Nora is a passionate member of the Distinguished Quentillius is a powerful presence on stage—espe
Society of Fine Artists. As such, she spends hours cially in romantic roles—critics have called his per
on the potter's wheel throwing clay. Despite her en formances histrionic. To better perform his future
thusiasm, her technical skill is lacking. Her tutors, roles in ancient plays, Quentillius has joined the
in attempts to be encouraging, often describe Nora’s Dead Languages Society. He plans to perform his
work as rustic or naive. Undeterred, Nora continues roles in the plays’ original languages, regardless of
to produce terrible mug after terrible mug, which whether the rest of the production is translated.
she gives as gifts to her friends.
Extracurriculars: Dead Languages Society, Play
Extracurriculars: Distinguished Society of actors Drama Guild
Fine Artists Job: None
Job: Dormitories resident assistant Bond Boon: You have adopted Quentillius’s authori
Bond Boon: The faculty’s respect for Nora ex tative voice, and in dire situations, your peers obey
tends to you. You can expect straightforward you when you issue commands.
answers when you ask a faculty member for basic Bond Bane: Whenever you perform as part of a
information. production, a small crowd shows up and boos you
Bond Bane: Few faculty care to help you with ba specifically.
sic requests.
Chaotic Good Gnome First Year (Lorehold) Lawful Neutral Human First Year (Silverquill)
Excitable and impish, Rosimyffenbip is proud of When Rubina walks into a room, people take notice.
her name; she insists you can call her “Rosie” only A measured performer with gravitas beyond her
if you are her friend. Or a teacher. Or a student. years, Rubina is a valued member of the Playactors
Or any other member of the university staff. Rosie Drama Guild who can handle weightier roles that
speaks quickly and with so much energy that it often more melodramatic actors can’t. This has caused
takes a moment to recover from a conversation with friction within the guild as members vie for parts.
her. She moves far faster than one would expect; Rubina’s stage presence extends to delivering
it’s unclear whether this is due to magic, a gnomish presentations in class. When she orates, one can
technological contraption, or just the laws of physics almost imagine a hardened general marshaling
bending to Rosie’s force of personality. her bloodied and exhausted troops for a final push
Rosie referees silkball and takes fair play very against a far superior foe.
seriously. Woe betide any participant who feels the Rubina is part of the Strixhaven Show Band Asso
wrath of her whistle. Rosie is also an enthusiastic ciation and has moved from playing to conducting.
participant in Strixhaven’s Live-Action Roleplaying No previous student conductor has demanded and
Guild. She insists on roleplaying only “monsters” received such unwavering respect as Rubina. With
and delights in chasing down participants to “eat” merely a look and a raised eyebrow, she can quiet
them. Many a participant has heard giggling ap even the most raucous orchestra sections.
proaching them at high speed before their charac
Extracurriculars: Playactors Drama Guild. Strix
ter’s death.
haven Show Band Association
Extracurriculars: Live-Action Roleplaying Guild Job: None
Job: Intramural Fields referee Bond Boon: Rubina’s gravitas has rubbed off, and
Bond Boon: Rosie’s energy is contagious. When you can easily command an entire room’s atten
5 ever you travel any significant distance, you can tion. They hear your words favorably if you wish.
I
s reach your destination in half the normal time. Bond Bane: Whenever any band performs in public,
Bond Bane: Whenever you participate in sports on its members stop and shake their heads in disap
I campus (except for big events, such as the Battle
of Strixhaven), fouls are constantly called on you.
proval when they see you.
s
Lawful Good Owlin First Year (Silverquill) Neutral Good Human First Year (Quandrix)
Her peers are often surprised when they learn Tilana's poised demeanor and steady gaze are
Shuvadri is interested in joining Silverquill College, remarkable. An excellent judge of character, she
since its members sometimes earn a reputation as doesn’t associate with those she deems mean-spir
abrasive. Shuvadri, on the other hand, exhibits an ited. Her exacting judgment has led her to join the
air of absolute serenity. Anything that might frus Dragonchess Club, and while she is still honing her
trate or delight another student, whether it's a poor skill at the game itself, she compensates by reading
test score or success at a competition, elicits little her opponent instead of the board. Many a foe has
outward response from Shuvadri. A deep thinker. struggled to sit in silence as she gives them her full
Shuvadri is rarely surprised by such an outcome, attention, probing for weaknesses, the pieces seem
and she enjoys being a centering presence for ingly incidental.
her peers. Surprising to some, Tilana has also joined the
Also a member of the Student-Mages of Faith, Intramural Silkball Club. During matches, she
Shuvadri is happy to talk about her appreciation of focuses on trying to understand and preempt the
deities who are devoted to service and community. opposing sides’ strategies. More than once she has
Many of her peers think she is destined to hold high suggested new plays mid-game that have caught the
rank in a temple. opposing team off guard. The faculty at Strixhaven
Shuvadri works on the campus grounds to erase are convinced that, if she wished, one day Tilana
graffiti, wearing a content smile on her face. would make an excellent professor.
Extracurriculars: Student-Mages of Faith Extracurriculars: Dragonchess Club, Intramural
Job: Campus Grounds graffiti eraser Silkball Club
Bond Boon: If you quickly need the help of your Job: None
peers, they drop everything to assist you as a favor Bond Boon: Tilana loves helping analyze problems.
to Shuvadri. When you go to her for advice, she suggests a 2
helpful solution that you hadn’t considered. 5
Bond Bane: Graffiti making rude allusions to you
keeps appearing on campus, and it takes days to Bond Bane: The faculty don’t trust you or help I
get cleaned. you much, for rumor has it that Tilana has found I>
you wanting.
I
Neutral Orc Second Year (Witherbloom) Chaotic Good Fire Genasi First Year (Prismari)
First to class, last to leave, and always asking for One of the most popular students on campus, Zan
additional homework, Urzmaktok is a meticulous ther is a member of the Mage Tower Cheer Squad,
student. Despite his consistently high marks, Urz and his exceptional athleticism has earned him the
maktok makes no attempt to show off, although his position as the squad's primary flyer. As such, Zan
studies seem rudimentary to him. Rumor has it that ther is launched into the air in elaborate cheering
he is completing enough credits to earn multiple de routines, much to the crowd’s delight.
grees when he graduates. Zanther has also joined the Intramural Gymnas
Urzmaktok works for the Campus Magic Labs tics Club. Here he completes at rhythmic gymnas
as a specimen preparer. This additional access to tics in both ribbon as well as hoop. To further test
the labs also allows him to run his personal experi himself and impress the judges, Zanther conducts
ments in peace. Unsurprisingly, he is also a member his routines to a vast array of different musical
of the Fantastical Horticulture Club. There, he looks styles and arrangements. When traveling around
to develop new species of plants that might yield campus between classes, he shouts random affirma
new ingredients for potions. tions of school spirit to everyone at large. Despite
Urzmaktok makes it clear he wants everyone to his peppy nature, Zanther is genuinely encourag
use his full first name. Should anyone use a nick ing and in no way acts superior. If anything, he
name, he won’t acknowledge the address. seems somewhat oblivious to his own popularity at
Strixhaven.
Extracurriculars: Fantastical Horticulture Club
Job: Campus Magic Labs specimen preparer Extracurriculars: Intramural Gymnastics Club.
Bond Boon: No matter the subject, you can always Mage Tower Cheer Squad
find a partner to study with, whether it’s Urzmak Job: None
tok or a classmate doing him a favor. Bond Boon: You enjoy a high social rank as a result
Bond Bane: No one on campus who isn’t another of your association with Zanther. Most of your
8 player character will study with you. If you ask, peers fall all over themselves to do you favors.
3
6 most shrug decline, saying you'll probably fail. Bond Bane: No one on campus invites you to
parties or events, although your friends receive
ex invitations.
£
This adventure assumes the characters are 1st level 7-8 1 ochre jelly that has bits of chewed scrolls and
when it begins. The First-Year Level Advancement shards of potion bottles in its oozy mass
table summarizes when the characters gain levels 9-10 1 basilisk wearing a monocle and top hat that has
during the adventure. escaped and is aggressive, although a student
tried to keep it as a pet
First-Year Level Advancement
Level Reached When Characters ...
Student Schedules
2nd Complete the first Magical Physiologies Exam
3rd Complete the "Campus Daredevils” section and
Before starting this adventure, have the players
choose at least three courses their characters
explore Captain Dapplewing's Manor
are taking this year, either by coming up with the
4th Finish the adventure
courses themselves or by rolling on the First-Year
Courses table. Inform them that the characters
Adventure Overview are also enrolled in a required course, Magical
The strange happenings on campus in this adven Physiologies.
ture are caused by a corrupted substance known
First-Year Courses
as eldritch balm. Used at Strixhaven for decades,
eldritch balm is an alchemical salve made from the d6 Course Offered By
sludgy, acidic waters of Sedgemoor, the bayou that 1 Arcano-botany for Beginners Witherbloom
encompasses the Witherbloom College campus. 2 Basic Magical Auras General Studies
Once these waters undergo an alchemical process 3 Beginning Computational Magic Quandrix
in Witherbloom’s faculty laboratories, the result 4 Beginning Inkomancy Silverquill
ing eldritch balm is used to magically treat and
5 History of Magic and Art Prismari
strengthen objects, from storage trunks to cooking
6 Introduction to Archaeomancy Lorehold
vats to stage props and more. The balm’s effects dif
fer depending on the objects treated, but it typically
provides resistance to certain types of damage or
other protections useful on a campus where magic
often goes awry.
I the heart of Strixhaven University. The sights, sounds, ing on the central campus, where students spend
a lot of time. Two other popular locations are Fire
I
5
and sparks of magic in the air are wondrous.
jolt Cafe and Bow’s End Tavern, whose maps are
found later in this chapter.
Biblioplex Locations
The following locations are keyed to map 3.1. All
Colleges. Characters know the overall details pre
descriptions assume the characters are wandering
sented in chapter 1 about the five colleges that
the Biblioplex during the day. At night, the library is
make up Strixhaven. They also know that each
locked and devoid of other students or staff.
Strixhaven student chooses membership in a spe
cific college at the start of their second year. Bl. Main Entrance
Enchanted marble steps lead up 5 feet to a small
Biblioplex plaza at the Biblioplex's entrance. The double door’s
The Biblioplex library acts as a hub for learning and vertical handles are each carved in the likeness of a
gathering for students across Strixhaven. Before robed scholar. During the day. the doors stand open.
the characters begin the "Orientation Challenge" At night, the doors are closed, locked, and sealed
event described later, they might wish to explore the with an arcane lock spell. A successful DC 25
library, shown on map 3.1. Dexterity check using thieves’ tools opens the lock
(DC 35 while the arcane lock is in effect). Only the
Biblioplex Features Biblioplex’s reference librarians and certain faculty
The Biblioplex has the following features: members know the arcane lock's password.
Ceilings. The ceilings throughout the first floor of
B2. Biblioplex Lounge
the Biblioplex are 50 feet high. The second- and
third-floor ceilings are 30 feet high. Luxurious couches and sturdy tables furnish this
Magic Stairs. As in all Strixhaven buildings, the spacious area. Students, employees, and staff mem
stairs and steps leading into and within the Bib bers often use this lounge to relax between shifts in
lioplex are enchanted to move and reshape for the student store (area B5), the Biblioplex cafe (area
full accessibility. See the "Strixhaven Accessibil B6), or elsewhere in the library. Each table holds
piles of magazines, newsletters, flyers, and nonmag-
ity" sidebar.
Transport Circles. A runic circle is painted on the ical scrolls from around campus. A character who
floor near each staircase in the Biblioplex, as examines these materials finds recruitment flyers
well as at the top and bottom of the steps leading from ld3 Extracurriculars. They also find “Help ?
to the main entrance in area Bl. These circles Wanted’’ ads for the Jobs at the Biblioplex. Extracur s
riculars and Jobs are detailed earlier in the chapter. 5
are permanent, customized teleportation circles. V’
B16 A
Stairs to
Stairs to Lower Floors Scriptoria
and Lower Floors Collections
----- i-r-■■
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■
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V ■
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1 square = 5 feet
That Trunk Has Teeth! ruffling her feathers with pride. "Such bravery in this
incoming class! And what a bizarre occurrence. I can’t
Once the characters have completed as much of the
scavenger hunt as they wish, they hear a commotion remember any of those old costume trunks ever bear
coming from the west shelves of the main stacks in ing a hint of magic—let alone that manner of trans
area BIO. Read or paraphrase the following: mutation. I will be having a word with the equipment
managers over at the Rose Stage. They’re supposed to
The joyous and energetic atmosphere of the first floor keep this sort of thing from happening!”
CHAPTER 3 | SCHOOL IS
IN SESSION 69
Firejolt Cafe
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1 square = 5 feet
Frog’s the Word The characters are meant to join the festivities in
the nearby Firejolt Cafe. If a player or character ex
At some point during the weeks that follow their ori
presses reluctance, mention as motivation that other
entation day and the start of classes, the characters students the characters have interacted with during
are hanging out together on the central campus.
this adventure are already there.
Another student is part of this scene—ideally a
student the characters have interacted with, or you Firejolt Cafe
may choose another student from the “Fellow Stu
Firejolt Cafe is the most popular place at Strix-
dents” section.
haven to grab tea or coffee, chat with friends, or
When you’re ready to begin this event, read or
paraphrase the following, altering the text to incor study among the hustle and bustle of a typical day
on campus. The cafe’s interior is clean and well lit,
porate the student’s name or other details:
and its walls are decorated with fun, cartoonish
scenes animated by permanent illusion magic. Well-
Murmurs of excited curiosity ripple through the clus known scenes include a jovial frog in a wizard’s
ters of students around you, and another student sud hat stirring a cauldron, a dancing trio of lightning
denly barrels toward you, laughing uproariously. bolts with grinning faces, and a raven wearing a
cravat and sipping daintily from a cup of coffee held
in one wing.
Seeing no faculty nearby, the student beckons to the
characters. Firejolt Cafe Features
The cafe has the following features:
"You’ve all got to see this!” the student chortles. "We Ceilings. The cafe’s ceilings are 20 feet high.
