Under the shadowed canopy of the Witherbloom swamplands, the air hung thick with humidity and the scent of decaying foliage. Krenn Smith brushed aside a low-hanging vine, his half-elf senses keenly attuned to the subtleties of the murky terrain. Beside him, Bob, the stout dwarf with a fiery beard to match his temper, trudged through the muck, grumbling about the damp seeping into his boots. Ophelia, ever graceful despite the treacherous footing, moved with quiet determination. They were close—so close—to completing their arduous task.

For days, the trio had scoured the swamp in search of the missing Strixhaven mascots, peculiar creatures each embodying the essence of their respective colleges. The mission, assigned by Professor Sharpbeak, had seemed straightforward at first. But the deeper they ventured, the more they realized that something was amiss in the heart of the swamp.

As they approached a cluster of gnarled trees, Krenn halted abruptly. “There,” he whispered, pointing upward. Perched among the twisted branches, two massive insect-like creatures clung to the wood. Their carapaces glistened ominously, reflecting the sparse shafts of sunlight piercing the canopy.

Bob squinted, gripping the hilt of his axe. “Ankhegs,” he muttered. “But what in the Nine Hells are they doing up in the trees?”

Ophelia’s eyes narrowed. “They don’t belong here. Ankhegs are burrowers. This isn’t their natural habitat.”

The creatures remained motionless, their multifaceted eyes fixed on the intruders below. A sense of unease settled over the group. Krenn considered their options. “We need to get to that hut,” he said, nodding toward a weathered structure just beyond the ankhegs’ perch. “It could be where the last mascot is hiding.”

Bob grunted. “Well, let’s not provoke them. Maybe we can slip past without a fight.”

Cautiously, they began to move beneath the overhanging branches. The swamp seemed to hold its breath. Just as they thought they might make it through unscathed, a chittering sound echoed above them. Without warning, one of the ankhegs reared back and spat a stream of corrosive acid toward the party.

“Look out!” Ophelia shouted, leaping aside with elven swiftness. Krenn managed to dodge, but Bob wasn’t as quick. The acid splashed across his armor, sizzling against the metal.

“Blast it!” Bob roared, pain and anger flashing in his eyes. “That’s it. They want a fight? They’ve got one.”

Krenn’s fingers danced as he summoned arcane energy. “Agannazar’s Scorcher!” A blistering line of fire erupted from his hands, searing through the foliage and striking the ankhegs. The creatures screeched, their exoskeletons cracking under the intense heat.

Ophelia joined the fray, conjuring a flurry of ice and snow that battered the ankhegs, contrasting sharply with Krenn’s flames. The combination of elemental assaults staggered the monstrous insects.

Bob, not to be outdone, pulled a small orb from his pouch. “Let’s see how you like this!” he yelled, hurling a fireball upward. The explosion engulfed the remaining ankheg, the force of the blast shaking the branches.

Singed and wounded, the ankhegs decided the battle was not worth their lives. With a final hiss, they retreated into the depths of the swamp, the sounds of their escape fading into the distance.

Breathing heavily, Krenn glanced at his companions. “Everyone all right?”

Bob inspected the damage to his armor. “Nothing a good blacksmith can’t fix,” he said, though his pride seemed more wounded than his flesh.

Ophelia dusted herself off. “Let’s hope that’s the last surprise this swamp has for us.”

They turned their attention to the hut. The door creaked ominously as they pushed it open, revealing a dim interior. In the center of the room stood the spirit statue mascot, its metallic form standing out against the rustic surroundings. The mascot’s eyes gleamed with mischief.

“I’m tired of doing what Professor Sharpbeak says,” it declared with a defiant tone. “I’m a free spirit now. It’s time to misbehave!”

Before they could react, the mascot darted toward the door, intent on escaping into the swamp.

“Not so fast,” Krenn warned, reaching out. But the creature was nimble, dodging his grasp with ease.

Bob frowned. “Little rascal’s quick on its feet.”

Thinking swiftly, Krenn began to weave a spell, but the mascot was already slipping past them. Ophelia’s eyes sparkled as she extended her hand. “We need to slow it down.”

Bob rummaged through his pack and pulled out a length of rope. “I’ve got an idea.” He fashioned a makeshift lasso, spinning it overhead before casting it toward the fleeing mascot.

The rope looped around the mascot’s leg, tripping it up. The creature tumbled to the ground with a clatter, struggling against its bindings.

“Good throw!” Krenn exclaimed, moving quickly to secure the mascot.

As they fastened the collar provided by Professor Sharpbeak around its neck, the mascot’s resistance ceased. It looked up at them with a resigned expression. “I suppose I should go back to Professor Sharpbeak,” it said meekly.

They watched as the mascot trotted off toward the heart of Strixhaven, its rebellious spirit seemingly subdued.

“That’s the last one,” Ophelia said with a sigh of relief.

