The sun cast long, dappled shadows across the sprawling grounds of Strixhaven as the second year began for Luna, Bob, Krenn Smith, and Ophelia. The air buzzed with the promise of new challenges as they gathered near Wiltroot Hall, ready to tackle their latest task. The college was alive with activity, students flitting between classes and study sessions, but the four adventurers had their minds set on the task at hand: the elusive runaway mascots.

Their journey began at the base of Wiltroot Hall, a towering tree trunk turned bustling hub for student life. The structure’s wooden platforms stretched out over the swamp like a spider’s web, connecting observation huts like beads on a string. The mascots, crucial participants in the upcoming Battle of Strixhaven tournament, had caused quite a stir with their escape, and it was up to the group to bring them back using the magical collars given to them by Professor Sharpbeak.

The air was thick with the scent of the bog, a reminder of the challenges they had faced in the Sedgemore Swamp. Memories of their battle against swamp creatures and the discovery of the cryptic journal lingered in their minds, adding a layer of urgency to their current mission. The journal had hinted at a mysterious antagonist, a shadowy figure orchestrating events from the shadows, and the group couldn’t shake the feeling that their paths would soon intersect again.

Inside Wiltroot Hall, sunlight streamed through a glass dome, illuminating the hollowed-out interior. As the adventurers moved past faculty offices and dormitories, their eyes and ears were keen for any whispers of mascot sightings. A student exiting the hall mentioned something unusual near one of the observation huts. Although the student hadn’t seen the mascots themselves, they relayed that a friend had witnessed something strange near the water.

With this new lead, the group decided to split their efforts between gathering more information and investigating the huts. They opted to begin with the easternmost hut, a mushroom-shaped structure perched above the swamp. As they approached, the scent of algae grew stronger, a pungent odor that clung to the air like a shroud. Inside, the hut was a study in contrasts, its well-maintained interior a stark juxtaposition to the boggy landscape outside.

The fountain at the center of the hut drew their attention immediately. Carved from stone, it depicted a wave of water, the bubbling liquid seeming to rise directly from the swamp itself. The air was still, save for the gentle burble of the fountain, but the presence of another figure near its edge set the group’s senses on high alert.

The figure stood motionless, their intentions unclear. The adventurers exchanged glances, weighing their options as they prepared to make their approach. The mascots were still at large, their capture critical to both the tournament and Professor Sharpbeak’s peace of mind, and the group knew their time was limited.

Outside, the swamp continued its quiet symphony of life, birds and lizards flitting about in the undergrowth, oblivious to the drama unfolding. The tension in the air was palpable, the anticipation building as the group moved closer to uncover the mystery of the observation hut.

As they stepped forward, the session came to an abrupt end, leaving the adventurers on the precipice of discovery. The next encounter promised to reveal more about the enigmatic figure and the fate of the runaway mascots, setting the stage for future revelations and the ever-present mysteries of Strixhaven.


