The Strixhaven campus buzzed with the hum of student life, a tapestry of magical energy and academic rigor. As the sun dipped below the horizon, casting a golden hue over the ancient stone buildings, a group of adventurers found themselves drawn to a peculiar task: unlocking a magical chest bound by elemental locks. The chest, a relic of arcane craftsmanship, stood as a testament to the trials of student life at Strixhaven.

Luna approached the chest with determination. Her eyes fixed upon the green lock, its verdant glow pulsating with necromantic energy. With a whisper of nature’s incantation, she invoked Druidcraft. The lock responded, its aura dissipating as it clicked open, revealing the first of the chest’s secrets.

Krenn stepped forward to confront the purple lock, its illusory magic casting an ethereal light. With a flick of his wrist, he unleashed a Firebolt, aiming it directly at the lock. The flames seemed to absorb into the lock, leaving no trace of damage. Krenn, realizing the lock’s true nature, reached out and discovered that it was never truly locked at all.

Luna, undeterred by the challenges that lay ahead, turned her attention to the blue lock, its watery essence shimmering in the light. With a commanding gesture, she cast Create or Destroy Water, and the lock’s aura rippled and faded. The blue lock yielded to her magical prowess, unlocking with a soft click.

Bob faced the red lock, its fiery aura flickering with evocation magic. Drawing upon his own connection to nature, he cast Druidcraft, snuffing out the flames that danced around the lock. Deprived of its elemental strength, the red lock succumbed to Bob’s spell, granting access to yet another of the chest’s mysteries.

Ophelia stood before the final challenge: the yellow lock, crackling with the energy of lightning and conjuration magic. With a determined expression, she conjured an Ice Knife, launching it directly at the lock. The icy projectile splintered upon impact, triggering the lock’s mechanism. Despite the minor explosion that followed, causing Ophelia and Luna to sustain slight injuries, the yellow lock finally yielded, granting the party access to the entirety of the chest’s contents.

With all locks defeated, the chest creaked open, revealing a scroll within. The scroll, a relic of academic prowess, contained questions and answers for the upcoming final exams—a boon that would surely aid their scholarly endeavors.

As exams loomed, the adventurers turned their focus to their studies. Krenn, his mind sharp and focused, excelled in his preparations, earning the chance to reattempt tougher questions. Luna, with her natural affinity for the arcane, also performed admirably. Bob, weary from a night of revelry, struggled but managed to complete his exam. Ophelia, despite her challenges, displayed a resilience that saw her through the ordeal.

The day of the exams arrived, and the adventurers faced the true test of their academic mettle. Krenn and Luna, with their thorough preparations, navigated the true/false questions and essay sections with ease. Bob, though exhausted, pushed through with sheer determination. Ophelia, her resolve unwavering, barely passed but succeeded nonetheless. Their efforts were rewarded—Krenn and Bob earned special “student dice” to aid them in future endeavors, and all leveled up, gaining new abilities and spells.

With exams behind them, the adventurers sought respite at the newly opened Boathouse Tavern. The tavern, a beacon of festivity, welcomed them with the sounds of music and laughter. Grayson, an ever-enthusiastic NPC, introduced them to the Wizard Gizzard game—a competitive test of magical prowess.

Inside the bustling tavern, the adventurers joined the throng of students gathered around the game setup. The objective was simple: launch magical spheres into a bucket using spells. Krenn, displaying his competitive spirit, performed remarkably, while Ophelia faced challenges but remained determined. Luna and Bob cheered their comrades, fostering a sense of camaraderie.

As the evening wore on, the adventurers reveled in their achievements and the bonds forged through their shared experiences. The session concluded with lively conversations and a sense of anticipation for future adventures. The promise of new challenges and the allure of the unknown beckoned, leaving the adventurers eager to continue their journey at Strixhaven.


Session Notes
  • Session Start: Pre-Game Chat

    • Players discuss personal anecdotes and casual topics, including injuries and recovery.
    • Barbara mentions a recent surgery and recovery from it.
    • Casual banter about Dungeons & Dragons media and historical context of the game.
  • Session Recap by DM (Brian)

    • Players are reminded of their current group project involving a magical chest with five elemental locks.
    • Review of previously determined lock types and the elements associated with each color:
      • Red: Fire
      • Blue: Water
      • Green: Nature
      • Yellow: Electricity
      • Purple: Illusion
    • Previous session ended with Luna using Druidcraft to open the green (Nature) lock.
  • Current Objective

    • The adventurers need to unlock the remaining four locks (Red, Blue, Yellow, Purple) to open the chest.
  • Discussion on the Purple (Illusion) Lock

    • Players discuss the properties of the purple lock, noting its pulsating nature and association with illusion magic.
    • Brian clarifies that purple is illusion and yellow is conjuration magic.
    • Players brainstorm potential solutions for the purple lock:
      • Suggestion to use music or spells.
  • Krenn’s Attempt on the Purple Lock

