The Funky Bunch

Lucius, I Don't Think We Are In Galia Anymore

The 6 Rooms

With time on their side the Funky Bunch rests up and takes on the 6 different rooms that seem to be halting their progress. Adran’s room came with a swift victory which was followed by the others within the time limit before the rooms reset. They all stood and watched as the prtruding stones of this door shift across the surface and eventually form the shape of a chain with 6 links. At this the double door slowly swings open.

The End of the Arcane Sanctum?

The door swings open revealing a long stretch of marble flooring and finely cut stone wall hallway. As the party steps forward their echo carries onward seemingly lighting the sconces that lay ahead. A brief 15 minute walk leads them to a rounded room with 6 cutouts into the walls and names engraved above each. From left to right they read Samorit, Tantor, Lumidaar, Reynala, Zilyana, and Reverence.

Using the gem of true seeing Adran finds that each one of these has a very ancient and permanent teleportation circle on each wall. Touching the one under Samorit, Adran is teleported away from the party. Shortly after the rest of the party, not wanting to divide again, follow suite. They appear in a natural cave with only one small exit and no return the way they came. Following this out finds them at the base of The Gale, a mountain in the northern part of Layoris. To their south a large town called Kymbed.

A Welcoming To A New Place

Shortly upon entering the town of Kymbed the Funky Bunch is approached by a young dragonborn lady by the name of Katrina Mosteller. She offers her home as a place to rest for the party and in turn she asks many questions about their adventures so far. After hearing of a few of their tales Katrina asks for their help with an investigation of missing children from the locale orphanage Bright Horizon

Feeling fresh the next day the party goes to see this orphanage where they meet with Jordan Charn, the founder of this home for lost children. It is found that in the last 2 months 6 children have gone missing at night. The most recent of which is a teenage girl by the name of Johanna. Speaking to a few children it is discovered there is a rumor of a man sneaking in at night and speaking to the children the night before they go missing. Lucy, a 6 year old girl, claims to have seen this man in the dark talking to Johanna before she hid herself. The next day Johanna was missing.

The lonely boy Devestriel has expressed that he, like Johanna, can’t adjust to the life as an orphan and would like to leave. Though his fear of not surviving on his own is what keeps him in the orphanage. He is extremely saddened by the loss of his parents and can’t figure out how the other children have moved on so quick.

The Hot Springs Episode

The Funky Bunch decides it a good idea to investigate the local hot springs that sit under The Gale. Basically shit all happened except Lucius stole a key to a random room there.

Pub Always Has Info

Before setting up for the watch at night Lucius makes is way to a tavern and asks around for interesting characters in town. This leads a drunk to tell him of Strahd. A man who has lived at a Manor a couple miles away from town. He moved in a couple years ago and is rarely seen. Nobody knows how he brings in money as his business seems to be elusive to many people.

Laying A Trap.

To prepare for the night everybody has taken positions within the Bright Horizon. On the top floor which has the older boys is Lucius who will be sleeping through the night and relying on his allies if things go down. The third floor with the younger boys is where Rolan has stationed himself.
The second floor with the younger girls is Adran’s floor for protecting. This leaves Randal and Lerissa to cover the ground floor.

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Overkill Home Security

Home Invasion

As the party prepares to enter the Arcane Sanctum a small group of the Violet Visionaries meets them outside, seemingly in search of their allies that are still alive from earlier. The Funky bunch quickly disposes of this group to find the corpse of Atté split in twain at the top of the stairs. After which they venture down into the second level of the Sanctum where the noise from the previous fight has left the enemies there prepared to handle what is coming. An invisible mage with a well placed couple of spells nearly wipes out the entire party of The Funky Bunch, but their resolve is stronger than anticipated and they happen to defeat the enemies, albeit on death’s door.

The previous battle between the Violet Visionaries and the Court of Hounds seems to have blasted open the secret passage that granted access to the third level where Adran and Rolan have never set foot. Peering down the stairway a small gnome corpse gets tossed to the base from beyond their sight line. Followed by the voice of Tarran “This was your message?” There, 20 feet from the party, lie Chester Goldenmount. After which a pearl smashes against the base of the steps and a whirlpool of water erupts forth from this small gem. A water elemental takes form, this is when the party decides it’s wiser to flee for now and return healed.