Bob stretched his arms. “I could use a good meal after all this.”

But Krenn’s brow furrowed. “Something still doesn’t sit right. Those ankhegs, the aggressive wildlife… it’s not normal.”

Ophelia nodded. “And don’t forget the black goo we found earlier. There’s a pattern here.”

Weeks prior, they had encountered strange incidents throughout the campus—the transforming frogs during the race, the animated stew pots in the kitchens, and now, corrupted creatures in the swamp. Each event was marked by traces of a mysterious black substance and cryptic writings in an unknown script.

“Perhaps Professor Sharpbeak will have some answers,” Krenn suggested.

Returning to the university, they sought out the professor. Professor Sharpbeak greeted them warmly, her plumage shimmering under the afternoon sun. “Excellent work,” she praised, handing them each a parchment. “These vouchers are a token of my appreciation. The student store has some items you may find useful.”

Bob’s eyes lit up at the mention of rewards. “Much obliged, Professor.”

“However,” Krenn interjected, “we’ve come across some troubling findings during our mission.” He produced the copied notes of the strange script and recounted their encounters with the black goo and aberrant creatures.

Professor Sharpbeak examined the notes, her expression growing serious. “This script… it’s peculiar. A blend of Elvish runes and Orcish writing, but it doesn’t make sense to me.”

Ophelia leaned forward. “Do you know anyone who might be able to decipher it?”

The professor considered for a moment. “Professor Ironquill of Lorehold College is an expert in magical linguistics. As an Orc himself, he might shed some light on this mystery. You might also search the Biblioplex for resources.”

Krenn glanced at his companions. “Then we have our next steps.”

As they left Professor Sharpbeak’s office, the weight of the mystery pressed upon them. The sun cast long shadows across the campus, hinting at the encroaching darkness of unanswered questions.

They made their way to the Biblioplex, the grand library of Strixhaven, its towering spires reaching toward the sky. Inside, the scent of aged parchment and the soft glow of enchanted lamps created an atmosphere of quiet contemplation.

“We should divide the work,” Krenn suggested as they settled at a broad oak table piled with reference tomes. “Look for anything that might help us decode this script.”

Hours passed as they delved into ancient texts and linguistic studies. Krenn pored over volumes on arcane symbology, while Ophelia traced the origins of hybrid scripts. Bob, to everyone’s surprise, navigated the labyrinthine stacks with unexpected dexterity, pulling obscure texts that proved invaluable.

“Here,” Bob said, dropping a hefty tome on the table. “Found something on the development of magical shorthand.”

Krenn raised an eyebrow. “Didn’t peg you for a bibliophile.”

Bob shrugged. “Just because I prefer action doesn’t mean I can’t read.”

Together, they pieced together fragments of the puzzle. The writings appeared to be a personalized arcane script, a form of coded spellcraft used by wizards to safeguard their secrets. The symbols were not literal but held symbolic power in magical theory.

“It’s like a cipher,” Ophelia mused. “The words themselves aren’t important—it’s the arcane energy they represent.”

“But without the key,” Krenn sighed, “we’re still grasping at shadows.”

Bob tapped the table thoughtfully. “Maybe Professor Ironquill can provide the key. If anyone knows about blending languages for magic, it would be him.”

Krenn nodded. “Agreed. We’ve taken this as far as we can alone.”

As they left the Biblioplex, the sky had deepened to a rich indigo, stars beginning to peek through the twilight. The campus was quiet, but an undercurrent of unease lingered in the air.

Ophelia looked up at the night sky. “Do you think all these incidents are connected?”

“I’d bet my beard on it,” Bob replied. “Someone’s up to no good, and we’re caught in the middle.”

Krenn’s gaze was distant. “Whatever is happening, we need to uncover the truth. For the safety of Strixhaven.”

A hush settled over them as they contemplated the magnitude of the situation. The path ahead was uncertain, but their resolve was firm.

“We’ll meet with Professor Ironquill first thing tomorrow,” Krenn stated. “And perhaps then, the shadows will start to lift.”

They parted ways, each lost in their own thoughts. The mysteries they chased were growing more complex, but so too was their determination to solve them.


