Story seeds are a tool for taking players from your adventure's first act through to its epic encounter with the big bad. The adventures in Strixhaven: A Curriculum of Chaos brilliantly model story seeding—an important skill for new and experienced Dungeon Masters alike. Let’s take a look at how to get that climatic ending by examining the lessons from Strixhaven’s four adventures. Players, be warned, here be spoilers for the four adventures found in Strixhaven: A Curriculum of Chaos.
- What is story seeding?
- Welcome to Strixhaven: Story overview
- The seeds in ‘Campus Kerfuffle’
- Tracing the story seeds from kerfuffle to reckoning
- Tying it together
What is story seeding?
Story seeding is when the DM leaves a trail of breadcrumbs throughout the story, leading you from the initial plot hook through to the resolution at the end. It's the hints and clues as to the villain’s heinous plan.
NPCs often serve as one familiar type of story seed. A DM may weave a thread throughout the story using NPCs. As a player, you might follow a gang of bandits to cultists to the cult’s leaders, all the way to an evil entity masquerading as a benevolent power in an effort to escape their eternal prison.
NPCs are not the only story seeds, however. Mundane objects, magic items, locations, organizations, creatures, and events can all function as story seeds.
Welcome to Strixhaven: Story overview
Strixhaven: A Curriculum of Chaos is a campaign sourcebook set in the magical school of Strixhaven. The book introduces different colleges the characters can join, and offers ways for them to develop relationships, work jobs, and take exams. But as their magical academic careers progress, so do they discover that there are dangers lurking on campus.
The sourcebook includes four adventures played out over the characters’ four years at the magical university:
- “Campus Kerfuffle”: A corrupted alchemical substance causes mayhem.
- “Hunt for Mage Tower”: Magical creatures behave oddly.
- “The Magister’s Masquerade”: An unearthed magical artifact spreads a curse.
- “A Reckoning in Ruins”: An evil mastermind attempts a life-draining ritual.
The story told throughout these four adventures brilliantly teaches Dungeon Masters how to plant and grow story seeds. Let’s take a closer look at how this book models using story seeds to connect seemingly unconnected adventures.
The seeds in ‘Campus Kerfuffle’
In year one’s “Campus Kerfuffle,” the player characters arrive on campus as fresh-faced 1st-level freshmen. The characters are innocently going through their basic college orientation when, suddenly, a wooden trunk decides it is finished holding LARP costumes. The trunk transforms into a mimic and attacks!
This combat is certainly a fun bit of action—who among us doesn’t want to have an ordinary orientation interrupted by an angry trunk? But it also introduces the players to the first important story seed: a mundane alchemical salve. Coating the trunk like a varnish, there’s nothing extraordinary about the salve except its proximity to unexplained chaos on campus. The plot thickens when the characters continue to encounter the salve at every weird occurrence. After the wooden trunks, it reappears when tiny pet frogs turn into giant berserk ones, a cauldron erupts angry steam, and a wooden owlbear prop turns menacing. This alchemical substance is present every single time.
What do we learn about story seeding from this tale of chaotic furniture?
Recurrence, repetition, and redundancy
First, we learn to plant our story seeds in batches, not singles. This is crucial in Dungeons & Dragons, because it’s really easy for players to miss a clue when the dice work against them. We’ve all been there, rolling a 1 on an important ability check! But if the characters fail when examining the mimic, all is not lost, because the adventure provides additional opportunities.
If you present just a single clue, there’s always a chance the players may not realize the clue is, indeed, a clue. As Ian Flemming wrote in the James Bond novel Goldfinger, "Once is happenstance, twice is coincidence, the third time is enemy action." While the players may miss the importance the first time, after the second occurence, they’re ready for enemy action at the third encounter. Usually, I mean. This is D&D after all.
Seed first, water second
The second lesson in the events of “Campus Kerfuffle” is planting story seeds before dispensing too much information. The adventure establishes the pattern of the mysterious mundane substance before the players know what is going on or what makes it special. However, since they have already decided this stuff is noteworthy, when characters are sent into Sedgemoor for an unrelated reason, they're ready to make the next connection.