Session Notes
  • The session begins with the group troubleshooting audio issues. Players exchange greetings and discuss personal matters, such as family health and children’s activities.
  • Brian, the DM, shares that his kids have a piano recital and are participating in a “monster concert,” involving multiple pianos and a large group of kids playing together.
  • There are ongoing issues with smoke from nearby fires affecting some of the players, leading to canceled activities like soccer.
  • Technical difficulties continue as players try to resolve sound issues related to a recent upgrade to Windows 11.
  • The players discuss the various challenges of adjusting to the new operating system, with some humorously blaming Windows 11 for their problems.
  • Shannon mentions a potential interruption due to a visit from her mother and friends, which might impact her ability to participate in the session.
  • The group makes lighthearted comments about the difficulties of managing technology and real-world interruptions during game time.
  • After resolving most technical issues, the DM recaps the previous session’s events, where the party was in the Sedgemore Swamp.
  • The adventurers had fought creatures in the swamp and discovered a bubbling spring. They performed a cleansing ritual on the spring using magic.
  • During their exploration, they found a journal partially wrapped in oilskin. The journal was water-damaged, but they managed to read parts of it.
  • The journal contained references to past events and seemed to be written by someone orchestrating the challenges they faced, although the author’s identity remained unknown.
  • The DM reminds the players of the mysterious and cryptic nature of the journal’s contents, with some parts being illegible due to water damage.
  • The session begins with a discussion about a mysterious journal. It contains formulas and research notes that don’t make immediate sense to the players. However, it mentions an event called the Rose Stage Festival, where the scenery reportedly came to life.
  • The DM indicates that the journal was dropped recently, as the event it describes wasn’t long ago.
  • The party’s first year at Strixhaven is concluded, marking a leveling-up point for the characters as they return for their second year.
  • Players discuss their character progression, including improved stats and the opportunity to select new spells.
  • Shannon’s character, Ophelia, considers picking spells like “Hideous Laughter” and “Ice Knife,” ultimately choosing the latter.
  • Luna’s player, Barbara, inquires about the “Dragon’s Breath” spell, which the DM explains can be cast on someone to give them a fire-breathing ability. Luna opts to learn this spell.
  • A flyer for the Mage Tower game, part of the Battle of Strixhaven tournament, is presented by NPC Rosie. She encourages the party to form a team.
  • The Mage Tower game involves capturing the opposing team’s mascot and bringing it back to one’s base, with rules against harming others or mascots.
  • The tournament is a triennial event, adding to its significance and excitement for the students.
  • The team discusses the need to recruit additional members to compete in the tournament, as teams typically require more than four participants.
  • Professor Sharpbeak, responsible for organizing the event, approaches the players with a request to help tag runaway college mascots with magical collars.
  • The mascots are crucial for the Mage Tower game, and their escape poses a threat to Professor Sharpbeak’s reputation.
  • The mascots were last seen causing chaos around Wiltroot Hall, near the Sedgemore swamp.
  • The players receive magical collars from Professor Sharpbeak to tag the mascots. These collars will draw the mascots to a spirit statue once placed.
  • The DM explains that while mascots are generally not dangerous, the Sedgemore swamp can be hazardous.
  • The party debates strategies for capturing the mascots, including the use of distractions like fireball spells.
  • The adventurers deliberate their next move, considering whether to search the island or head directly to Wiltroot Hall.
  • As the party arrives at Wiltroot Hall, they observe a massive, hollowed-out tree trunk structure with a surrounding wooden platform.
  • The area features walkways over the swamp, reminiscent of a national park setup, and is dotted with observation huts and seating areas.
  • The DM describes the swamp’s landscape, noting the proximity of water and land to the platform level, creating a typical swamp environment.
  • The session concludes with a question about the presence of students enjoying leisure activities in the swamp, adding a lighthearted moment to the exploration.
  • The session begins with the players observing the surroundings in what appears to be a student area. They note that the environment seems normal with students walking around, and there is no sign of panic or danger. The area is described as being made hospitable despite being potentially inhospitable due to the bog-like conditions.
  • The players note the presence of birds and small lizards but confirm the absence of any large or threatening creatures emerging from the bog at this time.
  • They observe what seems to be double doors leading into a central area, with additional doors leading to other rooms. The group is approaching from the west and considers how to navigate around the roots of a large tree to access these doors.
  • The tree is described in detail as having roots that are elevated, allowing for passage underneath. Shadows cast by the roots give players a better perspective on navigating the area.
  • The players discuss the different functions of the building, identifying it as a student hall. It includes dormitories, faculty offices, and study rooms, although most students are currently in class, as this is not a classroom building.
  • A question arises about who witnessed the runaway mascots. The players note that there is no specific information, only that someone in the library overheard students mentioning sightings.
  • The group decides to ask around the area for more information about the mascots before considering checking out the observation huts, which are described as mushroom-like structures.
  • As the players enter the building, they find it to be a large, open area with multiple stories. The central area of the tree trunk is hollowed out, with natural sunlight streaming in from a glass dome high above.
  • The interior features staircases and additional rooms on higher levels, although the players note this part of the building is not busy, with only a few students observed passing through.
  • The players spot students exiting the building and decide to approach them for information about the mascots. They explain their situation and inquire if anyone has seen the mascots.
  • A student mentions hearing about something unusual near one of the observation huts, described as looking like a mascot but not something typically seen in the area.
  • The student did not personally witness the mascots but relays that a friend saw something strange, possibly near the water or on a platform by the observation huts.
  • The players discuss their next steps, considering asking more people or heading directly to investigate the huts. They note that most students are likely in class and those who witnessed anything may not return to the hall.
  • The decision is made to do both: continue asking around for more witnesses and check out the huts. They focus on the closest hut, which is identified as being to the east.
  • The group plans to reach out to other individuals they encounter to gather more information as they proceed towards the eastern hut.
  • The session begins with the DM describing an observation hut that the party approaches. This structure is well-maintained and built over the walkway in the swamp area.
  • The hut has multiple levels, with the second circle on the left side being lower and built at water level.
  • The floor of the lower level is attached to the path and is not floating; it appears permanent, likely accessible via steps or a ladder from inside the hut.
  • Inside the hut, the area is completely enclosed, with windows that allow the party to look out.
  • Upon entering, the party smells a pungent odor, likely from algae, emanating from a fountain in the center of the lower level.
  • The fountain features a stone carving shaped like a wave of water, and it bubbles up from the swamp itself.
  • The DM indicates that there is a person standing next to the fountain.
  • A technical issue arises as Seward, who plays Krenn Smith, experiences a power outage at his location.
  • The session is briefly interrupted as the group discusses the power outage and its potential impact on continuing the game.
  • The conversation shifts to personal matters, including plans for travel and meeting with friends, indicating an informal pause in the game.
  • The session concludes with the group deciding to end for the day due to the disruptions and plans to reconvene at a later date.
  • The DM plans to send out emails to coordinate the next session, keeping in contact with players to determine their availability.