The sun had just begun to creep above the horizon, casting a golden hue across the sprawling grounds of Strixhaven University. Four figures, distinctly unique yet united by their newfound purpose, stood at the threshold of their new lives. The acceptance letters clutched in their hands bore the weight of destiny, intertwining their fates with the hallowed halls of the Biblioplex.

As they stepped inside, the grandeur of the Biblioplex revealed itself in all its marble-arched glory. Tomes stacked for miles, the scent of parchment and aged leather filled the air, mingling with the hum of hundreds of students engrossed in their studies. This was the Hall of Oracles, the heart of Strixhaven’s knowledge and magic, and the setting for their first challenge—a scavenger hunt designed to test their wits and teamwork.

Krenn Smith, the half-elf wizard, was the first to take initiative. His eyes were drawn to an enigmatic blue light at the center of the Biblioplex. With a mix of curiosity and determination, he reached into the light. A moment of disorientation followed, and when he withdrew his hand, he held a potion of healing. The first clue on his parchment was magically struck through. Luna, Bob, and Ophelia followed suit, each retrieving their own potions and marking the first clue off their lists.

The team, now bonded by a shared goal, turned to Luna for guidance. The fairy druid identified their next destination—the book garden. They ventured into the indoor park, an oasis of greenery that seemed to defy the absence of sunlight. Luna, ever in tune with nature, patted one of the shrubs, only to find it unresponsive. It was Krenn who noticed the subtle motion within the shrubbery, the outline of a crown forming as if the plants themselves were alive.

Intrigued, Krenn patted another shrub, which responded by revealing a tiny creature, a mascot of Prismari College. The magical being, wrapped in ice and fire, began to follow Krenn like a loyal pet. The second clue was struck through on her parchment. A similar process unfolded for the rest of the group, each receiving their own college mascot, indicating a friendly yet competitive rivalry among them.

Their next clue led them to the Students and Alumni Art Gallery, a space filled with portraits and statues that told the stories of Strixhaven’s history. Among the art and artifacts, Luna and Ophelia discovered hidden drawers below the Witherbloom portraits, each containing a green pennant. Krenn found a red Prismari pennant, and Bob unearthed a Quandrix pendant emitting a fractal pattern of blue light. These items, imbued with magical properties, marked another clue off their lists.

The group, now seasoned scavengers, decided to explore the Biblioplex Cafe next. The enchanted cafe, with its mural of moving tree roots and ceiling of painted leaves, offered a serene respite. Isla Fitsbottom, the gnome behind the counter, welcomed them warmly. Upon learning of their scavenger hunt, she offered them a choice: bland cookies or the opportunity to help restock the cafe for a more rewarding treat.

They chose the latter, each pulling trays of food from enchanted rucksacks. Ophelia produced a tray of cut fruits, Luna an assortment of éclairs, Bob a tray of broccoli, and Krenn, despite a minor mishap, managed to contribute glasses of juice. Their efforts earned them unique rewards from Isla—a glass bottle that played a Sousa brass band march for Krenn, a blue die that projected a mathematics lecture for Bob, a wriggling octopus tentacle for Luna, and knee-high waders covered in muck and moss for Ophelia.

Refreshed and with their spirits high, they moved towards the amphitheater. The stage, impressive and lavish, beckoned Krenn to step into the spotlight. His impromptu performance drew an invisible crowd, their applause echoing through the hall. The rest of the group found lanterns in the spotlights, marking the final clue off their scavenger hunt list.

As they made their way back to the Hall of Oracles, a sudden commotion broke the tranquility. A young elf darted past them, pursued by a bouncing trunk with teeth and a long tongue—a mimic. The group readied themselves, their newly acquired items and mascots at the ready, prepared to face this unexpected challenge head-on.

The session ended on this note of anticipation, the air thick with the promise of adventure and the unknown trials yet to come. The camaraderie among the group was palpable, each character poised at the edge of their potential, ready to embrace the mysteries and magic of Strixhaven University.