Sedgemoor is the swampy ground that surrounds the Witherbloom campus. It is a wild wetland swarming with creatures that also has valuable magical herbs. As it happens, the alchemical varnish is harvested from these grounds, and foul magic has recently begun corrupting the location. The corruption extends to the objects coated with the substance, causing those objects to go haywire! The characters also find a journal of Murgaxor, which outlines his sinister experiments for draining life from this swamp, foreshadowing the nefarious villain to be unveiled in later adventures.
Sometimes, DMs distribute information before players have recognized a pattern and become ready to fill the gaps in their information with new lore. When the players aren’t primed and ready for the lore, it can easily slide off their brains into the void, sorely disappointing the DM who has spent hours writing it. Holding onto that precious lore for just a little while longer can ensure your players know what to do with the new knowledge.
A sprinkle, not a deluge
Third, we learn to begin dropping story seeds early in the adventure, but with a light hand. At the conclusion of year one, players have unearthed the alchemical balm and connected it to Sedgemoor and someone named Murgaxor. All these are story seeds sown in the early levels while the characters are doing other things—like sneaking into a manor on a dare, because college kids will be college kids.
The story seeds are sprinkled throughout the adventure in such a way that ensures characters find them without overwhelming the rest of the story. This gives the players time to breathe and enjoy the unfolding story.
Tracing the story seeds from kerfuffle to reckoning
As the adventure concludes year one, the characters have solved the main mystery at hand—why are these objects going berserk? They are, however, left with a number of strings left untied, story seeds planted for further adventures. Let’s take a quick, high-level overview of the remaining three years to see how these seeds are planted and what they grow into.
When the students return for year two in the adventure ”Hunt for Mage Tower,” a second substance begins reoccurring—this time, chitin. The chitin is usually stuck in a creature related to a location near Sedgemoor. Research unearths a book picturing mage hunters, grotesque creatures with spider-like legs and a chitinous shell, who dwell in the nearby swamp, drawn to the area by Murgaxor’s sinister experiments.
In year three’s adventure, “The Magister’s Masquerade,” the story seeds shift slightly, focusing on a sinister magical artifact—a magical orb which spreads a curse. It was recently excavated by Dean Tullus in an archaeological expedition deep in Sedgemoor—the Ruins of Caerdoon. Students get sick throughout the year, all of whom eventually can be traced back to contact with this orb.
Investigations show a similar occurrence 200 years ago, and guess who was expelled back then? If you said Murgaxor, the author of the journal discovered in the first year, you would be correct! The orb also has a life-draining effect, similar to Murgaxor’s poetic rants in said journal. Ding! Ding! See those story seeds sprouting?
Finally, after an epic fight, year four rolls around. “A Reckoning In Ruins” begins with some crates disappearing a stone’s throw from Sedgemoor. One thing leads to another, and the characters, intent on tracking Murgaxor to his hideout, start their investigations at the orb’s excavation site. Finding additional evidence confirming their suspicions, the characters depart with the knowledge that Murgaxor is attempting a life-draining ritual. The adventure concludes with a big boss battle in Sedgemoor’s Ruins of Caerdoon, with the characters hopefully stopping the ritual.
Tying it together
All that said, what can we take away from this? We see the authors of this adventure plant seeds early on, which become crucial leads. A handful of story seeds repeat throughout the adventure with slight twists, ensuring the trail of seeds isn't too subtle. This is important because, unlike a novel, your players can easily miss your foreshadowing.
Secondly, the trail of seeds that threads the larger story together doesn't overwhelm the setting or the characters. It gently leads them as they meander through it. Lastly, the seeds are appropriate to the adventure's tier, with the thread tightening as tension rises. The early seeds are fun and mysterious, while the later seeds are filled with tension as the stakes increase. At that point, many of the previous seeds have sprouted and taken root, leading the players to the story's climactic conclusion.