Doors. At night, the exterior doors to the cafe are
side Lounge at Firejolt Cafe, and now we’re going to closed, locked, and sealed with an arcane lock a
CHAPTER 3 | SCHOOL IS 71
lN SESSION
A student notices the characters and shouts, “You're The other students scatter, and it’s up to the char
just in time! Want to race these frogs with us?” acters to subdue the giant frogs. Luckily for any
The amphibians in the lounge are four frogs character who has grown attached to a frog, any
that students found outside the cafd and smuggled frog reduced to 0 hit points becomes docile, and its
inside. The frogs’ glowing colors appear to be the eyes return to normal. Alternatively, a character can
result of some magic the students haven't been able use an action to coax a frog into shaking off the mal
to source. The costumes—and the frog race that is ady affecting it with a DC 15 Wisdom (Animal Han
afoot!—were the students’ ideas. For the race, a sin dling) check. On a success, a frog becomes docile
gle student will “coach” each frog toward the finish. again and stops attacking. After 1 minute, each doc
The winning coach will receive bragging rights—as ile frog reverts back to normal size and appearance.
well as a purse of donations from the crowd that to
tals 30 gp. Ending the Threat
If all the characters fall unconscious, cafe manager
Participating in the Race Ellina Tanglewood (chaotic good elf mage) rushes
A character can participate in the fun in one of the onto the scene and subdues the frogs. She has two
following ways: potions of healing behind the barista station and can
Race a Frog. A character might coach one of the administer them as needed if anyone gets hurt.
frogs, encouraging it toward the finish line with
Examining the Frogs
words, gestures, and other antics. The character
can urge their frog to victory with a successful DC Once the frogs are no longer threats, a successful
12 Wisdom (Animal Handling) check. Encourage DC 12 Wisdom (Perception) check reveals that the
a player to really sell this scene by naming their frogs belched out a strange, black oily substance just
frog and coming up with ways to inspire it. If one before they grew in size and attacked. It appears to
of the characters succeeds on this Wisdom check, be the same substance found on the trunk during
that character’s frog wins the race. (If more than orientation; indeed, Murgaxor coaxed the frogs to
one character succeeds, it’s a tie, and those char ingest some of the corrupted eldritch balm to cause
acters split the 30 gp prize.) If no characters win their transformation. Any character who notices the
the race, roll a d4 to randomly determine which oily substance also can tell that it smells slightly
frog wins. sweet, which likely encouraged the frogs to ingest it.
Cheer a Coach. A character might shout encour
agement to one of the coaches. If the encouraged Magical Physiologies
coach is another player character, that character
gains advantage on their Wisdom (Animal Han
Exam: Slaadi
dling) check to coach the frog. If the coach is an The characters are enrolled together in the course
NPC, any characters racing a frog receive disad Magical Physiologies, which is held in a lecture hall
vantage on their check. in the Biblioplex (one of the areas marked B7 on
Heckle a Coach. A character might taunt one of the map 3.1). The course covers the anatomy, abilities,
coaches. If the heckled coach is another player and dispositions of monsters commonly encoun
character, that character has disadvantage on tered while adventuring. Students read popular
their Wisdom (Animal Handling) check to coach accounts related to Aberrations, Monstrosities, and
the frog. If the coach is an NPC, that student’s frog Oozes, as well as studying how best to either avoid a
automatically loses the race. fight with such creatures or battle them and emerge
triumphant. The class’s professor is Verelda Lang
Relationship Encounter (chaotic neutral dryad professor from Witherbloom
At the race, characters might mingle with other stu College), a respected arcano-biologist who teaches
dents. If there are students the characters wish to Quandrix College courses in addition to her Wither
earn Relationship Points with, treat this as a Rela bloom College and general education offerings.
tionship encounter. Have players note the results of This course’s first Exam takes place a short while
this encounter on their copies of the tracking sheet. after the events of the “A Great Frog Race” section
and sees students tested on their knowledge of the
They’ve Gone Berserk! creatures known as slaadi. The rules for Exams can
After the race ends, the four frogs start belching be found earlier in this chapter.
strangely, and their eyes turn red. As the charac
Studying Phase________
ters and the other students look on, the frogs sud
denly grow into four giant frogs, shredding their The day before the Exam, the characters can study
the course material. A character can use any ability
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E3. Servers’ Station and Bar demeanor but no tolerance for misbehavior. Tulk’s
The server’s station stands at the center of Bow’s nickname comes from his imposing physical pres
End Tavern, where up to four older student employ ence at a burly, muscle-bound height of nearly seven
ees make drinks for the tavern’s patrons and pass feet—though his warm smile gleams as brightly as
orders for food to the kitchen. his signature golden earring. He is a good friend to
The food on offer at the tavern includes caster’s Javenesh Stoutclaw, and anyone who puts the owlin
stew—a hearty bowl of venison, gravy, and root veg in danger must answer to Tulk.
etables, served with mashed potatoes and thick-cut
toast. Curtie’s Special is named for Chef Curtie Ax- Bow’s End Tavern Menu
echucker (see area E6) and rotates between dishes Food or Beverage Cost
she calls “garden surprise,’’ “magister’s delight,” Water Free
“macaroni and sausages,” and “rat ratatouille.” No Coffee, cola, or tea 1 cp
one knows the ingredients used in these dishes,
Premium fare 4 cp
though servers always ask patrons about possible
allergies. The table below lists the tavern’s menu Caster’s stew 2sp
and prices. Curtie's special 2sp
The bar surrounding the servers’ station serves
a variety of drinks. This area is often rowdy, so E4. Overflow Seating
student employee Javenesh Stoutclaw (neutral good The quietest part of the tavern, this seating area
owlin Lorehold apprentice; see the “Fellow Stu is the place students go to escape the noise of the
dents” section) remains watchful. From thirty-five to main dining room. From ten to twenty students are
forty-five students are typically found at the bar. usually found in this area, relaxing or engaged in
O
The tavern’s manager also keeps an eye on this conversation. Additionally, at least one older student
< area. Tulk “The Bulk” Tusktooth (lawful good orc
o employee can be found working here as a server.
§ gladiator) is a Strixhaven employee with a kind
5
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gredients in the food prep areas, just as other stu eldritch balm is the unguent in question and no idea
dents storm into the kitchen behind the characters. what else might be affected.
Chatter Details
"Big heroes on campus! You’re the talk of the school,
The characters might hear any of the following re
marks. The first two rumors are more or less true, what with your monster-dispatching ways. But can
while the second two aren’t: you recover the legendary Sassy Sally Jane? Many have
tried. All have failed. Meet us outside Captain Dap-
Owlbear Prop. “The Playactors Drama Guild has
combined the hide of a bear and an owl head taxi plewing's Manor at midnight tonight and see if you’ve
dermy to create a weird owlbear prop. got what it takes!”
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“coat racks” are moving slightly. Both are designed rows of portraits hung on the walls.
to serve as attendants and use the duodrone stat
block. Without professors to control them, the A character who examines the paintings recognizes
coat racks attack the characters either when they
that they feature several historical Strixhaven pro
first notice the coat racks moving or as they move fessors, as well as the friends of the university de
into area C3. picted in the coat racks in area C2.
This cozy drawing room holds bookcases as well as a Pots, pans, cooking utensils, fire pits, and dry goods
number of easels folded and tucked in beside them. are tucked into every visible corner of this small
In the northeast corner, an easel holds a watercolor kitchen. A pair of crossed sabers hangs above the
painting of a stylized, chicken-like reptilian creature shelves to the north.
lounging in a baroque style.
to program the Earl in area C3 to clean up the next 1 “Really? In those robes?"
day. The ink has drawn power from a number of 2 “G-R-O-S-S. Gross.”
old magic-infused writings in the area, and now it’s 3 "I heard you snack on owlbear pellets.”
become two hostile creatures. These now behave
4 “If you say so."
as two gray oozes. The magic ink stealthily follows
any characters who enter this area, and attacks ag 5 “How about ‘Hells, no!’"
gressively at first opportunity. 6 "No one believes that’s chocolate."
to their dormitories without getting caught. The • If a place is disgusting, there’s a good chance an ot
characters’ peers are true to their word and pay for yugh is nearby.
the characters’ lunches for a month. Further, the • Bones and carrion mixed with trash are often a
strong sign that an otyugh is present, as it waits for
characters can keep Sassy Sally Jane. (However, ob
carrion to ferment before eating it.
vious use of the doll around faculty members results • Shiny treasures glinting from piles of refuse might
in Sassy Sally Jane being confiscated again!) indicate an otyugh's presence, as these Aberrations
If all the characters are reduced to 0 hit points hoard treasures from their victims.
inside the manor, they spend the night unconscious • No matter how disgusting it might be, trash doesn’t
and are found by members of the faculty in the belch. If you ever hear a pile of trash belch, there's an
otyugh in there.
morning. The characters are taken to the infirmary
• Some spellcasters use otyughs as guardians, both
in their respective dorms, then formally chastised
to protect their underground lairs and to dispose of
and made to attend special behavioral courses that their enemies.
prevent them from participating in any Extracurric • Characters with evil designs who wish to congregate
ular or Jobs for the rest of this academic year. All far from prying eyes often operate underground,
the characters immediately lose any benefits from knowing that the authorities avoid stench- and trash-
these activities. filled undercrofts and sewers. In such foul locations,
otyughs make excellent sidekicks.
A Sibling’s Gift. If a student asked the charac
ters for Sassy Sally Jane for their younger brother
and the characters give them the doll, the student Testing Phase
gives them the promised driftglobe. If no student
On the day of the Exam, each character makes two
approached the characters with this request, a stu
ability checks:
dent with whom a character has at least 1 positive
Relationship Point asks the characters for the doll to Otyugh Lair Evidence. Choosing the correct multi
give it as a gift to her younger brother shortly after ple choice answers about physical signs pointing
his quest ends. to the presence of an otyugh, including large piles
of particularly noxious trash, deep vats of liquid
Advance to 3rd Level! dung, chunks of carrion scattered among filth,
Each character advances to 3rd level once they’ve and incongruous noises coming from the trash,
finished exploring Captain Dapplewing’s Manor and requires a successful DC 13 Intelligence (Investi
resolved the “Campus Daredevils” section. gation) check.
Otyughs as Guardians. Writing short essays about
the details of which intelligent creatures might use
Magical Physiologies otyughs as guardians requires a successful DC 13
Exam: Otyughs Charisma (Persuasion) check.
The characters’ third and final Exam in Magical Have each player note their character’s Exam re
Physiologies takes place a short while after their sults—how many Student Dice they gained and what
foray into Captain Dapplewing’s Manor, and tests skills they used during the test—on their copies of
the characters’ knowledge of otyughs. the tracking sheet.
Studying Phase All the World’s a Stage
The day before the Exam, the characters can study A short while after their third Exam, the characters
the course material. A character can use any ability become aware of the buzz on campus regarding
check and skill during the Studying phase. the Rose Stage Festival. Held every year, the Rose
Once you’ve asked each player how their charac Stage Festival blends performing arts and impro
ter is approaching the Studying phase, resolve that visation to produce a new play. The entire student
phase by having each character who studies make body is invited to participate or spectate as they
a DC 13 ability check. Make sure players keep track wish. (For more about the festival, see the “Rose
of their characters’ rerolls from this phase and apply Stage Festival” section below.)
them during the Testing phase. Another student is part of this scene—ideally a
student the characters have interacted with, or you
may choose another student from the “Fellow Stu
dents" section.
take place on the stage. Members of the Playactors with laughter as the scene plays out.
Drama Guild are set up to the south of the stage,
handing out random character prompts. (See the A familiar smiling figure approaches the characters.
“Rose Stage Festival” section for more information.)
Brandishing a kazoo and laughing, the student says:
R4. Backstage Doors
When regular plays are being performed at the “You here to act? Or maybe just to watch? Or maybe
Rose Stage, these doors open up to an area where you're the musical talent? Either way, this is going to
student performers wait for their cues before dis be great! I can’t wait to see what you try!”
creetly ascending to the main stage. During the fes
tival, this area is empty.
Although the doors are locked at night, any char The Rose Stage Festival is an improvisational per
acter who is a member of the Playactors Drama formance that the Playactors Drama Guild puts
Guild has a key that opens the doors, or a character together every year, and everyone on campus is
can pick the lock with a successful DC 25 Dexterity invited to participate. The goal is to create as much
check using thieves’ tools. hilarity and fun as possible, and the antics of some
festivals are talked about on campus for years.
R5. Rose Room
Normally used for performers to dress, apply The Show
makeup, and make other preparations before a Members of the Playactors Drama Guild hand out
show, this area is empty during the festival. lists of random character prompts to anyone who
wants to try acting. Anyone who wishes to play a
R6. Storage Hall character on stage chooses a prompt, dons a few
These short hallways connect the main areas of the costume elements from the trunks of costumes
annex building to its two storage rooms. provided by the Playactors Drama Guild, and lines
up on the east end of the main stage (area R3).
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The following subsections detail the ways in To increase the level of the challenge—and the
which the characters can join the fun. fun—you might have interested players roll their
characters’ prompts randomly on the Festival Char
s; acter Prompts table.
Campus Heroes
<
Thanks to the central role they played in dealing
B with the outbreaks of kerfuffles, the characters
2<
have become well known across the entire campus.
I
£ Professors thank them for their bravery, and the
2
I
UFwU.’'1' r-4
Illi IT-
CHAPTER 4
f
cemented their other second-year decisions, it’s time
The 48th Triennial Rivalry to kick off this adventure.
Between the Ivories Returns: The academic year has barely dawned when the
characters wrap up a day of their new courses and
head toward Bow’s End Tavern on the central cam
77
T—— — i pus for some socializing.
In this scene, the characters learn about the
• THE BATTLE OF • Battle of Strixhaven. a Mage Tower game. Another
student is part of this scene—ideally a student the
l
STRIXHAVEN characters have interacted with, or you may choose
another student from the “Fellow Students" section
b-
i A in chapter 3.
When you’re ready to begin, read or paraphrase
the following, altering the text to incorporate the
student’s name or other details:
tt
A student runs up to the characters, shouting and
waving a flyer. Pausing to catch their breath, the stu
dent grins and stuffs the flyer in a character's hand.
/ > ! \ The student exclaims:
I
1
F ■ 1 I “It’s happening—the Mage Tower game! The profes
I
Join your teachers and peers 1 sors invited the student body to field two Mage Tower
.1
I at Strixhaven Stadium for the teams for a game at the end of the year. It’s the Battle
I competition of a lifetime! Two i of Strixhaven, and the winners and their supporters
I
teams—each made up of students : ;
from our university—will battle I I
the best team. You'd win for sure!
in an epic game of Mage Tower
“If you’re in, you can register your team with Profes
to win glory, as well as bragging
sor Sharpbeak. Come on—we'll talk you into it over
rights, for the rest of their
Curtie’s caster’s stew!"
academic careers!
E GAME TIME:
Noon, Final Day of Term
Vi! Show the players the Battle of Strixhaven flyer. As
Strixhaven students, the characters are familiar
with the game Mage Tower. Share the information
i YOU'RE HOARSE
- I
CHAPTER 4 | HUNT FOR MAGE TOWER
98
Mage Tower’s Rules If characters don’t immediately leap at the chance
Here are the rules of Mage Tower: to form a Mage Tower team for the Battle of Strix
haven, emphasize that every peer they speak with
• Each of the two teams has an equal number of stu
wants to see them participate. In addition to social
dents, usually not exceeding five.
rewards, the characters learn that participating in
• Each team is represented by a small mascot crea
the Battle of Strixhaven earns them a permanent
ture that reflects one of Strixhaven’s colleges, as
commendation on their student record, as well as
described in the "Mascots” section of chapter 1.
a monetary prize of half of their tuition for this ac
• When the game begins, the two mascots are
ademic year waived. Effectively, this means each
placed on high towers at opposite ends of the
character receives 400 gp if their team wins.
field of play.