    • Krenn attempts to use Firebolt on the purple lock.
    • Initial confusion on how to cast Firebolt using the game interface.
    • Successfully casts Firebolt; the lock absorbs the fire and lights up before a loud boom is heard.
    • All players make Dexterity saving throws but realize the fire is illusory and causes no damage.
    • Krenn discovers the lock is not actually locked and opens it, revealing it was an illusion.
  • Clarification by DM

    • DM explains the illusionary nature of the lock and confirms it is now unlocked.
    • The group acknowledges they have unlocked the green (Nature) and purple (Illusion) locks.
  • Remaining Locks

    • Adventurers need to unlock the red (Fire), blue (Water), and yellow (Electricity) locks to proceed further.
  • The group is discussing their previous attempts to unlock the blue lock, which represents the school of enchantment. They recall trying to use water-based spells, which were absorbed by the lock but did not open it. Other attempts, including trying to electrocute the lock, also failed.

  • Krenn suggests using a fire spell (Firebolt) on the blue lock to evaporate any water. The Firebolt singes the lock but does not unlock it.

  • The DM explains that the blue lock is associated with enchantment magic, and the characters discuss the possibility of illusion or physical manipulation of the lock.

  • Luna tries to open the lid of the chest but finds no change in the lock’s status.

  • The DM describes how the lock’s aura, visible due to a detect aura spell learned in class, would disappear and the lock would turn when successfully unlocked.

  • Krenn attempts to use Burning Hands on the blue lock but finds he has no available first-level spell slots. The DM reminds them they have had time to rest and restores Krenn’s spell slots.

  • Krenn uses Burning Hands on the blue lock, resulting in steam and minor damage to his hand, but the lock remains unaffected.

  • The group discusses the nature of enchantment magic and considers different spells, including animal friendship, which they realize is not applicable.

  • The DM hints that different schools of magic or elements associated with the locks can play a role in unlocking them. The characters recall using Druidcraft for the green lock associated with nature and necromancy.

  • Luna attempts Destroy Water on the blue lock. The blue aura, described as moving like water ripples, fades away, and the lock unlocks.

  • The group discusses the next lock, the red lock, associated with fire and evocation. Luna uses Druidcraft to snuff out the fire, successfully unlocking the red lock.

  • The final lock, the yellow lock, represents lightning and conjuration. Krenn tries using Produce Flame on the lock, but it has no effect.

  • Bob attempts an unarmed strike on the yellow lock, resulting in no damage but confirming the lock’s physical presence.

  • Krenn uses Ice Knife on the yellow lock. The ice knife wedges into the lock and explodes, requiring a dexterity saving throw from all characters. Luna and Krenn take damage, but the lock unlocks.

  • The DM explains how the ice knife’s conjuration magic triggered the lock’s mechanism. The group realizes there were multiple potential solutions for each lock, emphasizing the importance of understanding different magical elements and schools.

  • The group discusses the practical applications of this lesson in the real world.

  • With all locks unlocked, they open the chest to find a scroll containing questions and answers for their final exam, giving them a strategic advantage.

  • The session transitions to the end of the semester, and the characters prepare for their final exams. The DM asks how seriously they are studying.

  • Luna and Krenn choose to take their studies seriously, while Bob plans to party and cram at the last minute.

  • The DM prepares to have Luna and Krenn make skill checks (Arcana or Insight) to determine their chances of success on the exams.

  • Class Preparation and Exam Retests

    • The DM confirms that Krenn scored a natural 20 on his preparation check, allowing him two reattempts on the exam.
    • Luna also performed well, earning one reattempt.
    • Bob, tired from an all-nighter, is informed he does not get a re-roll.
    • Discussion among players about character preparations for the exam. Ophelia also stayed up all night, affecting her performance.
  • Exam Day

    • Bob arrives blurry-eyed due to exhaustion.
    • Ophelia, similarly tired, struggles during the exam, continually asking Bob questions the previous night and being given wrong answers.
    • The DM outlines the exam structure:
      • Two parts: true/false questions (Arcana check) and a short essay (Insight check).
      • Players need to pass at least one part with a roll of eight or higher.
      • Reduced difficulty due to unlocking the study guide from the magical chest.
  • Exam Performance

    • Krenn aces the true/false section and uses his re-roll to pass.
    • Luna just barely passes the true/false section.
    • Bob performs well despite his exhaustion.
    • Ophelia barely passes both sections but manages to do so.
    • Results:
      • Krenn and Bob ace their exams and are awarded “student dice” for future rolls.
      • Luna passes one section and receives one student die.
      • Ophelia barely passes both sections and receives two student dice.
  • Leveling Up

