The ancient grandeur of Strixhaven’s Captain Dapplewing’s Manor loomed under a moonlit sky, casting elongated shadows as the adventurers—students of the prestigious college—prepared to embark on their midnight quest. The stone façade of the manor, veined with ivy and time-worn, bore silent witness to the anticipation crackling in the air. Luna, the fairy druid, hovered above the ground, her wings shimmering with an ethereal glow. Beside her, Bob, the sturdy dwarf fighter, adjusted his armor, a determined gleam in his eyes. Krenn Smith, the half-elf wizard, clutched his staff, his mind racing with arcane possibilities, while Ophelia, the human sorcerer, let her fingers dance with flickers of magical energy, prepared for whatever lay ahead.
Their mission was clear: retrieve the legendary doll “Sassy Sally Jane,” rumored to reside in the manor’s attic. The challenge, presented by Rosie, a gnome student with a mischievous grin, promised lunch for a month as a reward. But the true prize lay in the thrill of the adventure and the secrets they might uncover within the manor’s walls.
As they approached the veranda, the adventurers noted the fine decorations, from wicker furniture to potted plants, and a conjuration-imbued teleportation circle etched into the ground. Luna, ever the cautious scout, flew ahead, scanning for magical alarms but finding none. Bob, with his characteristic boldness, cast a Firebolt at the locked doors, successfully breaking them open but leaving scorch marks in his wake.
Inside, the manor’s opulence was evident. Coat racks carved to resemble various individuals hinted at Captain Dapplewing’s storied past with his eight friends. Luna’s keen perception was interrupted by the sudden animation of a statue, which lunged at her with stone fists. Combat erupted in the grand dining hall, the flickering firelight casting dramatic shadows as Ophelia unleashed a devastating Fireball, reducing one statue to rubble. Krenn followed suit, his own Fireball scorching another. Bob’s hand axe missed its mark, but Luna, transforming into a formidable bear, clawed through the remaining statue with a roar.
The dining hall, now littered with the remains of animated statues, fell silent once more. The adventurers, undeterred, pressed on. They navigated the manor’s labyrinthine corridors, each turn revealing more of its hidden splendor. In the kitchen, the smell of food lingered, and magical cooking utensils lay dormant. Bob’s curiosity led him to a hall lined with marble busts adorned with fur stoles. His attempt to grab one triggered a fiery transformation, but his mage hand skillfully prevented any harm.
Their exploration continued, each room yielding new mysteries. In a drawing room filled with bookcases and easels, a teleportation circle transported Bob, Luna, and Ophelia to a dark hallway lined with many doors. Krenn, using Detect Magic, discovered the dual enchantments on a peculiar painting, though its secrets remained elusive. The teleportation circles, they realized, were a clever alternative to stairs, leading them to the manor’s second floor.
In a storage room filled with crates, the adventurers’ quest took a pivotal turn. Among the crates, they found broken bottles of ink, the dark liquid spreading across the floor. The ink, radiating magic, piqued their curiosity. As they probed further, one of them dipped a pen into the ink, a seemingly innocuous act that resulted in a sudden injury, halting their investigation at a critical juncture.
Standing amid the magical ink, the adventurers pondered its properties and potential uses. The room, filled with the echoes of their earlier battles and the promise of untold secrets, felt charged with anticipation. The cancellation of their in-person meeting for the following week only heightened the suspense, leaving them eager to continue their exploration in the next chapter of their Strixhaven adventure.
The manor, with its rich history and hidden dangers, had offered only a glimpse of its mysteries. As the adventurers bid farewell to another night of intrigue and discovery, they knew that the legend of Sassy Sally Jane and the enigmatic magical ink would continue to beckon them back to Captain Dapplewing’s Manor. The adventure was far from over, and the promise of what lay ahead filled them with a sense of purpose and excitement, eager for the next Sunday to unveil the manor’s deepest secrets.
Session Notes
- The session begins with a brief recap of Krenn’s acquisition of a magical bag that allows him to summon a random animal once per day. The animal disappears at dawn or if it gets killed, and Krenn can summon up to three animals per day.
- The group discusses the whimsical nature of their studies, reminiscing about their past experiences and feeling more confident in their abilities.
- The conversation shifts to a fantasy book where characters have animals that are part of their personality, drawing a comparison to Krenn’s magical bag.
- The DM clarifies that the animal summoned from Krenn’s bag is real enough to help in combat, though its usefulness varies.
- The group recalls an incident after a previous game where flying creatures in the kitchen caused chaos, leading to an investigation of a black goo found on one of the cauldrons. The goo had traces of conjuration and evocation magic but was no longer active.
- The session transitions to the adventurers preparing for their Magical Physiology class exam on owlbears, with the exam consisting of two parts: a nature check on owlbear disposition and habits, and an animal handling check for an essay.
- The players roll history checks to determine their preparedness for the exam. Most of the group does well, earning bonus dice for their rolls.
- Luna, Krenn, and others study for the exam, with Krenn performing exceptionally well and earning three bonus dice.
- As the group leaves the classroom, a gnome student runs up to them and hands Luna a piece of paper before running off.
- The note challenges the group to recover the legendary doll “Sassy Sally Jane” and meet outside Captain Dapplewing’s Manor at midnight.
- Luna recalls the campus legend of Sassy Sally Jane, a doll known for its enchanted voice box that repeats rude phrases, often used by students to irritate faculty.
- The group discusses the history and current use of Captain Dapplewing’s Manor, a faculty meeting place with a rich history and potential magical secrets.