• Each team tries to steal the opposing mascot and
transport it back to the tower at their end of the Mascots Everywhere!
field. Doing so scores one point. When the characters register their team name with
• The game occurs in three phases of 20 Professor Sharpbeak, the owlin counselor’s eyes
minutes each. briefly dart about with trepidation. She asks the
• The team that scores the most points by the end of characters to walk with her outside the Biblioplex to
the third phase wins the game. discuss an important matter.
• Anything that could cause damage to a partici She says the following in a confiding voice:
pant, mascot, or spectator or that would damage
the field of play in any way is prohibited. Breaking "It's fortunate that you've found me now. This Mage
this rule results in expulsion from the game. Tower game is my event to organize, but everything is
• Questionable use of magic can be called as a foul
already going wrong.
by the game’s referee. A faculty member fills that
"You see, I need to tag the college mascots on
post during official games.
• Participants who accumulate three fouls are campus—those little magical creatures that roam the
ejected from the game. Teams may not replace grounds. We use them as mascots for our Mage Tower
participants who foul out. games. If the deans find out that some of the mascots
aren't cataloged, my reputation will be ruined!
Forming a Team
“Before classes began, I corralled the mascots on
Once the characters decide to form one of the two an island in Sedgemoor. But before I finished catalog
Mage Tower teams for the Battle of Strixhaven,
ing them, a half-dozen escaped and vanished. This
they must register the team with Professor Mavinda
morning, I heard students chattering about mascots
Sharpbeak (campus counselor and owlin Silver-
quill professor of radiance; see chapter 7). Their causing a commotion on the outer grounds ofWilt-
team includes all the characters; the characters root Hall.”
might recruit student NPCs to join their team, al
though filling their roster up to five participants isn’t
The professor rifles through her bag and pulls out
required. The opposing team has an equal number
a cheesecloth sack filled with small woven bands,
of participants. Multiple teams may register for the
each embroidered with a number. She continues:
tournament; the faculty choose two to compete in
the Battle of Strixhaven. The characters’ team is
chosen to compete along with a team that consists “Each of them must be tagged with these bands. But I
of their Rivals and other NPCs. can’t do it myself. With the start of classes, I’m buried
More information about the Battle of Strixhaven under work.
and the opposing team is provided later in this ad “I've seen how you handle yourselves, and I'm
venture. The Mage Tower game isn’t until the end
impressed with your skills. Could you head to Wilt
of the academic year, but preparing for it plays a key
role in this adventure. root Hall on Witherbloom's campus and discreetly
'.I
Mascot Hunting Wiltroot Hall Locations
Six mascots escaped Professor Sharpbeak’s cus
The following locations are keyed to map 4.1. All de
tody and fled to the grounds of Wiltroot Hall, drawn
scriptions assume the characters are exploring this
to the bog’s latent decay.
area during the day. There are no classes taking
Finding. As described in the “Wiltroot Hall Loca
place here when the characters arrive, so the area is
tions” section below, the six missing mascots can be
sparsely populated.
found in areas W2, W3, W6, W9, W10, and Wl 1.
Cataloging. Affixing one of Professor Sharpbeak's Wl. Hall and Learning Platform
bands onto a mascot typically requires an action
and a successful DC 14 Strength (Athletics) or Dex
The trunk of an enormous dead tree rises nearly one
terity (Sleight of Hand) check, though you may allow
other types of ability checks. hundred feet in the air. Near the ground, the wide
For example, a character who tries to trick a mas trunk has been hollowed out and carved to form
cot into approaching can make a Charisma (Decep doors, windows, and a spacious learning center. Sur
tion) check, or a character who uses gestures and a rounding the tree is a wooden platform that overlooks
calm voice to convince a mascot to wear the band the bog and walkways beyond.
can make a Charisma (Persuasion) check.
The spirit statue in area W6 requires special coax
ing to wear the band. See that area for more details. This area is devoid of faculty, staff, or students, leav
Investigating. Once the characters catch their ing the building full of class supplies. Up to three
third mascot, a successful DC 16 Intelligence (Ar herbalism kits or poisoner’s kits could be crafted
cana or Nature) check reveals that a sinister mag from these materials, as well as up to three vials of
ical signature is drawing the mascots here—the antitoxin and two potions of healing.
sensation is something like a rotten-smelling tingle
in the back of one’s nostrils. The exact nature of the
W2. Observation Hut A
unsettling latent magic isn’t clear, but it seems to
fundamentally involve drawing energy from living The small hut in this clearing has a heavily thatched
creatures. roof and a rickety door that swings open to reveal
a sparse interior. A few wooden chairs and a heavy
Wiltroot Hall Features
The hall and surrounding grounds have the follow table with an attached cabinet make up the hut’s fur
ing features (areas not numbered are easily travers nishings.
able but devoid of significant features or creatures):
Building Ceilings. The ceiling of Wiltroot Hall The clearing outside the hut is uninhabited.
(area Wl) is 40 feet high. The ceilings of the ob Mascot. Opening the table’s cabinet inside the hut
servation huts (areas W2, W7, W9, W10, and W14) reveals a pest mascot (see chapter 7) gnawing on
are 10 feet high. a cracked, strange-looking stone. The pest is one of
Building Doors. The doors to Wiltroot Hall (area the mascots the characters must catalog for Profes
Wl) and the observation huts (areas W2, W7, W9. sor Sharpbeak, as mentioned in the “Mascot Hunt
W10, and W14) are unlocked. ing” section earlier.
Swampy Stinkbrush. The areas surrounding the Treasure. The cracked stone the pest is gnawing
clearings and walkways contain a mixture of on is an loun stone (awareness). The stone is mal
nearly impassable, awful-smelling deep bog and functioning and was discarded here. A character
thick undergrowth. These areas are difficult ter who tinkers with the loun stone for 1 minute and
rain if the characters want to explore them, but it’s succeeds on a DC 16 Intelligence (Arcana) check
clear that few creatures would intentionally pass mends the item so it functions as intended.
through these areas.
Walkways. The walkways and the platform under W3. Southwest Clearing
neath the hall are made of magically reinforced
wood and enclosed by short guard rails. The Although the spongy ground here is covered in moss,
walkways are two feet above the swamp. Hop it’s easily traversable in comparison to the surround
ping over the guard rail into the bog or clearings
ing brush. A raised wooden walkway nearby overlooks
below, or pulling oneself up onto a walkway
this open area.
•st
from the ground below, requires an action but no
ability check.
2
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Map 4,i: V/iltsoot Hall and Outer Grounds
(2
W6. Southeastern Clearing The characters’ classmates Urzmaktok Grojsh and
Melwythorne (two Witherbloom apprentices: see
Two lumps of slimy vegetation and moss stand promi
chapter 3) came here to explore the area. Ever the
overachiever, Urzmaktok is taking advantage of the
nently in the northeast corner of this clearing.
empty grounds to gather plant cuttings. He hopes
to study them through the Fantastical Horticulture
If the characters approach the two lumps, a guttural Club and petition his Witherbloom professors for
gurgle emits from them in tandem. Rising to stand extra credit if he successfully nurtures them. Timid
is a fungal, mossy beast that groans, “Disturbed! I for a third-year student, Urzmaktok convinced
am disturbed!” before it attacks the characters. This the lonely Melwythorne to accompany him to the
momentarily animated fungal mass is a Plant but grounds, both so Melwythorne might tell stories
otherwise uses the stat block of an ettin. When it’s about his grove and so Melwythorne could protect
reduced to 0 hit points, the creature melts back into him from any dangers.
the spongy bog floor. The two Witherbloom students had decided to
Mascot. Once the fungal mass is dispatched, the approach the puddles when the characters discover
characters can see a spirit statue mascot (see chap them. When anyone steps toward the puddles, they
ter 7) poke its head out from the underbrush nearby. jiggle and solidify into two ochre jellies. If they see
The statue chuckles and says, “I’m quite bored of be the characters, the jellies climb up onto the walkway
having as Professor Sharpbeak says. From now on, in pursuit of prey. An ochre jelly reduced to 5 hit
it’s nothing but mischief! I’m a free spirit!” Convinc points or fewer tries to flee.
ing the statue that its work on campus is important Witherbloom Peers. Once an altercation begins
and it should wear the band requires an action and with the ochre jellies, Urzmaktok and Melwythorne
a successful DC 14 Charisma (Persuasion) check. flee to safety. After combat ends, any friendly word
The statue is one of the mascots the characters convinces them to help the characters track down
must catalog for Profession Sharpbeak, as men and catalog the errant mascots. The characters have
tioned in the “Mascot Hunting" section earlier. advantage on ability checks made to catalog a mas
cot if Urzmaktok or Melwythorne is present to lend
W7. Observation Hut B assistance.
W9. Observation Hut C
A small hut, its thatched roof drooping heavily, lan
guishes in the southern edge of this clearing. A can
This large and well-maintained observation hut has
opy of ancient growth looms over it.
one level above the walkway and another below it.
o
a mascot if Javenesh is present to lend assistance.
Tangled vines and trees draped with thick, hanging A small hut with a thatched roof sits beside the
moss flank the northern edges of this large clearing. wooden walkway that cuts through this large clearing.
Movement in the foliage to the north gives the area a Two bulbous masses of fungus and vegetation grow in
sense of being alive. the southeast corner behind the building.
When a character ventures toward the north end of If a character approaches the southeast corner
this clearing, two giant elk burst out of the foliage. behind the observation hut, two brackish trudges
The giant elk are angry and confused, and they at (see chapter 7) animate. Like the elk in area W11
tack. If an elk is reduced to 20 hit points or fewer, it and the boar in area W12, the trudges are initially
regains its senses and tries to flee. hostile and attack. However, if a trudge is reduced
Mascot. Once the characters deal with the elk, to 20 hit points or fewer, it regains its senses and
they see a pest mascot (see chapter 7) emerge from tries to lice.
the underbrush near where the elk rested. The pest
is one of the mascots the characters must catalog Reporting to Prof. Sharpbeak
for Professor Sharpbeak, as mentioned in the “Mas When the characters catalog one or more mascots
cot Hunting” section earlier. for Professor Sharpbeak and want to report back
to her, they find the counselor in the Biblioplcx. If
W12. Northern Clearing
the characters tell her about the dangers that lurked
near Wiltroot Hall, she expresses shock at the ag
The wide wooden walkway here runs alongside a small gressive fauna and promises to have faculty mem
clearing in the bog. A thick bed of mushrooms grows bers secure the area promptly.
along the clearing’s western edge. When the characters report the number of mas
cots they’ve cataloged, read:
- 1
travels. They also learn about common spells that Testing Phase
incorporate writing and symbology in their casting.
On the day of the Exam, each character makes two
The course's professor is Brenneth Blackstone (cha
ability checks related to parts of the test:
otic good dhampir Silverquill professor of shadow:
see chapter 7), a rising star in scriptology whose dy Glyph of Warding Shapes. Identifying the shapes
namic lectures are practically performance art. commonly used when a mage casts a glyph of
This course’s first Exam takes place a short while warding requires a successful DC 15 Intelligence
after the events of the “Mascots Everywhere!” (Investigation) check.
section and tests students on their knowledge of Common Glyph Effects. Writing an essay on com
scrivening and symbology, as expressed in glyph mon magical effects and triggers associated with
of warding spells. For more information about the glyph of warding spells requires a successful DC
rules used for Exams, see chapter 3. 15 Intelligence (Arcana) check.
Have each player note their character’s Exam re
Studying Phase
sults—how many Student Dice they gained and what
The day before the Exam, the characters can study skills they used during the test—on their copies of
the course material. A character can use any ability the tracking sheet.
check and skill during the Studying phase.
Once you’ve asked each player how their charac
ter is approaching the Studying phase, resolve that
Advance to 5th Level!
Each character advances to 5th level at the end of
phase by having each character who studies make
a DC 15 ability check. Make sure players keep track their first Scrivening and Symbology Exam.
of their characters' rerolls and apply them during
1 the Testing phase.
"•
I
The Contest
The mascot-stacking competition takes place in Stacking mascots without the creatures toppling
area R3 of the Rose Stage; see map 3.5 in chapter 3. over is a major bragging right, and the characters
Stack ’Em High_________________ have the opportunity of earning that now.
Further, Greta Gorunn (chaotic good dwarf Lore
When the characters arrive at the Rose Stage, read hold apprentice; see chapter 3) has offered a belt
or paraphrase the following: of dwarvenkind as the prize for this contest. Her
parents sent her the belt as a gift, but she thinks it's
You hear the party before you see it. Laughter, whoop more fun to offer the belt as a trophy.
ing, and shouting waft from the stage as a chaotic In this contest, up to four teams of two students
apiece race to create the highest stack of gathered
scene comes into sight.
mascots. At least one team should consist of NPC
On the main Rose Stage, a dozen students playfully
students, and you should make rolls for them. If the
dart away from several pests while other mascots characters have Rivals, two of them form this op
watch nearby. The scurrying students hold goopy posing team. If not, choose students from the “Fel
substances in their hands that look like honey mixed low Students” section in chapter 3.
with mushroom pieces. Off to the side, more students Characters who don’t wish to form a team can par
stand, laughing and holding curious-looking wands.
ticipate by cheering or heckling, as described below:
Encourage a Team. A character can shout encour
agement to a single team. If they do, one member
A student shouts through uncontrollable giggling:
of that team has advantage on their ability check
in the stacking game.
"Gross! Look at those goofs, covered in pest bait! I Heckle a Team. A character can jeer and rankle
don't know what’s in it, but the pests love it. We’ll give a single team. If they do, both members of that
them their snacks—we were just waiting on you. We team have disadvantage on their ability checks
knew you’d want in on this mascot-stacking contest!
in the game.
The other mascots want to play, too!” Playing the Game
As noted above, each mascot-stacking team has
Once the characters arrive on the scene, the stu two members, each of whom uses a wand. To de
dents with the pest bait feed the pests. Twenty
termine which team stacks the most mascots, have
mascots occupy the stage, with each campus repre
each member of the team make one ability check
of their choice, chosen from the following options:
sented: two art elementals from Prismari, two frac
Dexterity (Sleight of Hand), Intelligence (Arcana), or
tals from Quandrix, two inklings from Silverquill,
Wisdom (Animal Handling). Record the check totals
four spirit statues from Lorehold, and ten pests.
o in
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Map 4 2: Aerojaunt F;eld
When the characters are ready to begin practice, a short fence protects the building from impacts from
read or paraphrase the following: gear sent flying from the field.
