⚔ Session Notes Session #1

New Graduates

Location Yawn, Land of the Gods
Players Bambi, Xander, Kuso, Elora, Carra, Maevis
Party Level 3

✦ Session Summary

The adventurers, new graduates from Camp Halfblood, had been together since childhood and shared divine parentage. Following graduation, they traveled together to the town of Yawn. There, they encountered strange events at a local festival, where people donned animal masks and participated in a ritual chase under the full moon. They secured lodging at the inn, where they had their first encounter—a battle with Mary and her friends, who were actually werewolves!

Session Narrative

The campaign opens at Camp Halfblood, a sprawling training ground nestled between mist-wrapped hills and ancient woodland. Today is graduation day — a rare ceremony marking the end of years of shared training, childhood pranks, divine lessons, and fierce rivalries.

Sixyoung demigods line up before their instructors: Bambi, daughter of Aphrodite; Xander, son of Odin; Elora, child of Ah Puch; Kuso, favored of Inari; Maevis, bound to Loki; and Carra, touched by Kinich Ahau.

Each graduate departs the camp with a divine messenger: Bambi’s Dove flutters around her shoulders; a coal-black Raven perches on Xander’s arm; Elora’s Owl glides silently overhead; Kuso’s Fox trots at her heel; Maevis’ Snake coils around her wrist; Carra’s Macaw screeches brilliantly at her side. The messengers are not merely symbols — they are watchers, conduits, and occasional nuisances.

The party travels together, following a rutted road south to the sleepy market town of Yawn. Despite the name, Yawn is anything but dull tonight. The town is deep in the grip of the Festival of the Hidden Face — an ancient tradition where revellers don animal masks and participate in a ritual moonlit chase through the cobbled streets. The full moon rides high, bloated and silver, and the air smells of woodsmoke and something older and stranger.

The party secures lodging at the Drowsy Hound Inn, a comfortable if creaky establishment whose landlady, Marta Fenwick, seems overly keen that her guests stay indoors after dark. Her warning proves prophetic. That night, a group of festival-goers — led by a woman named Mary, charming and sharp-toothed — pick a quarrel that escalates with terrifying speed. As moonlight floods the common room, masks and pretense fall away: Mary and her companions are werewolves, their transformations violent and snarling.

The party’s first real combat is a close and chaotic affair — overturned tables, silver candlesticks pressed into service as weapons, and more than one hero bleeding from claws and teeth. They prevail, but Yawn has made its impression: the world beyond Camp Halfblood is stranger and more dangerous than their training suggested.

Key NPCs

  • Mary  —  Charming festival-goer and werewolf pack leader. Charismatic, territorial, and faster than she looks.
  • Marta Fenwick  —  Landlady of the Drowsy Hound Inn. Knows more than she says about the town’s ‘traditions.’

Encounters & Mechanics

Werewolf Brawl

Mary + 4 werewolf companions. CR 3 each. Triggered in the common room of the Drowsy Hound at midnight under a full moon. Silvered weapons and magic deal full damage; non-magic weapons deal half. Party is at full strength from graduation.

Loot & Rewards

ItemNotes / Value
Silver Candlestick5 gp. Can be shaped into a crude silvered weapon by a blacksmith.
Mary’s Festival MaskA beautifully carved fox mask. Faintly magical — warm to the touch.

DM Notes

This session establishes the party dynamic and introduces the world’s fairy-tale-meets-mythology tone. Play up the festival atmosphere before the twist — the horror lands harder against joy. Mary need not be killed; the party may drive the pack off. Consider letting a werewolf escape to seed a future complication.