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#92: First Day at Spellhaven | A 5e Magic-School One-Shot Adventure for Small Groups

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It is orientation day at Spellhaven Academy, and the great enchanted clock has begun to run backward. The academy's ancient prank-construct has malfunctioned — and its harmless mischief is turning deadly.


First Day at Spellhaven is a complete, ready-to-run one-shot for fifth edition — a cozy magic-school adventure with real teeth. Your players are four misfit second-years handed the easiest job in the school: show a terrified new first-year around campus. Then the wards crack, the pranks turn dangerous, and the giggling paper creatures start pouring out of the walls.


At the heart of it is Riffle the Rebound: a three-hundred-year-old construct of silver wire and enchanted parchment, built to challenge students with harmless mischief and slowly going out of his mind from the boredom of it. His binding is failing. His pranks are growing teeth. And the whole academy is folding itself into a funhouse with the safety rails coming loose. To save the school, your players will cross a collapsing great hall, outwit a possessed janitor wrapped in living mops, and decide the fate of a lonely construct who only ever wanted to teach.


A Clock That Runs Backward.



The tension runs on the Disorder Gauge — a simple, visible track shown as the great hall clock, its golden hands spinning backward as the chaos climbs. Every failed check and every reckless fight winds it higher; every trap disarmed and every rescue winds it back. The louder the party get, the closer the academy comes to dissolving, until Riffle's final exam erupts for the finale. It puts the stakes in the players' hands, and it runs itself with the read-aloud cues built into every scene.


What's Inside:


  • A complete 80-page adventure for 2–3 players at levels 2–3 — playable start to finish in a single 2–3 hour session, with zero prep required
  • Four acts and twelve scenes, including a branching middle where the party pick their own route to the finale — both paths fully written, nothing left for you to improvise
  • The Disorder Gauge tension system, with read-aloud cues and clear triggers so it manages itself at the table
  • Seven encounters that escalate from a tutorial scuffle to a three-phase boss fight — each one built and stress-tested so it never one-shots a hero, even at a two-player table
  • Six original creatures and constructs with full stat blocks — no monster manual required to run a single fight
  • Four ready-made characters, balanced so any two of them make a viable party, each with a one-page sheet and roleplaying notes
  • A cast to fall for: a stern-but-kind headmistress, a guilt-ridden gnome prodigy, a grumpy custodian who loves the school, and a tiny first-year who just wants a friend
  • Five maps including an academy-wide reference map, six ready-to-use opening hooks, and three distinct endings your table chooses for itself


Perfect For:


• Busy Game Masters who want a full night of play without the prep grind

• Duos and small groups — designed and stress-tested from the ground up for just two players

• New GMs and younger or first-time players who want a welcoming, wholesome way in

• Fans of cozy magical schools, chaotic comedy, and found-family stories with heart

• Any fifth edition table hunting for a back-to-school one-shot they can drop into an evening


Everything you need to run a complete session tonight — maps, monsters, characters, and three ways for it all to end. Grab your dice, protect the new kid, and try not to break anything.

You will get the following files:
  • EPUB (2MB)
  • PDF (27MB)
  • ZIP (56MB)
  • ZIP (11MB)