Before you is a carefully maintained dirt field. In the The doors to these sheds are locked, but Rosie has
center, an elongated hexagon etched in glowing, magi the key, as do several faculty members. A character
cal chalk outlines a series of ramps built into the dirt. using thieves’ tools can open either lock with a suc
Dugouts face each other on opposite sides of the cessful DC 25 Dexterity check.
This shed’s central silo contains a jumble of obso
field. North of the dugouts are bleachers, and south
lete equipment that belongs to the gymnastics club.
of the dugouts are some outbuildings. Right now,
Old practice horses, balance beams, disassembled
the most prominent feature is a gnome dressed in high bars, floor mats, and more are shoved against
black-and-white striped shorts and a matching tunic. the curved wall.
A knapsack hangs at her side, and a large whistle dan Treasure. In the main silo’s northeast corner
gles from her neck. Rosie Wuzfeddlims, one of Strix- are two unlocked chests. Both contain stacks of
haven’s student referees, is ready for some serious
outdated gymnastics uniforms. However, a cloak
of displacement lies forgotten at the bottom of one
game time.
chest. If the characters try to find the cloak’s owner,
“Friends!" she shouts. "Stupendous timing! Oh,
Rosie or any faculty member learns the cloak is un
this is going to be great!” claimed, so the characters are welcome to keep it.
the relevant vial tucked underneath a back bench. acters to the center of the ramp elevated to 20 feet O
plus physical and mental techniques for resist hind the tavern for cleaning tomorrow. For a few
ing their effects once they have been triggered, hours, we've got a perfectly smooth, empty pool. You
requires a successful DC 16 Charisma (Persua know what that means—mage's skate park, baby!
sion) check. Come on, let's see who’ll pull the wildest moves and
Have each player note their character’s Exam re win the prize purse!”
sults—how many Student Dice they gained and what
skills they used during the test—on their copies of
the tracking sheet. Magical Skate-Off
To the Scriptoria Collections If the characters follow the student who invited
them, that student leads them behind Bow’s End
Professor Brenneth Blackstone approaches the
Tavern. Read or paraphrase the following:
characters after he's done proctoring their Exam.
Once the other students depart, the professor ad
dresses the characters: Behind the tavern, several groups of students cluster
around an empty pool, laughing and waving impro
"Well, students, you've impressed me—or else I vised skates made from wooden planks with wheels
wouldn’t be asking you this favor. affixed to the bottom. The empty pool is made of
“I’ve been guest lecturing in Kollema Hall on Lore smooth stone and set about thirty feet into the
hold's campus this term. The administrators love my ground. The tavern's back door is propped open.
one of the wands used during the skate-off acciden getting some air
I
&
f
Dangerous Knowledge As you make your way down the winding staircase, the
When the characters are ready to search for the passage’s gloom gives way to a warm light. The room
tome Professor Blackstone needs—or if they’re ea before you is spacious and comfortable, with gleam
ger to investigate the strange occurrences they’ve
ing bookcases, wide tables, luxurious chairs, an invit
experienced recently—they can head to the Scripto
ing lounge, and a hearth. Oil paintings of breathtaking
ria Collections.
The Scriptoria Collections lie below the main level landscapes and heroic spellcasters line the walls, and
of the Biblioplex. The reference librarian (area B4 antique spherical astrolabes are proudly displayed
on map 3.1 in chapter 3) can point them in the right along the northern wall.
direction, as can a faculty member or student.
Characters can ask anyone in the Biblioplex,
including the librarians, about the title Professor This spacious room below the main floor of the
Blackstone mentioned—Weale or Woe: An Interpre Biblioplex was built two centuries ago, long after
tive Sketch. The librarians confirm that the book the construction of the main library. The great elven
is located in the Scriptoria Collections, but they’re scholar and Strixhaven alumnus Arick Quenthorne
unsure exactly how it was cataloged, so the charac donated the collection’s initial materials. He went on
ters need to track it down. If the characters ask the to become a powerful director at Strixhaven.
librarians or anyone else about strange chitinous
Director Quenthorne was a leading occult scholar
creatures (if you’re running this as a standalone) or who specialized in studying the esoteric power
inherent in physical objects, especially written
the magical signature they’ve found all over campus
(if you're running this as a campaign), no one knows words and symbols. Later in his career, Quenthorne
anything about either subject.
shifted his interest to the evolution of magical crea
tures, especially those associated with spellcasters,
Scriptoria Collections so the records contain a dazzling assortment of
When the characters head down the stairs to the
Scriptoria Collections, read or paraphrase the
information.
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Map 4.3: Scriptoria Collections
Scriptoria Collections Features Lounge. The lounge to the northwest includes sev
The room has the following features: eral plush sofas and comfortable chairs, along
with a heavy table covered in tomes and sheets
Astrolabes. These spherical copper devices were a of parchment left by a previous study group. The
gift to Director Quenthorne from a society of divin
sharp letter openers on the table can be used as
ers. Most are situated along the northern wall in
silvered daggers in a fight.
the middle and to the west, near the hearth. Magi Tables and Chairs. The room's chairs can be
cally enchanted to help the director see into other moved, but its sturdy tables are bolted to the floor.
worlds and beyond, the centermost astrolabe
has been corrupted as described in the “Is That Seeking the Professor’s Tome
Astrolabe Breathing?” section. If any character ex
To find Weale or Woe: An Interpretive Sketch for
amines this central astrolabe for 1 round or more,
Professor Blackstone or any other text in the room,
skip directly to that section.
the characters must take time to search the book
Bookshelves. The sturdy bookshelves here are
shelves. A character who searches the bookshelves
bolted in place. Climbing a bookshelf requires a
for 1 hour can, at the end of that time, make a DC
successful DC 12 Strength (Athletics) check.
13 Intelligence (Investigation) check, finding what
Ceiling. The ceiling is 30 feet high.
ever book they seek on a success.
Door. Only one door leads in and out of the collec
tions. It’s unlocked during the day while the Bib- Mage Hunters
lioplex is open. At night, the door is closed, locked, Among the other books in the collection is a
and further sealed with an arcane lock spell. A tome about magical creatures, penned by Arick
character using thieves’ tools can open the door Quenthorne himself. Any character who spends
with a successful DC 25 Dexterity check (DC 35 at least 10 minutes studying this tome learns
while the arcane lock spell is in effect). that during his time as an administrator. Direc
Hearth. The hearth in the northwest corner of the tor Quenthorne discovered creatures lurking off
room is decorated with antique diviner’s tools. campus called mage hunters. The tome provides
o
Two comfortable chairs flank it in front of a sketches of chitinous plates matching those the
I smaller spherical astrolabe to the east and a table
to the south that is covered in knickknacks and
characters found.
5
5; artifacts from Strixhaven’s earlier days.
The opposing Mage Tower team challenges the at the Battle of Strixhaven, don’t they? Well, we’ve got
characters to a singing contest to win over the something to say about that!
student body. This event takes place in the eastern "We challenge you to a sing-off! We’ll crush you in
most portion of area B8 (see map 3.1 in chapter 3). song before we crush you on the field!"
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Running This Adventure rug of smothering stat block for each bolt) that
clearly don’t want to be turned into clothes
Here's what you need to know to run the adventure
10 1 cloaker disguised as part of a student’s outfit for
in this chapter, whether you’re running it as part of a
the Magister's Masquerade
campaign or as a standalone adventure.
• The orb has an Intelligence of 20, a Wisdom of citement and magic are already in the air on campus.
16, and a Charisma of 16, as well as hearing and Amid the bustle of students reuniting after their time
darkvision out to a range of 30 feet. away and preparing for the new year, you find your
• The orb can speak, read, and understand Com new lodgings. Inside the small, clean room is a bed, a
mon, and it can communicate telepathically with
closet, and a desk, and on the desktop is a thick piece
any creature touching it.
of vellum, carefully rolled, sealed, and bearing your
• At any time during your turn, the orb can cast the
suggestion spell (save DC 17), targeting you or name. Nestled next to it is a silver pin shaped like the
one other creature that touched the orb within the Strixhaven star, the symbol of the university.
last 24 hours. This isn’t a power of the orb that
you control.
Characters who examine the sealed message on
Curse. Any Humanoid you touch while holding their desk find it easy to open. Show players the
the orb must succeed on a DC 10 Wisdom saving Masquerade Invitation as characters open the letter.
throw or become cursed. Each creature cursed
by the orb bears an echo of Murgaxor’s hateful The Magister’s Masquerade
thoughts, and that creature suffers from headaches The Magister’s Masquerade is an elaborate dress
that are persistent but not debilitating until the ball and a major campus event. All third-year stu
curse ends. On your turn, the orb can use an action dents are invited and expected to attend. Invitees
to produce one of the following effects, targeting one may invite fourth-year companions to the event, but
or more creatures it has cursed: first- and second-year students aren’t permitted.
Unconsciousness. The cursed creature falls uncon A note provided along with the invitation explains
scious for 1 hour. The creature is roused if it takes the expectations for the event and the accom
damage or someone uses an action to shake or panying pin:
slap it awake. • The Magister’s Masquerade dress code requires
Visions of Terror. The cursed creature sees terri attendees to come in formal costumes with
fying visions, causing it to view all creatures that masks. Costumes can take a wide variety of
aren’t also cursed as dangerous monsters for 10 forms, but they can’t suggest any specific college
minutes. The cursed creature must use its action affiliation. Otherwise, style, creativity, and magical
each round to make one attack against the near flair are encouraged.
est non-cursed creature. If the cursed creature • The pin is a magic item called a masque charm.
has multiple possible targets, it attacks one at Its magic can help students dress for the Magis
random. This effect ends if the cursed creature is ter’s Masquerade.
incapacitated.
A masque charm is a small silver pin. While wear the masquerade’s student organizers, and the others
ing this charm, you can use an action to cast the are covered in outlandish snacks. A wave of shouts
disguise self spell (DC 13 to discern the disguise). rises from the back of the tavern, where high-energy
Once the spell is cast, it can’t be cast from the games are underway.
charm again until the next sunset. When casting
the spell, you can have the spell last for its normal
1 hour duration or for 6 hours. If you choose the Besides students, several faculty members also at
6-hour duration, the charm becomes nonmagical tend the reception. Among them is one of Lorehold
when the spell ends. In either case, the spell ends if College’s deans, Augusta Tullus (lawful neutral hu
the charm is removed from you. man Lorehold professor of order; see chapter 7).
2
I
CHAPTER 5 I THE MAGISTER’S MASQUERADE
128
Additionally, in the course of the reception, char time a creature samples any of these dishes, it must
acters might hear any of the gossip on the Third- succeed on a DC 12 Charisma (Deception) check to
Year Rumor Mill table. Not all the rumors are true, avoid making an alarmed face, coughing loudly, or
as noted in the table, but some foreshadow events having another potentially embarrassing reaction.
later in this adventure.
Bow’s End Snacks
Third-Year Rumor Mill d6 Snack
d6 Rumor Accuracy 1 Eel rolls with sticky rice, jalapeno-infused
1 False honey-ginger sauce, and wriggling eels
Mage Tower for the sake of student 2 Exploding cheese puffs that pop in the mouth with
safety. Many students oppose this. cheesy flavor and illusory fireworks
2 There's a ailment going around cam True (Mur- 3 Fire beetle paste, a scorchingly spicy dip limned in
pus. Several students say they haven’t gaxor's illusory flames, served with toasted crackers
been feeling well. influence) 4 Midnight mushroom caps with blinking, phospho
3 Rumor has it that the Magister’s Mas False rescent spots, stuffed with crumbled cheese
querade is actually a secret test. 5 Pickled black lotus root that turns the tongue of
4 People are still on edge after mage True anyone who eats it purple
hunters crept onto campus last year. 6 Chilled vegetable rolls in glass-leaf wrappers that
5 Supposedly one of the Founder Drag False feel like they shatter when bitten
ons will be a surprise guest of honor
at the masquerade.
One Too Many?
6 Dean Tullus wants this year’s mas True After the characters catch up with other students
querade to focus on Strixhaven his and participate in any other activities that they
tory—boring to many students. please, read or paraphrase the following text:
Masquerade Committee ______ The student being escorted out is suffering from
A student committee organizes the Magister’s the curse caused by Murgaxor's orb (detailed at the
Masquerade, and its leaders use the reception to beginning of this adventure). At the moment, charac
get other students excited about the event. Charac ters have no way of learning this, and no one lets it
ters who approach the committee table learn that, dampen the reception’s atmosphere for long.
throughout the academic year, third-year students If the characters follow the sick student or check
will periodically be assigned tasks to help prepare up on them later, they learn the student was deliv
for the masquerade. The adventure assumes that ered to the infirmary, spent a night there with a bad
committee leaders are in charge of much of the mas headache, and recovered by the next morning. A
querade’s orchestration, but if your players are ex character who succeeds on a DC 14 Intelligence (In
cited about contributing to the event’s decor, menu, vestigation) check also learns that the sick student
entertainment, and so on, you can incorporate their was summoned to Dean Tullus’s office earlier in the
suggestions into the descriptions of the preparation day, shortly before the reception. During the meet
tasks and the masquerade itself. ing, Dean Tullus addressed the student’s chronic
lateness to class: the student recalls that the conver
Snack Sampling sation was brief and cordial.
Characters who investigate any of the tavern tables
laden with snacks find an array of magic-infused The Challenge
dishes. Roll or choose an option from Bow’s End After the scene with the sick student, give the char
Snacks table to see what’s available at any given acters one last opportunity to do anything else they
table. All these dishes include magical ingredients please at the reception. As they prepare to leave, one
meant to give the dishes a little extra flair. The first or more students approach and challenge them.
lure, whether they’re dueling or not. After taking mobility and limited sapience; use the helmed
damage in the repository, a creature still in the horror stat block to represent them. Each statue
building is healed to full hit points after not taking protects the site from intruders, animating and at
damage for 1 minute. tacking any suspicious creature that comes within
Wild Magic. Once per turn, when a creature ex 10 feet of it. A statue fights until it is destroyed or its
pends a spell slot to cast a spell of 1st level or opponents leave the Furygale Repository.
higher, an additional effect might occur. That Duelist Marks. Ten X marks mar the floor. A
creature must roll a dlO. On a roll of 1, they must character who succeeds on a DC 14 Intelligence
then roll on the Wild Magic Surge table in the (Arcana) check knows that these marks serve as
“Sorcerer’’ section of the Player’s Handbook to de stations for student duelists, and the scars between
termine which wild magic effect occurs. them were made by violent magic.
Secret Storage Chambers. Two secret doors are
Furygale Repository Secrets located in the northern wall of the structure. Find
If the heroes arrive at the Furygale Repository ing either door requires a successful DC 14 Wisdom
before the challenge, they have the opportunity to (Perception) check. The chamber behind each se
explore the site and potentially discover some of the cret door contains various leaking jars and boxes of
structure’s secrets. used alchemical reagents. A character who spends
Animate Statues. The symbols that look like 5 minutes searching either room and succeeds on
circles inscribed with stars represent statues of a DC 12 Wisdom (Perception) check discovers two
knights designed with flourishes evocative of the potions of healing and a packet containing dust of
i four elements. The statues have partially melted
from longterm exposure to the Furygale Repos
sneezing and choking (the contents of both rooms
are the same).