- At midnight, the adventurers head to Captain Dapplewing’s Manor, illuminated by magical street lights, and encounter a small group of peers under a massive oak tree in the front yard.
- The gnome who handed Luna the note is present with three others: a dryad and two others, who seem excited to see the adventurers.
- Rosie, the gnome, introduces herself and the others, explaining that Sassy Sally Jane is believed to be in the attic of the manor. She challenges the group to retrieve the doll, offering to buy them lunch for a month if they succeed.
- The session begins with the characters discussing the well-known secret of the attic where “Sassy Sally Jane” is rumored to be. They learn that previous groups, like Drasimir’s, have tried but were caught. The party feels more prepared than others due to their past encounters.
- They inquire about why other students were caught and learn that the manor has valuable items and magical security measures that alert professors when tripped.
- The group decides to proceed with their quest and notes the darkness around them. Bob and Krenn can see in the dark, but others have difficulty. Ophelia lights up her wand to help.
- They approach the manor’s veranda, noting its fine decorations, including wicker furniture and potted plants. They see a teleportation circle on the ground and recognize its conjuration aura.
- Luna flies up to the veranda and waits for others while investigating for magical alarms but finds none.
- Bob decides to use a Firebolt to break the locked doors, successfully opening them but damaging the doors.
- The group enters the manor, noticing coat racks carved to resemble various individuals, including dwarves, a loxodon, an orc, and a gnome. They make history checks and recall Captain Dapplewing’s military background and his eight friends, suspecting the coat racks depict his compatriots.
- The party moves further into the manor, spotting a large dining table, a fireplace, and various rooms. Luna makes a perception check but is interrupted by a statue coming to life and attacking her.
- Combat ensues, with Luna getting hit by the statue. Ophelia reacts by casting Fireball, destroying one statue. Krenn follows with a Fireball, damaging another. Bob attempts to attack with a hand axe but misses.
- Luna transforms into a bear and destroys the smoldering statue with her claws. The party ensures no other statues are moving and proceeds with caution.
- They decide to continue exploring the manor, aiming to find “Sassy Sally Jane.” They move towards the banquet table, noting the room’s decorations, including silverware, an upright piano, cushioned benches, and a glowing fireplace.
- The session ends with the group standing in the dining hall, contemplating their next move.
- The party discusses their next move, considering which door to go through in the manor.
- They decide on a door to the upper right, but find it is a wall and must go through a different door.
- The door they choose leads to a kitchen filled with pots, pans, and cooking utensils. A pair of crossed sabers hangs above the shelves to the north.
- Luna notes the smell of food in the room. The kitchen has doors leading east and west.
- The party decides to go through the east door, which leads to a hall lined with four marble busts on gilded pedestals. Each bust wears a single 12-foot-long fur stole wrapped around their shoulders.
- Bob expresses interest in the fur stole and decides to grab it, initially with his hand, then switches to his mage hand.
- As the mage hand touches the stole, it bursts into flames and transforms into a fire serpent. The mage hand prevents any physical harm.
- The fire serpent bites at the mage hand but is unable to cause damage. The mage hand pulls the stole off the busts and throws it on the floor, where it turns to ash.
- There are no burn marks on the statues or walls, and no other creatures appear to attack.
- Discussion ensues about the nature of illusions and the power of magic, with the DM explaining the potential lethality of powerful illusions.
- Luna bumps into a statue with her bear form, causing it to fall and chip the floor, but nothing else happens.
- The party explores further, finding a door to the north and a hall that wraps around to the south.
- They enter a drawing room with bookcases, easels, and a watercolor painting of a chicken-like reptile creature.
- The room contains another teleportation circle. Bob steps onto it and disappears, finding himself in a hallway with many doors.
- Luna follows Bob, appearing in the same hallway but in complete darkness. She relies on her sense of smell to identify Bob.
- Krenn decides to investigate the room, particularly the painting, using Detect Magic and discovering both conjuration and illusion magic on it.
- Krenn attempts to discern more about the painting but is unable to gather additional information.
- Ophelia steps onto the teleportation circle and disappears, reappearing near Bob and Luna. She then walks up a nearby staircase.
- The party realizes the teleportation circles act as a convenient alternative to stairs within the manor.
- They explore the second floor, discovering a storage room filled with crates. They speculate that the doll they seek might be hidden there.
- The session ends with the party preparing to search the storage room for the enchanted doll, Sassy Sally Jane.
- The party discusses using detect magic to identify any enchantments in the room.
- The DM confirms that detect magic is still active and that the room is filled with crates emanating magical energy.
- In the middle of the room, the party notices a broken crate with dark ink dripping out and forming a pool on the floor.
- The characters observe that the ink does not resemble the black goo found on other objects like frogs and cauldrons; it is less thick but similarly murky.
- One of the characters suggests poking the crate with a staff to investigate further.
- Upon poking the crate, they discover it contains several ink bottles, a few of which are broken, causing the ink to drip out.
- The DM affirms that it is logical for a storm room in a school to contain ink bottles.
- It is noted that the ink itself is radiating magic.
- A character wonders if the magical ink could be activated to spell something out.
- One character proposes using their own ink pen to dip into the magical ink on the floor and test if it writes anything special.
- The character dips their pen into the magical ink, but the session is paused at a critical moment where the character injures themselves with the ink.
- The session concludes with the announcement that the next in-person meeting is canceled, but they plan to continue the adventure next Sunday.
- The players thank DM Brian for the session and bid farewell.