Session Notes
  • The session begins with the adventurers recalling previous events and trying to remember their current location.
  • They are in the southeastern part of the map, in a swampy area.
  • The group encounters two large insect-like creatures called Ankhegs perched in the trees above a hut.
    • The Ankhegs are unusually found in the trees, which is atypical since they are normally burrowing creatures.
    • The Ankhegs are about the size of a horse and have strong mandibles capable of breaking small trees.
  • The party discusses whether the Ankhegs are hostile and how to proceed.
    • They note that the Ankhegs have not yet been aggressive.
    • Krenn wonders if they are dripping poison or acid or showing any signs of hostility.
    • The group decides to approach the hut, which requires passing under the Ankhegs.
  • As they walk beneath the Ankhegs, the creatures start making clicking and chittering noises.
  • One of the Ankhegs rears back and spits acid at the party.
    • The adventurers make Dexterity saving throws.
      • Ophelia manages to dodge the acid.
      • Luna, Bob, and Krenn fail their saving throws and take 4 acid damage each.
  • The party decides to engage the Ankhegs in combat.
  • Initiative is rolled, and the combat begins.
  • Ophelia acts first and casts Snilloc’s Snowball Swarm at the Ankhegs.
    • The Ankhegs make Dexterity saving throws.
    • They manage to hold onto the branches but take damage from the spell.
  • Krenn casts Aganazzar’s Scorcher, sending a line of fire at the Ankhegs.
    • Both Ankhegs fail their saving throws and take significant fire damage.
    • The Ankhegs are visibly hurt by the attack.
  • One of the injured Ankhegs leaps from the tree into the swamp and starts running away.
  • Bob uses his Fire Bolt cantrip to attack the remaining Ankheg.
    • He hits the Ankheg with the spell, dealing damage.
  • Luna also casts Fire Bolt at the remaining Ankheg.
    • She hits and inflicts damage.
  • The second Ankheg, now badly injured, leaps from the tree and flees into the swamp, following the first one.
  • The party hears the Ankhegs tearing through the underbrush as they escape.
  • With the threat gone, the adventurers approach the hut.
  • Inside the hut, they find the last missing mascot—a Spirit Statue mascot.
    • The mascot resembles a small, animated statue, about the size of a small cat.
    • It belongs to one of the other colleges at Strixhaven.
  • The mascot speaks to the party, saying, “I’m tired of doing what Professor Sharpbeak says. I’m a free spirit now. It’s time to misbehave.”
  • The mascot tries to escape, eyeing the door and keeping its distance from the party.
  • The party attempts to capture the mascot.
    • Bob tries to grab it using his Mage Hand spell but fails to catch it.
      • His Mage Hand is not quick enough to grasp the nimble mascot.
    • Krenn retrieves a rope from his inventory to lasso the mascot.
      • He successfully throws the rope, snaring the mascot’s leg and tripping it.
      • The mascot struggles but is unable to escape the rope.
  • They attach a collar to the mascot, which calms it down.
    • The mascot says, “I should go back to Professor Sharpbeak.”
    • Once released, it calmly walks out of the hut and heads back toward where the other mascots were previously gathered.
  • Having retrieved all six missing mascots, the party decides to return to Professor Sharpbeak.
  • On the way back, they discuss the mysterious black goo and the strange writings they have found during their quest.
    • They recall finding a notebook with undecipherable script and black goo that seems to corrupt creatures and objects.
    • They surmise that someone has been deliberately placing the goo to cause creatures to behave unnaturally.
    • They note that the goo resembles a corrupted balm used by the school for healing minor injuries.
  • Upon returning to Professor Sharpbeak, she thanks them for retrieving the mascots.
    • She writes something on a piece of parchment and hands it to them.
      • The parchment is a voucher that can be exchanged at the student store in the Biblioplex for a magical item.
    • She expresses concern about the unusual creature behavior and the corrupted balm.
  • The party shares their findings with Professor Sharpbeak, including the strange writings and the black goo.
    • They show her the copied writings they found.
    • She examines the writings but cannot decipher them.
      • She notes that the script looks like a combination of Elvish runes and Orcish writing but doesn’t make sense to her.
  • Professor Sharpbeak suggests consulting Professor Ironquill at Lorehold College.
    • Professor Ironquill is an orc and a linguistics expert who might be able to help decipher the writings.
    • She mentions that he is a professor of magical linguistics.
  • The party decides to go to the Biblioplex to conduct research before meeting with Professor Ironquill.
    • They plan to prepare by studying the writings and gathering as much information as possible.
  • At the Biblioplex, they begin researching the mysterious script.
    • They perform Investigation and History checks.
      • Bob excels in finding relevant books, assisting Krenn in the research.
      • Krenn studies the books to understand the nature of the writings.
    • They discover that the writings are a form of arcane shorthand used by wizards experimenting with new spells.
      • The script combines elements of Elvish and Orcish runes.
      • The words seem to be mundane, like “blue,” “jumping,” and “tree,” but their literal meanings are not important in arcane writings.
      • The script is likely a personal code or unique system developed by the wizard who wrote it.
  • They realize that decoding the script might require finding a key or consulting an expert due to its unique nature.
    • Wizards often create their own unique systems for recording spells to keep their work secret.
    • The literal meanings of the words are less important than the arcane power and patterns they represent.
  • The party decides to set up an appointment with Professor Ironquill to seek his expertise in magical linguistics.
    • They acknowledge that they might need further guidance to decipher the script.
    • They consider that consulting an orcish linguist familiar with magical writings could be beneficial.
  • The session concludes with the party planning to meet with Professor Ironquill to learn more about the mysterious writings.