Alyssa (@alyssavisscher) frequently rambles on Twitter about D&D. She especially enjoys analyzing its overall structure from a newbie perspective, bringing larger concepts to small, bite-sized pieces. She’s a parent of four, neurodivergent, disabled, and is impressively terrible at small talk.
This is awesome! Wonderful analysis of the adventure design details in SCoC that seem mundane and are easy to overlook, but which make the adventure sing so. This is definitely going to help level up my DM game, thanks!
what can we take away from this? to be sneaky, that someone knows a great deal about the Harry Potter books: the four adventures mirror (actually quite closely) the first four "years" (novels) of HP at Hogwarts. yeah, i know Strixhaven isn't bad, but it does seem like a book designed to get young people started with D&D. and jk rowling, for all her faults, has created some classic stories to base a magical academy campaign on
thanks for the article
i noticed that too! HP is almost the same as strixhaven
love this!
Really great article! For sure need to keep that in mind when DMing in the future.
Ian Fleming only has one M in his name.
Strixhaven is terribly designed - so much so that it feels like the campaign was never playtested. It assumes multiple things that should never be assumed if anyone has run a campaign before:
It assumes the players have no agency. A D&D campaign isn't a linear video game where you can only do the X actions the game has allowed and no more. For the entire adventure, it assumes that dropping hints and breadcrumbs is going to be a payoff at the end. Maybe that's true, but PCs are not going to sit there and wait for the next hint to drop or the next NPC to come around and tell them what to do about these hints next. The book assumes the PCs will do nothing (like investigation) with these hints for four school years until the finale. In fact, this heavy leaning into some random NPC showing up and telling players what to do at point blank on something that is pretty obvious makes it worse. What happens if the PCs don't want to follow them? In fact, PCs seldom follow the direction of NPCs, especially ones that they've had very few prior contact with the PCs.
It assumes that all NPCs are passive actors who will only do something when the right time comes. PCs are in a school that teaches magic, with professors who are archmages (PCs graduate in 4 years and end at level 10, so it's pretty safe to assume the setting Strixhaven would be placed in will have a lot of high level people), likely. They aren't going to sit there, ignore all the obvious signs that numerous students and staff have picked up, and wait for the newbie students to solve what is essentially potent attacks against the campus. This causes the make-believe world to break down, as the NPCs are not acting like real people.
It assumes the players want to go with a time skip each year where only 2-3 notable things happen all year, minus a few tests (which is boiled down to a simple skill check) and cameo appearances by some NPCs they may or may not even like. PCs are going to ask to do things, but nowhere in the campaign does it list out activities around campus they can do besides the few set piece each year.
This advice about dropping seeds early is a good one, but Strixhaven is a horrible example of a campaign to be teaching DMs about this. When you drop any seeds, you should prepare for the "worst" case scenario where PCs pick up on it and want to chase it down above everything else. The book assumes the PCs don't, and will wait 4 years while doing a bunch of other activities that doesn't even have anything to do with it. Maybe this article's goal is to promote Strixhaven as a product (I can't imagine a book of such poor quality and about random setting that no one asked for is getting that much traction), but if it isn't, it was better to pick another campaign where this is done well, or any story from a book, movie, or some other media.
i agree with what AuraofMana wrote, strixhaven at first seems like a fun adventure where you get to explore a school for mages of all types, but when you get to the 3rd or 4th "day" of activity you realize how rushed but also slow everything is. not to mention some encounters (which the party might not even want to pursue) offer too much of a challenge for new players who are all playing ranged spellcaster (which seems to be the primary classes you would want to play with all the awesome magey stuff you get for free like the free feat and the free spells known). the only solution for this is making a "first month in strixhaven" additional document that lets the dm guide the players through everything they can do on campus and have goals and adventures that DO NOT tie into the main plot and that the players WANT to do and are not forced to. that way the DM can flesh out all the different NPCs and not have them just be skill check "walls" that grant bonuses when climbed.