I itory’s magic, but they have also gained magical
1 square = 5 feet
£
weren’t responsible for rendering the other students wise," lectures Dean Tullus. "Only by understanding
unconscious, doing so with a successful DC 16 Cha the truth of the past might we learn lessons applicable
risma (Persuasion) check. On a success, the oppo to our magic in the present. Take this, for example.”
nent believes, albeit grudgingly, that the characters The professor reveals a translucent orb. Within it a
aren’t to blame for what happened. At that point, the
coil of green mist endlessly knots around itself. “I
opponent accepts blame for summoning the oni and
unearthed this in the Fortress Badlands during my
helps the characters defeat it.
most recent expedition. Its creator and use remain
Aftermath uncertain. But by investigating the reason for its cre
□nee the danger is dealt with, the characters must ation, we stand to learn more about those who made
decide what to do about the unconscious students.
it and how their lessons might teach us more about
A character who casts detect magic on the uncon
our own magic.”
scious students discovers an aura of enchantment
magic surrounding each of them, along with some
strange element they can’t quite place. This is an Dean Tullus eagerly takes questions on her lecture
oddity caused by Murgaxor’s orb (detailed at the or the relic she exhibits, but she doesn’t know much
start of this adventure). A character who detected about it yet. She suspects it was used as a magical
similar magic in a previous Strixhaven adventure focus by an ancient wizard she has yet to identify.
realizes this magic has the same unusual signature. A character who subtly casts detect magic in class
Shaking or slapping the unconscious opponents learns the object exudes an aura of enchantment.
rouses them. When they come to, the students all The class ends with a reminder that the first
have terrible headaches and recall vague but dread Exam is only a few days away and that it will test
ful nightmares. They don’t know what happened students on their knowledge of historical relics and
to them, but some are eager to go to the infirmary. the relics’ use in magic.
They have no more desire to duel the characters and
might even be visibly scared of them. They won't Studying Phase___ ______________
publicly accuse the characters of a crime, though, The day before the Exam, the characters can study
as doing so would mean openly admitting that they the course material. A character can use any ability
snuck into the Furygale Repository. check and skill during the Studying phase.
Should Strixhaven faculty members find out about Once you’ve asked each player how their charac
the characters sneaking into the repository, the ter is approaching the Studying phase, resolve that
characters are warned that further rule-breaking phase by having each character who studies make a
will result in disciplinary consequences. DC 17 ability check. Make sure players keep track of
their characters’ rerolls and apply them during the
Testing phase.
I
and hosts a fashion show early in the year. receive extra credit on their second Advanced Ar
The theme announcement and fashion show take cane History Exam, as noted in the “Exam Results”
place in the weeks following the Advanced Arcane section for that Exam.
5
History Exam.
<
MAGISTER’S MASQUERADE
chapter 5 I the
Fashion Modeling Fashion Show Rumors
A character might be invited by a fashion designer to d6 Rumor
model the designer’s outfit. 1 Another designer stole the student's design and is
Preparation. A character intending to model an
trying to pass it off as their own work!
outfit must spend the hour before the show prepar
2 An alumni designer is here to watch and recruit
ing by dressing, making final adjustments, and add
ing magical flourishes. models for professional work.
Walking the Runway. When the time comes for 3 One of the outfits is actually alive.
a character to model an outfit by walking the run 4 A student activist group plans to crash the event in
way, the character must make a DC 10 Dexterity protest of wasteful magical decadences.
(Acrobatics) or Charisma (Performance) check. If 5 One of the colleges' deans wants to buy an outfit
the check fails, the character suffers some mishap, and has sent a proxy to bid on it.
and their modeling doesn’t help sell that outfit. If the
6 A plot is underway to animate an outfit while it's
check succeeds, the modeling goes well, and you
being worn down the runway, embarrassing the
should note the total of the check, which will help
model and designer.
determine the outfit’s value for the fashion auction.
the proposed outfits. Have players select from the Strixhaven student
collected ideas at random, then describe their char 11-12 4 lizardfolk shamans also looking for marshwicks
acters trying on the outfit. Allow characters to try 13-14 2 shambling mounds covered in flowers
out as many outfits as they please. Other students 15-16 An archaic university emblem worth 50 gp
might also be present to offer their advice, support, 17-18 1 blue slaad, which is lost
or criticism.
19 A green hag who will give the group all the marsh
Party Preparations wicks they need if one of them invites her to the
Magister’s Masquerade
Either after the fashion show or while preparations
20 A dense stand of marshwicks that shaves 1 hour
for that event are underway, the characters each
off the expedition if harvested
receive a request from the masquerade organizing
committee asking for their help. Two tasks need to
be undertaken: Biblioplex Supplies
• A trip to Witherbloom’s bayou to harvest marsh The Magister’s Masquerade is such a Strixhaven
wicks (see “Sedgemoor Harvest" below) institution that an entire section of the Biblioplex’s
• A day of gathering supplies stored at the Biblio- archives is devoted to it. Along with records about
plex (see “Biblioplex Supplies” below) the event, these archives serve as storage for mas 5
S
querade supplies needed annually. The characters
are among those students the masquerade organiz-
ners. During the dance lesson, at least one student Strixhaven STUDENTS throw themselves
7/
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First Floor
1 square = 10 feet
I
I Map 5.2: Kollema Hall
Preparing for the Masquerade heroes hang amid drifting lanterns glowing with
soft light.
Many students spend the day of the Magister’s Mas
querade preparing for the event by relaxing, putting
the finishing touches on their costumes, dressing, Students don’t need to present their invitations to
and meeting with friends so they can arrive at the gain admittance to the masquerade, but they are ex
event together. Nothing sinister happens to the pected to check in. All third-year students and their
characters during this time, but it’s still a stressful guests are admitted to the ball, so long as they're
period, and tensions are apt to be high. The day of wearing appropriate attire. If a student arrives with
the masquerade, have each character roll on the out adequate attire, a helpful student working the
Preparation Accidents table to see how the lead-up desk takes them to a room upstairs with a wardrobe
to the event goes. full of musty costumes from past Prismari theatri
cal events. The character can use these costumes to □
o
assemble an outfit, albeit an atrocious one. <
K
hall. These insubstantial magical motes hang in the of another student, or some secret to the character
air, shedding a gentle starry light. during the dance.
Misfire. If a character failed to notice the faulty 2 A character overhears a group of students plan
device in the “Firebreak" event earlier in the chap ning a mean-spirited prank on another student.
ter, or noticed it but did nothing about it, the device The character can thwart the prank, but risks hav
explodes when activated. The explosion happens ing a bucket of ink being spilled on them or being
in the quadrant of Kollema Hall’s first floor with targeted by a Tasha's hideous laughter spell.
the largest number of characters. Everyone in that
3 A Friend of the character is clearly experiencing
quarter of the hall must succeed on a DC 14 Dexter
an altered state, perhaps due to magic, an intense
ity saving throw or have starry embers burn small
calming method, or a more mundane reason. The
holes into their attire. Creatures are otherwise
unharmed. Guests are startled, and many are upset student needs someone to watch out for them lest
about what’s happened to their outfits, but within 10 they embarrass themself.
minutes most attendees calm down. 4 A Rival of the character challenges them to an ae
Dance among the Stars. As the dean finishes rial dance-off. Whoever has the highest Charisma
her speech, the magic placed on the Kollema Hall (Performance) check total wins.
demonstration stage activates. Anyone who enters a 5 The character finds a distraught student who’s had
space on or above the stage gains a fly speed equal their costume ruined or suffered a messy rejection.
to their walking speed. This allows the guests to
6 A magically gifted artist is capturing rapid portraits
literally dance on air. Anyone who leaves the space
of masquerade attendees. The character is invited
above the dance floor in midair drifts gently to an
to have their portrait made to remember the night.
unoccupied space in area KI. This magic lasts until
the end of the masquerade. 7 If the character put a lot of thought into their cos
tume, multiple attendees compliment their outfit.
If they didn’t, the comments are less flattering.
8 The character notices Dean Tullus watching them
intently several times in the course of the evening.
Kollema. The statue of Kollema animates, offering flickering magical lantern illuminates several bewil
wisdom to the gathered students of Strixhaven, in dered students standing in the path.
the final hour of the masquerade:
These three students are Lorehold apprentices
At the anticipated time, the music fades, dancers drift (see chapter 7) who were ambushed by Dean Tullus.
to the floor, and the hall falls silent as lights rise to The dean used Murgaxor's orb to curse them with
illuminate the towering statue of Magister Kollema. Visions of Terror (as detailed at the start of the ad
After a moment's stillness, the statue speaks. venture). Dean Tullus hopes to scare off the charac
ters by placing the students in the characters’ path.
"Students of Strixhaven," Wise Kollema says in a
The students begin panicking as the characters
voice that booms through the hall, yet echoes as if
approach them. The scene should be familiar to
coming from afar. “Always remember the chain of anyone who faced the sick students at Kollema Hall.
which you are a part. Wisdom is shared, learned, The students attack whichever non-cursed creature
added to, and passed on. Links are added and lost, is closest to them, and they can’t be calmed. During
but the chain of tradition connects us all—those of the battle, the delirious students scream things
us who were, who are, and who are yet to come. You
like "No! You can’t take me!” but also more useful
information like “This isn’t the way to Archaeo Hall!
are bonded, students of Strixhaven, to one another
What are you doing?!" A student who is either inca
and to those you'll never know. Never doubt the won
pacitated or knocked unconscious comes to their
drousness of what you've learned or the remarkable senses when the condition ends on them.
place you hold as the link between the past and the Golden Scroll. After the battle, one of the stu
future. This night, we are one community, knowing no dents drops something: a piece of a golden scroll.
boundaries of role, college, or time." A character who succeeds on a DC 12 Intelligence
The hall bursts into applause.
(Investigation) check recognizes this as a ripped
piece of Dean Tullus's masquerade dress.
"But be warned!" the statue of Kollema unexpect
Further Investigation. Characters who go to
edly continues. “There is a harsh lesson you have yet
Archaeo Memorial Hall find another scrap of dress
to learn. When the mistakes of the past are forgotten, outside the building. A successful DC 14 Wisdom
that dire past will return to haunt the present. Beware, (Perception) check also allows a character to notice
mages, of the shadow that reaches for you even now." a light flickering within the hall and a silhouette
moving within.
Characters who wait for the panicked students
The hall falls into silence as the voice of Kollema to recover can question them. All three students
fades, followed by muttering and the jarringly jaunty say Dean Tullus requested they assist her with an
notes of the band playing anew. Questions about errand at Archaeo Memorial Hall, but along the way
Kollema’s pronouncement run through the crowd. a strange headache left them dazed. One of them
Some faculty members report that the magister's reached out to the dean for help, snagging her dress,
spirit often offers cryptic advice at the event, but but she left them.
they’ve never heard of anything as ominous as this. If the characters investigate any of these clues,
proceed with the "Midnight at Lorehold” section.
The Masquerade’s Conclusion
After Kollema’s pronouncement, students begin slip Midnight at Lorehold
ping away. Within the next couple of hours, half the
Following their suspicions about Dean Tullus, the
guests funnel out, heading back to their lodgings or
characters visit Archaeo Memorial Hall, the primary
to clandestine after-parties. Dean Tullus soon leaves
administrative building on Lorehold's campus. They
as well. A character who’s been watching the dean
know Tullus’s office is in the Deans' Wing and find
and who succeeds on a DC 12 Wisdom (Perception)
strangeness afoot there.
check notices her slip out, headed in the direction of
Archaeo Memorial Hall. Lorehold Deans^Wing_________
Whether the characters follow the dean or go
about their business after the masquerade, they The Deans’ Wing occupies a potion of the first floor
soon stumble across an unsettling sight. Read or of Archaeo Memorial Hall. The wing consists pri
paraphrase the following text: marily of offices and portions of Lorehold’s exten
sive historical archives.
Lorehold Deans’ Wing Locations paved porch, separating the space from the Lorehold
campus beyond.
The following locations are keyed to map 5.3. All de
scriptions assume the character explore this area at
night, when the wing is largely abandoned. These porches are used as sitting and meal areas
on the rare occasion that social events arc held at
LI. Main Hall
the Deans’ Wing. The characters can easily hop
The double door leading into the Deans’ Wing from over the railings here and access the building
outside is locked, but it can be opened with a suc through one of the side doors. These doors open
cessful DC 25 Dexterity check using thieves' tools. easily from the inside, but from the outside they’re
locked and require a successful DC 25 Dexterity’
A double door opens onto a stately, carpeted hall check using thieves tools to open.
hung with unlit lamps and fine portraits. There are Spirit Statues. Two spirit statue mascots (see
doors to either side of the entrance, a double door in chapter 7) stand on each of these porches. They
house the spirits of departed Lorehold faculty, and
each wall halfway along the hall, and a single door at
they politely ask anyone who hops the railing to use
the far end.
the main doors during working hours. If they're
ignored, the statues shout an alarm, calling the
The portraits here depict past deans of Lorehold characters “trespassers” as they move to attack.
and are invested with a measure of their spirits. Any This alerts the two cogwork archivists in the nearby
visible creature not part of the Lorehold faculty that Records Room (area L4), which remain in that area,
enters this hall after hours and proceeds more than and causes the invisible stalker that guards the
10 feet down the hall causes the portraits to watch wing to arrive in ld4 rounds.
the interloper and whisper.
L4. Records Room
If a character proceeds more than 20 feet down
the hall without addressing the portraits, the paint
ings target them with disconcerting magic. Each Bound volumes of Lorehold records cram this room’s
creature in the hall that can hear the whispers tall bookshelves and round tables. A double door and
must make a DC 14 Wisdom saving throw. On a numerous plain doors lead from the chamber.
failed save, the creature takes 10 (3d6) psychic
damage and must immediately use its reaction, if
available, to move as far as its speed allows out of Two cogwork archivists (see chapter 7) work in
the Lorehold Deans’ Wing. If the creature succeeds, each of these records rooms after hours, sorting
it takes half as much damage and doesn’t have to and organizing. If they notice the characters, the
flee the area. archivists demand to know why they are in the
L9
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Deans’ Wing after hours. If they aren’t convinced by L6. Deans’ Reception Room
the response, they try to grapple the intruders and
eject them from the building.
A simple desk faces a pair of uncomfortable-looking
Research. The bookshelves here contain detailed
benches in this sparse, hexagonal reception room. Six
records of Lorehold’s staff, students, and curriculum
going back centuries. A character who spends 10 polished wooden doors lead from the room, one in
minutes going through the records and succeeds on each wall.
a DC 14 Intelligence (Investigation) check discovers
a map of the Deans’ Wing. This map clearly marks
During the day, office staff mind this desk and keep
that there is a hidden space behind a wall of the
track of the deans' appointments. The desk is filled
Deans’ Records Room (area L9).
with unremarkable office supplies.
