The tranquil halls of Strixhaven College were anything but serene when a group of students discovered that several magical mascots had escaped from their habitats. The mascots, integral to the upcoming Mage Tower tournament known as the Battle of Strixhaven, had somehow slipped past their confines, setting off a campus-wide search. The task of retrieving these elusive creatures fell upon Luna, Bob, Krenn Smith, and Ophelia—students known for their resourcefulness and bravery.

The team began their quest at Wiltroot Hall, a towering, ancient stump repurposed into a grand educational facility. The hall stood like a sentinel over the swampy marshlands, its wooden walkways and boardwalks extending like veins into the surrounding wetlands. Sparse foot traffic hinted that most students were attending classes, but whispers among those present pointed the team toward the distant huts scattered across the swamp.

Venturing eastward, they arrived at one such hut—a modest structure perched above the murky waters. As they entered, a pungent scent of algae greeted them, emanating from a bubbling fountain on the lower level. There, they spotted an Owlin student engaged in a peculiar conversation with the water itself. It took a moment before they realized he was speaking to a Water Weird—a serpentine elemental composed entirely of fluid.

“Have you seen any unusual creatures around here?” Luna inquired, her wings fluttering with a mix of excitement and concern.

The Water Weird swiveled its translucent head toward them. “A small, angular being passed through not long ago,” it hissed. “It skittered off while I was discussing soup ingredients with this one.” It gestured vaguely toward the Owlin, who seemed more perplexed than ever.

Sensing a lead, the team split up to search the hut. Krenn Smith, ever the cunning half-elf wizard, hatched a plan. “I’ll distract it with a bit of magic,” he whispered, pulling an imaginary rabbit from an ethereal hat. The creature, a Condrix mascot with a sleek form and curious eyes, emerged from hiding, entranced by Krenn’s illusion.

Seizing the moment, Bob, the sturdy dwarf fighter, approached silently from behind. With practiced ease, he slipped a magical band around the mascot’s neck. The effect was immediate; the creature paused, its eyes glazing over momentarily before it darted out the door, presumably returning to its rightful place.

“One down, five to go,” Ophelia noted, her human sorcerer’s robes rustling as she moved.

Their next destination was northward, following a tip from the Owlin student about sightings in the swamp. The journey along the winding boardwalks was fraught with the sounds of unseen creatures and the ever-present humidity of the marshlands. As they approached another hut—a simple gazebo-like structure without walls—Luna’s keen eyes caught sight of two large mounds protruding from the water.

“Wait,” she cautioned, holding up a delicate hand. “Those aren’t just mounds of fungus. They’re Brackish Trudges.”

The group halted, observing the creatures. Massive plant-like beings, the trudges lay partially submerged, their bodies camouflaged amidst the swamp’s vegetation. They were known to be non-aggressive unless provoked, but their sheer size made them formidable obstacles.

“We need to get into that hut,” Bob asserted. “There might be another mascot.”

“I’ll go,” Krenn volunteered. “Perhaps if I’m careful, I won’t disturb them.”

Ignoring the potential peril, Krenn stepped lightly onto the creaking floorboards of the hut. Inside, shafts of sunlight pierced through the thatched roof, casting dappled patterns on the wooden floor. His gaze drifted upward, and there, hanging from a rafter, was a Pest mascot—a creature associated with the Witherbloom College, known for its resilience and vitality.

A sudden movement outside shattered the momentary calm. The Brackish Trudges were stirring, rising from the swamp with a guttural groan that echoed through the marsh. Standing taller than the hut itself, they began to move toward it, their intentions unclear but their approach undeniably menacing.

“Guys, we’ve got company!” Ophelia shouted, her hands already glowing with arcane energy.

Krenn glanced back, weighing his options. The mascot was within reach, but the trudges were closing in fast. “We need a plan, and we need it now!”

Luna fluttered upward, her fairy wings catching a stray beam of light. “I’ll try to distract them!” she exclaimed, pulling out a small vial of shimmering dust. “Maybe this will buy us some time.”

Bob readied his weapon, the steel glinting ominously. “Whether they mean harm or not, we can’t let them stop us.”

The air grew thick with tension as the Brackish Trudges advanced, their massive forms displacing water and vegetation alike. The team stood at the crossroads of action and consequence, each second ticking by with the weight of impending danger.

Would they retrieve the Pest mascot and escape unscathed? Or would the swamp claim them as it had countless others before? As the shadows of the trudges enveloped the hut, the students of Strixhaven prepared to face yet another test of their courage and unity.


Session Notes
  • The session starts with the players engaging in personal discussions, recapping their adventures and the mission to capture mascots for the Mage Tower game.
  • The adventurers are at Strixhaven and delve into Wiltroot Hall, characterized by a giant dead stump and observation huts in a swampy environment.
  • While investigating a hut in Wiltroot Hall, the party encounters a student conversing with a water weird, who provides information about a mascot that fled.
  • The party strategizes on how to effectively search for the missing mascots, emphasizing teamwork and problem-solving skills.
  • Krenn, the half-elf wizard, uses a sleight of hand trick to distract a mascot, allowing Bob to successfully collar the creature, marking their first capture.
  • The party decides to search the swamp area based on the water weird’s information, heightening their sense of adventure and curiosity.
  • In the swamp, the party encounters two brackish trudges, prompting them to balance caution with determination.
  • The session introduces the mechanics of capturing mascots, highlighting the need to fit collars on them for retrieval.
  • Krenn’s successful sleight of hand check showcases the importance of skillful play and clever tactics in overcoming challenges.
  • The initial interaction with the water weird provides a whimsical element, adding a lighthearted tone to the quest.
  • The party’s successful capture of the mascot boosts morale, showcasing their progress in the mission.
  • The cliffhanger ending leaves the party in a precarious situation as the trudges charge towards the hut, creating anticipation for future sessions.
  • The party’s interactions with the water weird and successful mascot capture demonstrate their adaptability and problem-solving abilities.
  • The party’s strategic approach to capturing mascots reflects their teamwork and coordination in tackling challenges.
  • The session highlights the magical and mysterious ambiance of Wiltroot Hall, setting the stage for further exploration and encounters.
  • The party’s focus on finding the missing mascots for the Mage Tower game underscores their commitment to the mission and their dedication as students at Strixhaven.
  • Ophelia suggests finding the missing mascots and asks if they can locate the students who saw them.
  • Krenn provides information that the students passed by around 20 minutes ago, heading back towards the wheel route without specifics on their destination.
  • Luna confirms that the students were heading back towards the hall when they passed by.
  • The party decides to head north towards another complex of huts and check the swamp as they proceed.
  • Concern arises that a mascot might be stuck in the swamp.
  • Technical difficulties arise with Barbara’s microphone, leading to a discussion on finding and adjusting the correct input source.
  • The group helps Barbara troubleshoot her microphone issues, eventually resolving the problem.
  • Luna makes a perception check and notices two large masses of fungus and vegetation in the swamp, which turn out to be Brackish Trudges.
  • Luna recognizes the Brackish Trudges as plant creatures and warns the party of their potentially dangerous nature.
  • The party decides to proceed into a hut nearby, suspecting a mascot might be hidden there.
  • Luna investigates the hut and finds a Witherbloom mascot hanging from a rafter.
  • As the party looks into the hut, the Brackish Trudges rise up and start rushing towards it, taller than the hut itself.
  • The session ends with a cliffhanger as the Brackish Trudges approach the hut, leaving the party in a perilous situation.