You wanna get technical? It mirrors the first and second years of Hogwarts with the introduction and mystery journal, but then goes to third year with that one game (third year was the first year in the series Gryffindor won the Quidditch Cup), the fourth year with the ball (based partially on the Yule Ball), and then kind of the final three years with the final battle.
I think we can actually learn something real about storytelling. First, it does drop seeds early on, but these are introductions of the macguffins of the series. Wizard's chess, Fawkes the Phoenix, animagi and werewolves, portkeys... These are all features of the universe introduced early on in the first four books that come back in the end, introduced innocently but with enough style to be memorable.
If you don't want an investigation, don't drop clues for such an investigation. There are ways to improve Strixhaven. First: don't make the "main story" the only occurrence of events. You need to include events associated with jobs, extracurriculars, or other classes. Make player choice matter. Based on the premise that a Strixhaven year is divided into three trimesters, I created a calendar that gives each trimester twelve weeks, plus an orientation week, a final week with no exams, a break week between the first and second and second and third trimesters, and a twelve week summer break.
Laying out which even happens which week, you first realize how sparse Strixhaven is as an adventure. Secondly, you realize that the best-paced of the four adventures is the Magister's Masquerade. So to improve it, add events that occur every week with clubs. I started laying out which clubs would do what depending on the trimester; here are two examples from my notes:
Dragonsguard Historical Society
Skills: Arcana, History
Member: Bhedum "Rampart" Sooviij
Real-World Equivalent: History Club
Most members of this club are Lorehold students.
Trimester
Activities
1st
This trimester focusses on historical research and learning. Real casual. Also, at the end of the trimester, students vote on a location for the "World Tour"
2nd
This trimester is more intense, and involves studying for the annual Historical Exam during the off-week between this semester and next. Well-performing students means more funding for the club in future.
3rd
This semester, there is a "World Tour" field trip. Students voted for a location to visit during the first trimester, and then spend a week in that location during Week 36.
Future Entrepreneurs of Strixhaven
Skills: Insight, Persuasion
Member: Grayson Wildemere
Real-World Equivalent: Business Club
Most members of this club are Silverquill students.
Trimester
Activities
1st
At least once this trimester, Grayson Wildemere appears before the characters and peddles the wares of the "quick magic" shop. If they seem interested, he pops up conveniently some more times. Characters in the club are invited to be good.
2nd
Should Grayson's earlier efforts be successful, he turns over ownership of Quick Magic® to a character. Either way, he starts a new venture called "Graysurance®" (or maybe Grayco® or Gray Farm®), a small insurance company. (Premiums 4 gp a week, up to 100 gp for accidents, subject to increase based on circumstances.
3rd
Okay, so Graysurance may have been unsuccessful. Quick Magic was a hit, though, to he tries to get the characters into a new scheme: Quick Magic® Pro. For the low price of 200 gold pieces per month, you to can spin the Wheel of Magic and get a FREE MAGIC ITEM. Such wonders as a Belt of Dwarvenkind, Boots of Speed, or even a Cursed Ring of Unavoidably Cursed Curses.
Creating club-based events will make the adventure better, and will allow you to fill the space in the adventure.
thank you for engaging with what i said so fully - yes i was being a bit facetious but i am glad that you are so interested in trying to make Strixhaven a game that you could actually run from session to session after all the gaps you have filled
Pretty much Harry potter word for word.
Awesome take! This is seriously making me reconsider how I write and run my campaign! Very well done!
You seem confused. Harry Potter is good.
Seems a tad optimistic, doesn't it? Other than seemingly just being a harry potter reskin, plus what feels like some supplements for homebrew games people were already making (looking at you, Brennan Lee Mulligan) Did anyone actually think Strixhaven was a well-made book? The only two things you ever hear about it is the adventure sucks and the deadline was two close to let WOTC writers make the book as big as they wanted. It'd make for a mediocre novel, sure, but the way it's written now? No, the only thing Strixhaven teaches abut good storytelling is what to avoid.
finally an article that isn't just mindless strixhaven hate
actually talking about what they did right instead of just going on and on about its flaws
Thank you so much