L5. Restricted Records Room If the party has not already encountered the invis
The doors to these rooms are locked, and each ible stalker that serves as the wing's guardian, it’s
requires a successful DC 25 Dexterity check using currently in this room. It waits until intruders move
thieves’ tools to open. Each room contains shelves to leave the room, then attacks from behind.
and cabinets of Lorehold records that detail the
L7. Dean Plargg’s Office
academic progress of current students. A character
A bronze nameplate on the door to this room reads
who spends 10 minutes searching the shelves and
"Plargg, Dean of Chaos.”
succeeds on a DC 16 Intelligence (Investigation)
check can find any students’ grades for courses
they’re taking in the Biblioplex or on the Lorehold A clean desk and several stiff-looking chairs fill this
Campus, like Advanced Arcane History. Altering austere office. Behind the desk, between various
Q someone’s test results or final grades is a simple framed academic honors, hangs a mace with a sphe
<
g matter once their records are discovered. Even the
ical head.
S sloppiest alterations aren’t questioned. This doesn’t,
however, affect any benefits gained from Exams.
Ancient books and flaking scrolls fill the racks lining around the room respond, their eyes flaring with am
the walls of this musty records room. A large case ber light.
II
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Murgaxor Grenshel! It should be recorded as the
name of the greatest mage Strixhaven has ever
known. Instead those cowards blotted it out-
struck it from the pages of history! But soon all the
world will know my name!”
I£
6
p I What do you want? “I have what 1 want for now.
Dear Professor Tullus has served her purpose,
■
my magic has spread across Strixhaven, and
ur
II hl soon the rest of my plan will be a success.” If the
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their question.
Why are you doing this? “Vengeance! Ven
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geance on a scale your feeble minds could never
comprehend.”
r
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the students? "Bah! Manipulating those pawns
Ip tt
© 0 •7 was only the beginning!”
ogt M Why are you targeting us? “You’ve confounded my
■ r(
plots—now for the last time!”
i
I 1ii After some banter—or if the characters get a good
I A
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w insult in on him—Murgaxor shouts in frustration. In
response, the image of Murgaxor vanishes and the
orb cracks, releasing a threat from within.
1 square = 5 feet
I
ered, using it to channel his magic from afar. Now haven cast raise dead to restore her to life. She
that Tullus has been thwarted, Murgaxor seeks to quickly realizes what transpired and keeps the
carry out his revenge himself. Murgaxor is a bom characters’ role in her death between her and the
bastic foe, though. Should the characters insult or characters.
3
2
from the student body for the time being (to avoid Advance to 8th Level!
panic), the characters might learn through Dean With the adventure’s end, each character advances
Tullus or another professor what they couldn't learn to 8th level.
through research: that a Strixhaven student named
Murgaxor Grenshel was expelled long ago for using
life-draining magic on his fellow students. Murgaxor
was thought defeated, but clearly, he has somehow
returned. The university staff doesn’t have any more
information than that, but they encourage the char
acters to remain wary.
If this adventure marks the end of your Strix
haven campaign, the school s administrators
thank the characters for ending Murgaxor s thieat
and promise to destroy any remnants of the evil
£ mage’s magic.
I
A Reckoning in Ruins
S THE FOURTH AND FINAL YEAR OF THE Random Encounters
characters’ academic career at Strixhaven
1 dawns, the university faces a crisis. In Use the Fourth-Year Encounters table for random
encounters on campus during the adventure.
this adventure, the characters come face-
to-face with an awful truth: not only does Murgaxor
Fourth-Year Encounters
Grenshel threaten the safety of everyone on campus,
but the university's masters are powerless against dlO Encounter
Adventure Overview
While the Strixhaven faculty investigate Murgaxor
Student Schedules
Grenshel and his schemes, it becomes clear that the Before starting this adventure, have the players
villain has warded himself from their spells so stu choose at least three courses their characters
dent aid will be needed to defeat him. The charac are taking this year, either by coming up with the
ters are called on to help track the villain to his lair courses themselves or by rolling on the Fourth-Year
and stop his wicked ritual before he siphons the life Courses table. Inform them that the characters
energy from everyone on campus. are also enrolled in a required course, Arcane
Herbology.
A Standalone Adventure
If you’re running this chapter’s adventure as a stand Fourth-Year Courses
alone, you can summarize Murgaxor’s schemes d6 Course Offered By
as they have unfolded over the past three years to 1 Advanced Applied Magic General Studies
establish him as a threat the characters must face. A
2 Advanced Lumimancy Silverquill
former student who was expelled 200 years ago, he
3 Applied Illusory Arts Quandrix
has artificially extended his life and seeks true im
mortality. He corrupted eldritch balm to cause mag 4 Arcane Macroeconomics Lorehold
ical mishaps, schemed to attack students at a Mage 5 Eldritch and Arcane Prismari
Tower game, and manipulated one of Lorehold’s Performances
deans to harm students. Now his schemes threaten 6 Extraplanar Cryptozoology Witherbloom
the entire campus.
member stand on a wide wooden pathway over the caused another student to be
reeking muck. Grinning, the orc faculty member car banished to an extradimen
sional space for a short time
ries a satchel brimming with scrolls.
3 Grayson Wildemere Defaced a rival student's
(Silverquill) dorm room with magical ink
A number of students equal to the number of char
4 Bhedum “Rampart" Caused another student to
acters are serving detention; you can roll on the
Sooviij (Lorehold) fall through an open, mag
Students in Detention table (rerolling any repeated
ically hidden trapdoor as a
results) to identify them, or you can select ones
who suit your game. Instructor Minexes, wants to prank
see everyone learn the value of teamwork during 5 Cadoras Damellawar Summoned a storm in the
detention. After introducing himself and welcoming (Quandrix) dining hall
everyone to the Detention Bog, he continues: 6 Aurora Luna Insulted a classmate, refused
Wynterstarr to apologize, and then in
“I am so pleased to have you all here with me today! (Witherbloom) sulted the classmate again
This is an opportunity for all of us to learn more about 7 Zanther Bowen Reprogrammed a janitorial
ourselves, our fellow students, and the amazing world (Prismari) golem to clean his dorm,
around us. Today we'll be heading out into the bog with disastrous results
to recover some lost supplies and return them to 8 Larine Arneza Accidentally unleashed a wa
Retrieving the Crate. To retrieve the crate, the D4. Confused Constructs
characters must distract, kill, or incapacitate the
brackish trudges. Due to their euphoria, the trudges
The ground here is spongy and carpeted in soft green
are only semi-aware of their surroundings, so any
grasses. Heavy footfalls and shrieks of grinding metal
Dexterity (Stealth) check made to hide from them
has advantage. emanate from the mists. A muddy steel crate rests
amid the greenery.
D3. Lonely Crate
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Map 6.2: Fortress Badlands
The floor of this open cave is strewn with the bones of Ineptly painted portraits of Murgaxor hang on the
small birds, reptiles, and wild dogs. walls of this shadowy cave. Stairs cut into the north
wall lead down to a lower level.
The spellcasting foci stored here aren’t magical, but T5. Lab
one is an obsidian orb cut in the motif of an ancient
troll civilization. This orb would fetch 300 gp from a The pungent odors of sweet potpourri and chemical
collector.
preservatives waft from this cave. Carved into the
Secret Door. A character who searches the east
walls are shelves bearing specimen jars, notebooks,
wall and succeeds on a DC 15 Wisdom (Perception)
check finds a door disguised to blend in with the
surrounding stone. This 5-foot-wide, 10-foot-tall the middle of the cave rests a smooth stone slab cov
stone door opens into a smaller secret room. ered in a rusty stain.
Treasure. The secret room is unlit and once held
Murgaxor’s most prized arcane texts, most of which
went with him to the Ruins of Caerdoon when he Murgaxor conducted horrific experiments here.
recently relocated there. The remaining texts—of Primarily, he worked on transferring life from one
which there are twelve stacked in two piles of six- creature to another.
are still valuable. The university would pay 500 gp A character who spends at least 30 minutes skim
for their safe return. ming the notebooks can make a DC 15 Intelligence
(Arcana) check, piecing together the nature of
I
£
Scry-Proof. Any attempt to magically scry on a crea
ture, object, or location within the underground
cave fails automatically.
Murgaxor used this area to perfect his rituals. Char
acters who spend 5 minutes or more reading the
notebooks and who succeed on a DC 14 Intelligence
through its center. area. Ballistas, catapults, and even a trebuchet lie to
gether in a tangled pile.
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The pulverized remains of a military supply train are A half dozen long-dead soldiers crawl out from un
heaped alongside the trail leading to the fortress. derneath the wreckage and get to their feet, their
faces grim with determination as they unsheathe their
N6. Fortress
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Locations in the Basement Murgaxor’s Elixir of Life. Whoever drinks this con
coction gains advantage on death saving throws
The following locations are keyed to map 6.5. for 24 hours.
Ml. Central Chamber
M2. Munition Storage
These rooms were once used to store volatile muni
Torches illuminate a spacious chamber that has crates tions. A character who spends 1 minute searching
and boxes stashed in its corners. Five stout, wooden one of these rooms can make a DC 15 Intelligence
doors line the chamber’s south wall. Soggy texts and (Investigation) check, finding one of the following
items on a success. No more than two of each item
scrolls lie in puddles on the floor. To the north, you
can be found:
hear an eerie chant made up of guttural croaks.
Bomb. See “Explosives” in the Dungeon Master’s
Guide for more information on bombs.
Murgaxor is the source of the chant. If the charac Catapult Munition. This device looks like a cannon
ters make any loud noises here, Murgaxor notices ball and weighs as much as one. It functions like
their presence, although he remains in area M6. the catapult munition found in area N3.
The soggy books and blank scrolls lying in pud
dles on the floor were used by Murgaxor to prepare M3. Broken Elevator
€ for his ritual; they no longer have any value. This room is actually the top of a shaft that once
o
Crates. A character who spends 1 minute search connected the fortress basement to a tunnel net
ing the crates can. with a successful DC 15 Intel work below the basement. An elevator hoist is still
ligence (Arcana or Nature) check, find one of the attached to the ceiling and has frayed ropes dan
5 following useful concoctions. Only one of each con gling from it. Twenty feet below the door, the shaft
s
= coction can be found here: is impassibly choked with rubble. Characters can
<
use the dangling ropes to lower themselves down to
I
!
Alchemist’s Doom. Stored in a flask, this concoc
tion is alchemist’s fire, except it deals 7 (2d6) fire the rubble. A search of the rubble yields nothing of
value, and the elevator platform itself is buried un
damage at the start of the target’s turns.
der tons of debris.
M5. Armory Clay Behemoth. A clay golem erupts from the floor
These rooms held weapons and armor for the fort’s in an unoccupied space within 15 feet of the ritual
defenders. What’s left is described below. circle. The golem obeys Murgaxor’s commands,
North Room. This room holds five suits of chain takes its turns on initiative count 10 (losing initia
mail and five suits of splint armor. tive ties), fights until destroyed, and reverts to a
Center Room. This room holds six spears, three mound of inanimate clay after 1 hour.
mauls, and three glaives. The weapons are battered Earthen Fist. A Medium fist made of packed earth
but functional. rises from the floor in an unoccupied space that
South Room. This room holds five heavy cross Murgaxor can see within 30 feet of him. The
bows and three dozen bolts. fist then attacks one creature of his choice that
is within 5 feet of the fist. The fist has a +11 bo
M6. Immortality Ritual nus to hit, and on a hit, the target takes 13 (3d8)
bludgeoning damage and is grappled (escape DC
15). The fist disappears if the attack roll misses
Globules of swamp water float in the air, their sur
or if the grapple ends. When the fist disappears,
faces rippling. A bullywug, sitting hunched with legs
this lair action recharges, allowing Murgaxor to
crossed, is partially hidden within a cocoon made of use it again.
thin, tightly woven strands of mud. Five bright stones Necrotic Burst. Tendrils of necrotic energy erupt
buzz around this hunched figure like flies, and a runic from the ritual circle and lash out at any number
circle crackles with eldritch power on the floor below of creatures Murgaxor can see within 15 feet of
the figure.
the circle. Each target must succeed on a DC 15
Dexterity saving throw, or it takes 5 (Id 10) ne
crotic damage and can’t regain hit points until the
The bipedal figure is Murgaxor, who uses the Oriq start of its next turn.
blood mage stat block in chapter 7 and has access Summon Mephits. Murgaxor summons four mud
to lair actions (see “Murgaxor’s Lair Actions” be mephits that appear in unoccupied spaces within
low), which he can use anywhere in the Ruins of 15 feet of the ritual circle. The mephits obey Mur
Caerdoon. Whirling around him are five stones he gaxor’s commands, take their turns on initiative
needs to complete his life-draining ritual (see “Mur count 15 (losing initiative ties), and fight until
gaxor and the Ritual Stones” below). While perform destroyed.
ing the ritual, Murgaxor can’t move or take actions,
bonus actions, or reactions. However, he can take Stopping the Ritual
lair actions. If Murgaxor’s barrier and ritual stones are de
Barrier. Murgaxor is surrounded by a barrier stroyed, Murgaxor loses access to his lair actions.
of arcane energy resembling a cocoon of writhing In addition, any creatures or effects brought forth by
mud. While surrounded by this barrier, Murgaxor his lair actions (such as the clay golem, the earthen
and the stones encircling him can’t be targeted by fist, and the mud mephits) transform into heaps of
attacks or spells. The barrier has AC 14; 200 hit harmless clay, earth, or mud. When Murgaxor’s rit
points; resistance to bludgeoning, piercing, and ual is stopped, read:
slashing damage from nonmagical attacks; and im
munity to poison and psychic damage. The barrier A warbling, high-pitched wail escapes Murgaxor as
can’t be circumvented by teleportation magic, which he crashes to the floor with a wet thump. A rush of
fizzles if anyone tries to teleport past it. air and a concussive blast momentarily replaces all
Murgaxor and the Ritual Stones. Once the bar
sound. The thrum of magical power is gone.
rier is destroyed, characters can attack Murgaxor
and the five ritual stones circling him. Each stone
is an 8-inch-long cylindrical opal covered with del The pitiful, muddy figure on the floor is Murgaxor
icate golden runes. It has AC 18, 30 hit points, and (use the bullywug stat block). When the ritual was
immunity to poison and psychic damage. Reducing disrupted, his powers dissipated as well. In this
Murgaxor to 0 hit points or destroying all five ritual state, he no longer poses a threat to anyone. The
stones ends the ritual before it can be completed characters have won!
(see “Stopping the Ritual” below).