Session Notes
  • The session begins with some technical difficulties as players try to get their screens and connections sorted out.
  • Brian, the DM, mentions that Shannon will be a little late to the session.
  • Players discuss their setups and backgrounds, with some light-hearted banter about pillows and backgrounds.
  • The DM, Brian, starts the session by mentioning that the players have received their acceptance letters to Strixhaven University.
  • The players are instructed to report to the Biblioplex, the Hall of Oracles, for new student orientation.
  • The DM describes the Biblioplex as a large, marble-arched building with tomes stacked for miles and hundreds of people studying and practicing magic.
  • The players are given a task to complete a scavenger hunt within the Biblioplex.
  • Each player receives a piece of parchment with a list of clues for the scavenger hunt.
  • The players are informed that they have until the end of the day to complete the hunt and may win prizes at each location.
  • Krenn Smith (played by Seward) decides to head towards the center of the Biblioplex where a blue light is located.
  • Krenn reaches into the light, experiences a moment of disorientation, and pulls out a potion of healing. Clue one is magically struck through on his parchment.
  • Luna (played by Barbara) follows Krenn’s lead, reaches into the light, and also pulls out a potion of healing.
  • Bob (played by Bill) and Ophelia (played by Shannon) also reach into the light and each pull out a potion of healing.
  • All four players now have the first clue struck through on their parchments.
  • The players decide to work as a team and head towards the next clue location, which Luna identifies as the book garden.
  • The DM describes the book garden as an indoor park with shrubs, grass, and a couple of trees, but no obvious source of sunlight.
  • Luna makes a nature check and pats one of the shrubs, but nothing happens.
  • The players make investigation checks and notice that some of the shrubs have a slight motion and form the outline of a crown.
  • Krenn decides to give one of the odd bushes a pat.
  • Luna expresses a desire to glean something and jokes about making a “gleaned roll.”
  • The group discusses the concept of gleaning and what it might mean in their context.
  • Luna pats a shrub, which responds by lifting up like a cat and speaking, identifying Luna as a new student.
  • The shrub offers a prize for solving a clue, shaking and revealing a tiny creature that looks like magical ice wrapped in magical fire.
  • The creature is identified as a mascot of Prismari College, which follows Luna around like a puppy.
  • Clue four is struck through on Luna’s sheet.
  • The group discusses the next clue, which seems to be a riddle about the Alumni Commission seeking promising mages to inspire.
  • The group decides to investigate the biblioplex for more clues.
  • Krenn pats another shrub, which reacts similarly and reveals a purple worm-like creature with spikes and teeth, identified as a mascot of Witherbloom College.
  • The creature follows Krenn around, and clue four is struck through on Krenn’s sheet.
  • Bob pats a shrub, which reveals a serpent-like creature with a dragonish head, identified as a mascot of another college.
  • The creature follows Bob around, and clue four is struck through on Bob’s sheet.
  • Ophelia pats a shrub and receives a similar purple worm-like creature, which follows her around.
  • The group notes that the pets seem indifferent to everyone except each other, indicating a rivalry.
  • Clue four is struck through on Ophelia’s sheet.
  • The group discusses the next clue, interpreting it as the Alumni Commission working to inspire promising mages.
  • They decide to look for promising mages around the biblioplex.
  • They approach a gnome doing magic, who hints that the words “commission” and “works” could be nouns or verbs.
  • Ophelia notices a sign for the “Students and Alumni Art Gallery” and suggests they check it out.
  • The group enters the gallery, which is filled with various art pieces and portraits of older individuals in college robes.
  • They notice statues of the mascots corresponding to the portraits.
  • Luna and Ophelia investigate a Witherbloom portrait and find a hidden drawer with a green Witherbloom pennant.
  • Luna takes the pennant, and clue two is struck off her list.
  • Ophelia retrieves an identical pennant, and clue two is struck off her list as well.
  • Bob decides to follow suit and investigates the Prismari portrait, finding a red Prismari pennant.
  • Bob takes the pennant, and clue two is struck off his list.
  • The group discusses the remaining drawers, identifying one as representing Quandrix.
  • Luna decides to open the Quandrix drawer, revealing a Quandrix pendant that emits a blue light and leaves a fractal pattern in the air.
  • The pendants are noted to be mechanically beneficial and can emit light like a torch.
  • The group reviews their inventory, including a potion of healing and a mascot.
  • They decide to head back to the food court area they passed earlier.
  • They arrive at the main entranceway, seeing signs for the student store and the Biblioplex Cafe.
  • They choose to enter the Biblioplex Cafe.
  • Inside, they see a mural made of tree roots that move, painted leaves on the ceiling, and hear sounds of birds and rustling, likely an enchantment.
  • The cafe has tables with students eating and a gnome woman behind the counter who greets them.
  • The group mentions they are on a scavenger hunt and are looking for a free treat.
  • The gnome woman, Isla Fitsbottom, asks to see their scavenger hunt list, which they realize they don’t have.
  • Isla offers them bland cookies or asks for their help to get more options.
  • The group agrees to help, and Isla leads them behind the counter to a wall of rucksacks.
  • Isla pulls out a large tray of sandwiches from a small bag, demonstrating its magical properties.
  • Each character pulls out a tray from the bags:
    • Ophelia pulls out a tray of cut fruits.
    • Luna pulls out a tray of éclairs and baked goods.
    • Bob pulls out a tray of broccoli.
    • Krenn pulls out a tray of glasses filled with juice but drops it, spilling the contents.
  • Isla uses magic to animate a mop to clean up the spill.
  • The group helps Isla restock the cafe, and she thanks them, noting their effort compared to other students.
  • Isla offers each character a special item as a reward:
    • Krenn receives a glass bottle that plays a Sousa brass band march when opened.
    • Bob receives a blue 20-sided die that projects a mathematics lecture when tapped.
    • Luna receives a small, wriggling octopus tentacle.
    • Ophelia receives knee-high waders covered in muck and moss.
  • Isla wishes them luck on their scavenger hunt and reminds them they will have to pay next time.
  • The group discusses the next clue, deciding to head to the amphitheater.
  • They find an impressively lavish stage with dimmed lights and a spotlight in the middle.
  • Krenn steps into the spotlight and starts performing, drawing an invisible crowd that applauds.
  • The rest of the group sees four spotlights in the corner, each containing a lantern.
  • Ophelia retrieves a hooded lantern, and the rest follow, each taking a lantern.
  • The final clue is struck from their list.
  • The group heads back towards the Hall of Oracles, unsure of what to do next.
  • They hear a panic shout about a trunk with teeth and see a young elf running, followed by a bouncing trunk with teeth and a long tongue.
  • The session ends with the group preparing to deal with the animated trunk.
  • The group discusses their next steps, with one character indicating they will continue working.
  • There is a brief exchange of agreement and acknowledgment among the characters.
  • One character expresses uncertainty about the plan, indicating a need for further discussion or decision-making.