    • All characters level up to level two.
    • Bob:
      • Gains “Action Surge,” allowing an extra action in combat once per rest.
      • Hit points increase to 22.
    • Luna:
      • Gains wild shape abilities, allowing transformation into various animals, including larger ones like a bear or wolf.
      • Hit points increase to 15.
    • Krenn:
      • Gains the ability to conjure inanimate objects up to three feet in size and 10 pounds in weight.
    • Ophelia:
      • Gains additional spell slots and sorcery points, allowing extra spell casts per day.
      • Will receive an email with new spell options from the DM.
  • Detailed Mechanics and Abilities

    • Student dice can be used up to three times for Krenn and Bob, and twice for Ophelia, to add a D4 to any roll.
    • Luna’s wild shape limitations: cannot transform into flying or aquatic creatures yet.
    • Krenn’s conjuration spell lasts for an hour and can only have one object at a time.
    • The DM encourages imaginative use of new abilities and highlights their strategic importance.
  • Character Management

    • DM goes over the process of spell preparation with Luna, emphasizing daily selection of spells.
    • Discussion about finding and managing spells in the character sheets.
    • Luna can now prepare five spells instead of four each morning.
    • Ophelia will receive guidance on selecting new spells via email.
  • Closing Notes

    • General reminders about the importance of utilizing student dice.
    • Characters discuss their new abilities and potential uses.
    • The session wraps up with everyone updated on their new stats and abilities.
  • Friday Evening After Exams: The session begins on a Friday evening at the end of exam week. The adventurers finish their exams and walk around the Strixhaven campus.

  • Boathouse Tavern: They hear music and excitement coming from the Boathouse Tavern, which has just opened. Brightly colored-haired students are singing and playing instruments on the patio.

  • Description of the Tavern: The tavern is well-lit as evening falls, with students enjoying the festive atmosphere. Grayson, an NPC, mentions the “wizard gizzard” machine inside the tavern and rushes past the group.

  • Inside the Tavern: The adventurers enter the main dining area of the Boathouse Tavern, which is filled with approximately 50 students. Servers move around, delivering food and drinks.

    • Seating Arrangement: The dining area has tables and bar stool seating, with a server station in the middle. There are also steps leading to more seating in a slightly elevated area. The kitchen is presumably in the back.
    • Wizard Gizzard Setup: On the left side of the room, tables and chairs have been moved to create space for the wizard gizzard game. The setup includes boxes with funnels protruding from them and a bucket 20 feet away.
  • Observing the Game: The adventurers observe students casting magic at the boxes to launch spheres into the bucket. The game involves hitting the boxes with spells to trigger glowing spheres that shoot out of the funnels.

    • Game Mechanics: The students use various spells to adjust the aim of the boxes and launch spheres. The goal is to get as many spheres into the bucket as possible. The game is competitive, with students cheering and exchanging coins.
    • Winning and Prizes: A student named Greta wins a round, and the prize is a hairy ball resembling a tennis ball covered in shag carpeting.
  • Character Participation: The adventurers decide to join the game.

    • Ophelia and Krenn: Both Ophelia and Krenn decide to participate in the game. Krenn receives encouragement from Bob.
    • Bob and Luna: Bob chooses to cheer for Krenn, while Luna also participates in the game.
  • Game Strategy and Spells:

    • Box Adjustment: The characters adjust their boxes for better aim before the game starts. They use perception checks to determine the optimal alignment.
    • Selected Spells:
      • Luna attempts to use a spell but misses the box completely on her first try.
      • Ophelia uses a spell and hits the box, but her sphere goes wide.
      • Krenn uses Magic Missile, ensuring hits on the box. However, only one of his spheres lands in the bucket due to initial misalignment.
  • Arcana Checks: The DM decides to use Arcana checks to determine the characters’ success in the game. Krenn receives an additional roll due to Bob’s encouragement.

  • Game Outcome: Over the next 20-30 seconds, Ophelia struggles to get the aim right, and one of her spheres harmlessly hits Bob. Krenn manages to get a sphere into the bucket, showcasing his magical prowess.

  • The session continued with the characters participating in a competitive game, possibly the Wizard Gizzard game, where players launch magical spheres.

    • Luna scored three points.
    • Krenn nearly scored two points.
    • Ophelia was still in the competition.
    • The game was set to continue into the next round.
  • A player mentioned it was a good time for them to leave, indicating it was late (3-3 likely referring to the time).

  • The session was concluded for the day, with the DM suggesting that the players think about their strategy for the remaining part of the competition.

  • There was a light-hearted mention of using grease, possibly hinting at a spell or a tactic for the next session.

  • The players expressed gratitude towards the DM, Brian, before saying their goodbyes.

  • The conversation included casual farewells and mentions of meeting again, with one player mentioning a birthday and another referring to an upcoming Tuesday.

  • The session ended with everyone saying goodbye and looking forward to the next game.