I
1
CHAPTER 6 | A RECKONING IN RUINS 181
CHAPTER 7
i
CHAPTER 7 | FRIENDS AND FOES 183
Archaic
Archaics are towering, multi-armed creatures over
flowing with magic. Despite their solitude, archaics
carry vast understanding of magic and the world’s
history, as well as the ability to warp the fabric of
the world around them. Sages who seek out archa
ics for their knowledge receive confusing and often
contradictory answers to questions. If a supplicant
successfully unwinds the tangle, the answer they
seek is revealed.
In truth, archaics are the reincarnated souls of the
oracles of Strixhaven. When an oracle dies, their
soul travels back through time to the explosion of
magic that brought the Founder Dragons into being.
In that outrush of creative force, the oracle’s soul
can be caught in the tide and clad in the very sub
stance of the world, becoming an archaic. Because
their knowledge cuts across the flow of time, archa
ics are careful how much they reveal to mortals and
thus tend to speak in riddles.
Archaic Gravity Shift (Recharge 5-6). The archaic reverses gravity for
one creature it can see within 100 feet of itself. The creature
Gargantuan Celestial, Typically Neutral
must succeed on a DC 22 Wisdom saving throw or fall 100 feet
" Armor Class 20 (natural armor) upward. If the falling creature encounters a solid object (such
Hit Points 245 (14d20+ 98) as a ceiling) in this fall, it strikes the object just as it would
Speed 40 ft. during a downward fall. If the creature reaches the top of the
area without striking anything, it hovers there until the start of
STR DEX CON INT WIS CHA the archaic's next turn, at which time gravity returns to normal
25 (+7) 10 (+0) 24 (+7) 27 (+8) 24 (+7) 20 (+5) and the creature falls.
Armor Class 11
Hit Points 18 (4d6 + 4)
Speed 30 ft.
Beledros Witherbloom
The dragon Beledros masters the intertwined magic
of life and death. Her power taps into the life force
flowing through living things and the natural world.
She manipulates that energy to give healing and
life or to bring death and decay. Her mastery of this
magic sustains her own life force even without the
sustenance of food, drink, or even air.
She founded Witherbloom College to pass on her
understanding of the natural cycle. She hoped to
create generations of stewards who would use her
teachings to defend nature and help others. In keep
ing with the dichotomous nature of her philosophy
and magic, she views the more dangerous aspects
of nature, including the inevitability of death and de
cay, as natural and integral parts of existence.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one Claw. Beledros makes one Claw attack.
Miasmal Flow (Costs 2 Actions). Beledros uses Miasmal Flow.
target. Hit: 14 (IdlO + 9) piercing damage plus 6 (1 dl2) ne
Teeming with Life (Costs 3 Actions). Beledros magically sum
crotic damage.
mons 1 d4 pest mascots (in this chapter) in unoccupied
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. spaces she can see within 60 feet of herself. The pests obey
Hit: 12 (1 d6 + 9) slashing damage. If the target is a Huge or her commands and take their turns immediately after hers.
smaller creature, it is knocked prone. Any creature, other than a pest, takes 9 (2d8) poison damage g
if it starts its turn within 5 feet of one or more of these pests.
Decaying Breath (Recharge 5-6). Beledros exhales decaying
energy in a 90-foot cone. Each creature in that area must make
When one of these pests drops to 0 hit points, Beledros re
gains 9 hit points. These pests disappear after 10 minutes,
i
a DC 23 Constitution saving throw, taking 39 (6dl2) necrotic when Beledros dies, or when she uses this action again. Is
Barbed Gifts
When a supplicant piques a daemogoth titan’s inter
est, the titan can grant a blessing to the supplicant
(see “Supernatural Gifts” in the Dungeon Master's
Guide'). As long as the creature has the blessing, it
must expend and roll two of its Hit Dice whenever it
finishes a long rest. It takes psychic damage equal
to the total rolled, and its hit point maximum is
reduced by an amount equal to the psychic dam
age taken. This reduction lasts until the creature
finishes its next long rest. The creature dies if this
effect reduces its hit point maximum to 0. The bless
ing can be removed only by a wish spell.
Fractal Mascot
Small Construct, Typically Neutral
Armor Class 12
Hit Points 27 (6d6 + 6)
Speed 30 ft.
Actions
a Quandrix student can be found playing fetch with come no smaller than 1 foot in height via this bonus action. C
Galazeth
Prismari
The dragon Galazeth Pris
mari embodies the flow of
magic from inspiration into
artistic expression, whether
through physical form or another
sensory medium. His magic draws
on primal energy—such as flame,
lightning, and the tides—and weaves
them into spectacles both beautiful
and deadly.
Galazeth founded Prismari College to
sure that the study of magic wouldn’t ever be rel
egated to pure practicality. His teachings emphasize
Languages Common, Draconic regains spent legendary actions at the start of his turn.
Challenge 23 (50,000 XP) Proficiency Bonus +7
Claw. Galazeth makes one Claw attack.
I smaller creature, it is knocked prone. elementals. When one of these elementals drops to 0 hit
points, Galazeth can fly up to 20 feet without provoking op
portunity attacks. These elementals disappear after 10 min
Is utes, when Galazeth dies, or when he uses this action again.
J.
20 (+5) 10 (+0) 17 (+3) 4 (-3) 13 (+1) 7 (-2)
Actions
I: Multiattack. The groff makes one Bite attack and one Swamp
Claw attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Groff 9 (ld8 + 5) piercing damage.
Many a Strixhaven student wandering the bayou Swamp Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
has stepped on a seemingly mundane patch of target. Hit: 8 (1 d6 + 5) slashing damage. If the target is a Me
moss—only to discover that it was the back of a hun dium or smaller creature, it must succeed on a DC 15 Strength
gry groff lurking beneath the surface. These shaggy saving throw or become engulfed by the groff. While engulfed,
swamp creatures have canine faces and glowing the target can't breathe, is restrained, and takes 10 (3d6) poi
son damage at the start of each of its turns. When the groff
blue eyes, and they are ravenous carnivores—with
moves, the engulfed target moves with it. The groff can have
pest mascots being their favorite food. A handful of only one target engulfed at a time.
more intrepid Witherbloom mages have learned to An engulfed target can repeat the saving throw at the end of
follow groffs in order to track down pest mascots, its turns. On a success, the target escapes and enters the near s
5
but most of these mages have yet to find a way to est unoccupied space.
tS
capture the pests before the groff eats someone.
Armor Class 13
Hit Points 18 (4d4 + 8)
Speed 10 ft., fly 30 ft. (hover)
Skills Stealth +5
Damage Immunities psychic
Condition Immunities blinded, charmed, deafened, exhaustion,
prone
Senses blindsight 60 ft., passive Perception 8
Languages understands the languages of its creator but can't
speak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
Blot. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Inkling Mascot
Hit: 5 (1 d4 + 3) psychic damage. Squelching slightly as they wriggle through the air,
Ink Spray (1/Day). The inkling sprays viscous ink at one crea inklings serve as the mascots for Silverquill Col
ture within 15 feet of itself. The target must succeed on a DC lege. These living blobs of shadowy ink are often
12 Constitution saving throw or be blinded until the end of the summoned by professors who require assistance
inkling’s next turn.
in their writing workshops—the inklings provide
Bonus Actions_________ endless ink—or by lonely students hoping for com
L.
Shadow Stealth. While in dim light or darkness, the inkling pany as they study. However, inklings can just as
co takes the Hide action. readily support mages in combat, disrupting oppo
VI
nents’ sight.
Lorehold Professor of Chaos Saving Throws Con +5, Int +7, Wis +5, Cha +4
Medium or Small Humanoid (Wizard), Any Alignment Skills Arcana +7, History +7, Perception +5
Damage Resistances force
Armor Class 12 (15 with mage armor) Senses passive Perception 15
Hit Points 110 (17d8+ 34) Languages Common plus any four languages
Speed 30 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3
Actions_______________________ _________
next turn.
Multiattack. The professor makes two Spectral Scroll attacks.
Force Barrier (Recharge 5-6). The professor magically creates a
It can also use Weight of History, if available.
wall of translucent, golden force within 90 feet of itself. The wall
Spectral Scroll. Melee Spell Attack: +7 to hit, reach 30 ft., one lasts for 1 minute or until the professor uses this action again.
target. Hit: 15 (2dl 0 + 4) force damage. If the target is a crea The barrier can be a vertical or horizontal plane up to 30 feet
ture, it must succeed on a DC 15 Strength saving throw or be on a side or a 10-foot-radius hemispherical dome with a floor.
knocked prone. The wall provides total cover. It has AC 17, 30 hit points, and
Spellcasting. The professor casts one of the following spells, immunity to poison and psychic damage.
requiring no material components and using Intelligence as the Spellcasting. The professor casts one of the following spells,
spellcasting ability: requiring no material components and using Intelligence as the
At will: comprehend languages, dancing lights, guidance spellcasting ability (spell save DC 15):
2/day each: locate object, mage armor, passwall At will: comprehend languages, guidance, light
Weight of History (Recharge 5-6). The professor magically 2/day each: dimension door, locate object, mage armor,
stone shape
can see within 30 feet of itself. Each target must succeed on a
DC 15 Wisdom saving throw or be restrained for 1 minute, but
Reactions_______________________________
the restrained target’s speed is halved instead of being reduced 1 Arcane Stasis (2/Day). When a creature the professor can see
to 0. At the start of each of its turns, the restrained target takes within 60 feet of it casts a spell, the professor can magically
4 (1 d8) force damage. A restrained target can repeat the save lock the casting in the moment before completion. The spell
I
at the end of each of its turns, ending the effect on itself on
a success.
caster must succeed on a DC 15 saving throw using the spell's
spellcasting ability, or the spell fails and is wasted. I
—
I
iz>
Multiattack (Hunter Form Only). The hunter makes two
Claw attacks.
If the creature that cast the spell is within 60 feet of the hunter,
that creature must succeed on a DC 14 Dexterity saving throw
or take the other half of the damage.
s
Oracle of Strixhaven save, a creature takes 33 (6dlO) force damage and is pulled up
to 15 feet in a straight line toward the center of the sphere. On
Medium Humanoid (Human, Wizard), Neutral Cood
a successful save, the creature takes half as much damage and
isn’t pulled. A creature caught in the area of multiple warps is
Armor Class 12 (15 with mage armor)
Hit Points 150 (20d8 + 60) affected by only one, which the Oracle chooses.
Speed 30 ft., fly 15 ft. (hover) Spellcasting. The Oracle casts one of the following spells, re
quiring no material components and using Intelligence as the
STR DEX CON INT WIS CHA spellcasting ability (spell save DC 18):
12 (+1) 15 (+2) 16 (+3) 21 (+5) 20 (+5) 18 (+4)
At will: detect magic
2/day each: dispel magic, mage armor, remove curse, sending
Saving Throws Con +8, Int +10, Wis +10, Cha +9
1/day each: power word stun, scrying (as an action), wall offorce
Skills Arcana +15, Insight +15, Investigation +15, Nature +10,
Perception +10 Teleport. The Oracle teleports, along with any equipment she is
Condition Immunities charmed, frightened wearing or carrying, to an unoccupied space she can see within
Senses passive Perception 20 60 feet of herself.
Languages all
Challenge 15 (13,000 XP) Proficiency Bonus +5 Legendary Actions_______________________
The Oracle can take 3 legendary actions, choosing from the op
Legendary Resistance (3/Day). If the Oracle fails a saving throw, tions below. Only one legendary action option can be used at a
she can choose to succeed instead. time and only at the end of another creature’s turn. The Oracle
regains spent legendary actions at the start of her turn.
Actions _____________________________
Vector Shift. The Oracle teleports one creature she can see
Multiattack. The Oracle makes two Magic Flare attacks. She
within 60 feet of herself, along with any equipment it is wear
can also use Paradoxy, if available.
ing or carrying, to an unoccupied space within 30 feet of her
Magic Flare. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. self. An unwilling target must succeed on a DC 18 Charisma
or range 60 ft., one target. Hit: 24 (3dl2 + 5) force damage. saving throw to avoid the effect.
Spellcasting (Costs 2 Actions). The Oracle uses Spellcasting.
Paradoxy (Recharge 4-6). Momentary warps in reality appear
Vortex Jaunt (Costs 2 Actions). The Oracle uses Teleport, and
at three different points the Oracle can see within 120 feet of immediately after she disappears, each creature within 30 /
her. Each creature in a 20-foot-radius sphere centered on each feet of the space she left must succeed on a DC 18 Constitu i
u:
point must make a DC 18 Strength saving throw. On a failed tion saving throw or take 16 (3dl0) force damage. I0
Actions_______________________________
Multiattack. The recruiter makes two Psychic Knife attacks. It
Oriq Recruiter can use Spellcasting in place of one of the attacks.
Oriq recruiters are subtle mages who infiltrate Psychic Knife. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft.
Strixhaven in service to their order. They are adept or range 30 ft., one creature. Hit: 21 (5d6 + 4) psychic damage.
at blending in, watching for powerful but under-
Spellcasting. The recruiter casts one of the following spells,
performing mages and students who have fallen requiring no material components and using Charisma as the
through the cracks of the institution. The recruiters spellcasting ability (spell save DC 14):
approach and befriend these individuals either as At will: disguise self, silent image
S
potential recruits to the Oriq or as assets who can
help the Oriq acquire spells, rare spell components,
2/day: charm person
1/day: suggestion
I
>■
Pest Mascot
Tiny Monstrosity, Unaligned
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
mari magic. Using continuous motion, fluid grace, flawless work of art, and the professors of perfec
and interweaving steps, these teachers channel the tion produce sculptural and architectural marvels.
Bonus Actions__________________________
Surge ofArtistry (Recharge 4-6). The apprentice moves up to
its speed, surrounding itselfwith elemental magic as it moves.
Bonus Actions
Surge ofArtistry (Recharge 4-6). The pledgemage moves up to
its speed, surrounding itselfwith elemental magic as it moves.
j
Until the end of its turn, the apprentice can move through the Until the end of its turn, the pledgemage can move through
space of other creatures. The first time the apprentice enters a the space of other creatures. The first time the pledgemage ■
creature’s space on a turn, that creature must succeed on a DC enters a creature’s space on a turn, that creature must succeed
12 Dexterity saving throw or be knocked prone. If the appren on a DC 13 Dexterity saving throw or be knocked prone. If
tice ends its turn in another creature's space, the apprentice the pledgemage ends its turn in another creature's space, the
75 X*
j IF
Prismari Prof, of Expression Prismari Prof, of Perfection
Medium or Small Humanoid (Sorcerer), Any Alignment Medium or Small Humanoid (Sorcerer), Any Alignment
Armor Class 13 (16 with mage armor) Armor Class 13 (16 with mage armor)
Hit Points 97 (15d8+ 30) Hit Points 97 (15d8 +30)
Speed 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) 19 (-4) 14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) 19 (+4)
I
Saving Throws Dex +6, Int +5, Wis +4, Cha +7 Saving Throws Dex +6, Int +5, Wis +4, Cha +7
Skills Acrobatics +6, Arcana +5, Athletics +5, Perception +4, Skills Acrobatics +6, Arcana +5, Athletics +5, Perception +4,
Performance +10 Performance +10
Damage Resistances fire, lightning Damage Resistances cold
Senses passive Perception 14 Senses passive Perception 14
Languages Common plus any four languages Languages Common plus any four languages
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 7 (2,900 XP) Proficiency Bonus +3
Water Walking. The professor can walk across water and other
Actions
liquids as if they were solid ground.
Multiattack. The professor makes three Cinder Strike attacks.
Cinder Strike. Melee Spell Attack: +7 to hit, reach 15 ft., one tar Actions_________________________________
get. Hit: 13 (2d8 + 4) fire damage. Multiattack. The professor makes three Tidal Strike attacks.
Lightning Flourish (Recharge 6). The professor unleashes arcs Tidal Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft.
of magical lightning at up to two creatures it can see within 60 or range 60 ft., one target. Hit: 13 (2d8 + 4) cold damage.
feet of itself. Each target must make a DC 15 Dexterity saving
Spellcasting. The professor casts one of the following spells,
throw, taking 35 (10d6) lightning damage on a failed save, or
requiring no material components and using Charisma as the
half as much damage on a successful one.
spellcasting ability (spell save DC 15):
Spellcasting. The professor casts one of the following spells,
At will: minor illusion
requiring no material components and using Charisma as the 2/day each: control water, create or destroy water, mage armor,
spellcasting ability (spell save DC 15): stone shape
At will: minor illusion 1/day: wall of ice
2/day each: fog cloud, gust of wind, mage armor
Bonus Actions__________________________
Bonus Actions_________________________ Rushing Wave. The professor is momentarily surrounded by
Flaming Leap. The professor is wreathed in flames and jumps a swirling wave of water and moves up to 30 feet. When the
up to 30 feet in any direction. When the professor lands, the professor moves within 5 feet of any other creature during this
flames erupt in a 10-foot radius around the professor and then bonus action, that creature must succeed on a DC 15 Strength
vanish. Each creature of the professor’s choice in that area saving throw, or the creature is knocked prone and it can't take
reactions until the start of its next turn. A creature can suffer g
must succeed on a DC 15 Dexterity saving throw or take 7 o
this effect only once during a turn.
(2d6) fire damage.
1
*5*5
Quandrix Pledgemage i
Medium or Small Humanoid (Wizard), Any Alignment
Reactions_______________________________ Reactions________________________________
Avoidant Translation (2/Day). When the professor is hit by an Divide by Zero (2/Day). When the professor sees another crea
attack roll, it can increase its AC by 3 against that attack, poten ture within 60 feet of itself casting a spell, the professor can try
tially causing it to miss. The professor can then teleport, along to nullify the spell’s formation. The creature must succeed on a
>
with any equipment it is wearing or carrying, up to 30 feet to an DC 15 saving throw using the spell’s spellcasting ability, or the
unoccupied space it can see. spell fails and is wasted.
Skills Perception +3
Senses passive Perception 13
Relic Sloth Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
For long expeditions, Lorehold mages often employ
relic sloths to haul adventuring equipment and ex
cavated artifacts—so long as their study isn’t in any Actions
particular hurry. Relic sloths travel at an excruciat Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
ingly slow pace, deliberating every step and moving Hit: 14 (2d8 + 5) slashing damage, and the target is grappled
only when necessary. But this caution makes these (escape DC 15). The relic sloth can grapple no more than two
targets at a time.
hulking creatures perfect for traversing treacherous
I
and crumbling ruins, where other beasts of burden Reactions
would falter. The distinctive sickle-shaped claws Slow but Sturdy. When the relic sloth is subjected to an effect
on a relic sloth’s forelimbs are primarily used for that would move it out of its current space or knock it prone, it
climbing, though they can fend off a hungry predator is neither moved nor knocked prone. §
in a pinch.
Saving Throws Dex +9, Con +13, Wis +11, Cha +15 Legendary Actions
Skills Arcana +18, Deception +15, Perception +11, Persuasion +15
Damage Immunities psychic, radiant Shadrix can take 3 legendary actions, choosing from the op
Senses blindsight 120 ft., passive Perception 21 tions below. Only one legendary action option can be used at
Languages all a time and only at the end of another creature’s turn. Shadrix
Challenge 22 (41.000XP) Proficiency Bonus +7 regains spent legendary actions at the start of his turn.
Claw. Shadrix makes one Claw attack.
Legendary Resistance (3/Day). If Shadrix fails a saving throw, Shadow Slip (Costs 2 Actions). Shadrix becomes an inky cloud
he can choose to succeed instead. of shadow and can move up to half his flying speed without
provoking opportunity attacks, then resumes his true form.
Actions During this movement, he can move through creatures
Multiattack. Shadrix makes one Bite attack and two and objects as if they were difficult terrain. If he moves
Claw attacks. through a creature, it must succeed on a DC 21 Constitution
saving throw or become blinded until the end of its next
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one tar turn. If Shadrix ends this move inside an object, he takes 5
get. Hit: 12 (IdlO + 7) piercing damage plus 4 (1 d8) radi (IdlO) force damage and is shunted to the nearest unoccu
ant damage. pied space.
Flash of Inspiration (Costs 3 Actions). Shadrix magically sum
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
mons 1 d4 inkling mascots (in this chapter) in unoccupied
Hit: 10 (1 d6 + 7) slashing damage. If the target is a creature, it
spaces he can see within 60 feet of himself. The inklings
is wracked with despair and has disadvantage on attack rolls
obey his commands and take their turns immediately after
until the end of its next turn. his. While any of these inklings live, Shadrix has advantage
Illuminating Shadow Breath (Recharge 5-6). Shadrix exhales on attack rolls and saving throws. These inklings disappear
an entwined burst of blinding radiance and unnerving shadow
in a 90-foot cone. Each creature in that area must make a DC
after 10 minutes, when Shadrix dies, or when he uses this
action again.
I
3
Actions_____________________ _ ________ _
INT WIS CHA Ink Blade. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or
10 (+0) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 15 (+2) range 60 ft., one target. Hit: 7 (1 d8 + 3) piercing damage plus
10 (3d6) psychic damage.
Saving Throws Dex +4, Cha +4
Skills Deception +4, Performance +6, Persuasion +6 Spellcasting. The pledgemage casts one of the following spells,
Senses passive Perception 10 requiring no material components and using Charisma as the
Languages Common plus any two languages spellcasting ability (spell save DC 13):
Challenge 2 (450 XP) Proficiency Bonus +2
At will: dancing lights, friends
1/day each: command, confusion, mage armor, tongues
Actions_________________________________
Bonus Actions
Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or
range 60 ft., one target. Hit: 5 (1 d6 + 2) piercing damage plus 9 Demotivate (2/Day). The pledgemage hurls magical insults at
(2d8) psychic damage. one creature it can see within 30 feet of itself. The target must
succeed on a DC 13 Wisdom saving throw or become fright
Spellcasting. The apprentice casts one of the following spells, ened of the pledgemage for 1 minute. While frightened in this
requiring no material components and using Charisma as the way, the target can't take reactions, its speed is halved, and any
spellcasting ability (spell save DC 12): hit the pledgemage scores against the creature is a critical hit.
At will: dancing lights, friends The target can repeat the saving throw at the end of each of its
1/day each: command, mage armor turns, ending the effect on itself on a success.
Actions Actions
Multiattack. The professor makes two Radiant Strike attacks. Multiattack. The professor makes two Ink Lance attacks.
The professor can replace one of the attacks with a use of The professor can replace one of the attacks with a use of
Spellcasting. Spellcasting.
Radiant Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 Ink Lance. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft.,
ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) radiant dam or range 120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage.
age. If the target is a creature, it must succeed on a DC 15 Con If the target is a creature, it must succeed on a DC 15 Constitu
stitution saving throw be blinded until the end of its next turn. tion saving throw be blinded until the end of its next turn.
Spellcasting. The professor casts one of the following spells, Spellcasting. The professor casts one of the following spells,
requiring no material components and using Charisma as the requiring no material components and using Charisma as the
spellcasting ability (spell save DC 15): spellcasting ability (spell save DC 15):
To enhance their studies of the past, Lorehold stu Death Burst. When the spirit statue is reduced to 0 hit points,
dents often call upon the spirits of dead creatures. the statue crumbles, and the spirit returns to the afterlife in a
Mages seeking longer-term assistance from ancient burst of ghostly white flame. Each creature within 5 feet of it
spirits have learned to house these spirits in stat must succeed on a DC 12 Constitution saving throw or take 3
ues, giving them a more permanent residence from (1d6) radiant damage.
fee
■
7/9
1
'7
Strixhaven Campus Guide
With cheerful dispositions and a knack for walking
>
backward, Strixhaven campus guides lead gaggles
of prospective students on tours. The guides’ gold
and silver chassis are built in shapes reminiscent of
the star arches surrounding Strixhaven. Embedded
in their chests are holographic maps of the univer
sity’s campuses, which the guides use to provide
directions. However, it’s rare for a campus guide to
need its own maps, as these gregarious automatons
have a gift for finding things on campus, often pop
ping up at the most inopportune times.
Strixhaven Campus Guide Univocal Speech. When the guide speaks, any creature that
knows at least one language and can hear the guide under
Small Construct, Typically Lawful Cood
stands what it says.
Armor Class 17 (natural armor) Unusual Nature. The guide doesn’t require air, food,
Hit Points 31 (7d6 + 7) drink, or sleep.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The guide makes two Slam attacks.
15 (+2) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 12 (+1)
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Saving Throws Dex +4 Hit: 6 (Td8 + 2) bludgeoning damage.
Skills Insight+3, Persuasion+3
Smile and Wave. Each creature of the guide’s choice that is
Damage Immunities poison
) within 30 feet of the guide must succeed on a DC 11 Wisdom
Condition Immunities blinded, deafened, exhaustion,
I saving throw or be magically charmed by the guide for 1 hour.
paralyzed, petrified, poisoned
I A charmed target must move on its turn toward the guide,
Senses blindsight 60 ft., passive Perception 11
trying to get within 5 feet of the guide. The target doesn't move
Languages Common plus any three languages
Challenge 1 (200 XP) Proficiency Bonus +2 into obviously dangerous ground, such as a fire or a pit. When- ■
I ever the charmed target takes damage, it can repeat the saving !
/ Campus Knowledge. While at Strixhaven, the guide can’t be throw, ending the effect on itself on a success.
A target that successfully saves is immune to any guide's
come lost by magical or nonmagical means. The guide also has
’ advantage on ability checks made to locate creatures or objects Smile and Wave ability for the next 24 hours. ■
I at Strixhaven.
Bonus Actions ______________
Tanazir Quandrix save, a creature takes 45 (13d6) force damage and 45 (13d6)
psychic damage and is weakened until the start ofTanazir’s
Gargantuan Dragon (wizard), Lawful Neutral
next turn. While weakened, it has disadvantage on the follow
ing rolls that rely on Strength: attack rolls, ability checks, and
Armor Class 21 (natural armor)
Hit Points 444 (24d20+ 192) saving throws. On a successful save, a creature takes half as
Speed 40 ft., fly 80 ft. (hover) much damage and isn’t weakened.
Spellcasting. Tanazir casts one of the following spells, requiring
STR DEX CON INT WIS CHA no material components and using Intelligence as the spell
28 (+9) 14 (+2) 27 (+8) 28 (+9) 18 (+4) 17 (+3) casting ability (spell save DC 24):
1/day each: divination, enlarge/reduce, mirage arcane (as an ac
Saving Throws Dex+9, Con +15, Wis +11, Cha +10
tion), polymorph, scrying (as an action), seeming
Skills Arcana +23, Investigation +23, Nature +16, Perception +18
Damage Immunities force, psychic Teleport. Tanazir teleports to an unoccupied space she can see
Senses blindsight 120 ft., passive Perception 28 within 100 feet of herself.
Languages Common, Draconic, telepathy 120 ft.
Challenge 24 (62,000 XP) Proficiency Bonus +7 Legendary Actions
Tanazir can take 3 legendary actions, choosing from the op
Legendary Resistance (3/Day). IfTanazir fails a saving throw, tions below. Only one legendary action option can be used at
she can choose to succeed instead. a time and only at the end of another creature’s turn. Tanazir
regains spent legendary actions at the start of her turn.
Actions
Claw. Tanazir makes one Claw attack.
Multiattack. Tanazir makes one Bite attack and two
Fold Space (Costs 2 Actions). Tanazir uses Teleport, and each
Claw attacks. other creature within 20 feet of the space she left must suc
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. ceed on a DC 24 Strength saving throw or be pulled up to
Hit: 14 (1 dl0 + 9) piercing damage plus 7 (2d6) force damage. 30 feet closer to the center of that space and take 16 (3dl 0)
force damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Fractal Refraction (Costs 3 Actions). Tanazir magically sum
Hit: 16 (2d6 + 9) slashing damage. If the target is a creature, it mons 1 d4 fractal mascots (in this chapter) in unoccupied
is addled by recursive thoughts, reducing its speed to 0 until spaces she can see within 120 feet of herself. The fractals
the start ofTanazir’s next turn. obey her commands and take their turns immediately after
Diminution Breath (Recharge 5-6). Tanazir exhales a
weakening equation in a 90-foot cone. Each creature in that
area must make a DC 23 Constitution saving throw. On a failed
hers. While any of these fractals remain, attack rolls made
against Tanazir have disadvantage. A summoned fractal dis
appears after 1 minute, when it or Tanazir dies, or when she
uses this action again.
1I
a.
Mi
Velomachus Lorehold
Velomachus Lorehold was the first dragon of Strix-
haven to master the magic of order and chaos,
the flow and prediction of events through time.
Her magic encourages exploration and discov
ery through the lens of creating a direct conduit
to the past.
She founded Lorehold College to ensure mor
tals would never forget the lessons of the past.
After living for centuries, Velomachus has
grown tired of watching the same mistakes
repeated continually. She hopes her col
lege's teachings will foster the skills to
either predict future pitfalls by taking
lessons from those that came before
or create flexible mindsets that allow
people to shift their plans effectively
when the unexpected occurs.
Velomachus’s spells, legendary ac
tions, and breath weapon are accompa
nied by visual effects resembling tomes
and scrolls composed of golden light,
perceptible distortions as time doubles
back on itself, and thunderous sounds.
I
smaller creature, it is knocked prone.
until the end of the creature’s turn. These spirit statues dis
Battle Tide Breath (Recharge 5-6). Velomachus exhales thun appear after 10 minutes, when Velomachus dies, or when she
derous sound in a 90-foot cone. Each creature in that area uses this action again.
Campus Map
y ■