The consequences of retreat

Finding a safe spot at the base of The Grey Peak Mountains the party rests and sleeps to heal themselves. Under the veil of night they sneak back up to the Arcane Sanctum to find it just as they left it, except the second level which seems to have been robbed of many of the books and scrolls scattered around. Entering the third level reveals another room robbed of ancient knowledge. There at the end of a long table is the corpse of Diotu who has been bound with magical manacles that seem to cast an aura of Anti magic. Lerissa chops the hands off of Diotu to acquire the magical item. A rounded room holds 6 pedestals that are empty and a hidden message on the wall “True balance is required for the knowledge ahead.” Entering he only other door in the room shows a hallway with 6 cut outs in the walls, each with an item in them. The first 2 hold a statuette of a beholder and across from that a small, toy sized, wooden sword and shield. The next an Iron blacksmith’s hammer and a bottle of a deep red liquid with sylvan on it. And the final 2 are a seemingly perfectly cooked ham leg and a leather bound book with a latch on it. When moved the floor in front of them rotates 90 degrees revealing a very very deep pit beneath.

So many doors

Past this is a square room with 6 wooden doors and an immense stone door that seems to have a magical tie to the others and in the center a water elemental that was promptly banished by Lerissa. The stone door has an engraving in it “No one person should hold all the knowledge beyond.” Across the door lay 40 semi rounded stones that sit in channels that stretch all across the massive stone door. When opening one room to the side and stepping in the door promptly closes behind Rolan. It is a short hallway with another door at the following end. Upon opening this door a gust of wind thrusts whomever is in the hallway inside of the room beyond (DC 15 STR). In this room the walls appear as glass being able to see the other 6 rooms around with nothing in between or around. A black ooze begins growing in the corner of the room which attacks Rolan. The door disappears behind him and nobody outside is able to open it up.

Back in the safe room Adran quickly tries to find another way to help his friend by entering the room adjacent to him. This leads him to the same trap but with a rug and spectre in it. Lucius the room across from Rolan which has a Red Dragon Wyrmling inside. Lucius decides the best way to deal with his threat is to drown it in the room with his Decanter of Endless Water. Adran brute forces his challenge, and Rolan trades blows with the Ooze hoping that he can simply win a race to unconsciousness with the creature. Right as he is about to fall Randal uses Stone Shape to tunnel his way into the room.

Several seconds after his room is defeated Rolan goes into the room where Adran faced his foes. Then the door closes once more behind him, leaving him to face the same threat as his companion. It would appear that these rooms reset, though what triggers this is still unknown. As a test Lucius drags the body of the Wyrmling out only to have it disintegrate before his eyes.

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Gotta Go Fast!
The race to the Arcane Sanctum

Counting the Loot

After escaping the Sewers and a Chimera the party, sans Adran, decided to take a rest at Avery’s hideaway while they figure out what they have obtained. They found a decent amount of gold as well as a potion of Invisibility, a potion of Clairvoyence. The real loot though was a magical vase that was made by a man named Dolaz. This vase allows a person who touches it an escape into a different plane that they are stuck until a certain amount of time passes. 12 hours is how long the spell last until the occupant crawls their way through the top of the vase. Among these goods were two letters of Diotu’s, possible a journal. These indicated two things, first that Diotu knows where the Arcane Sanctum is, and that Arturo Cervantes is bringing a lot of people to Saint Morek.

Seeing A Man About A Horse

The party determines that the most immediate threat is Diotu reaching the Arcane Sanctum and that Arturo Cervantes can wait. The party go to acquire a few horses to reach the Sanctum even sooner. Lerissa has purchased Chester, Chestnut, Beatriz, Minni Winni, and Last One To The Barn. The five horses that are to be burdened by The Funky Bunch. After they leave the horses at the stable to go to the shop that Atte runs to get topped off on magical equipment. Although while arriving it is quickly noted that the small shop that was there, is no longer. No trace of it even being there at any time lead the team back to the stables. Upon return it is believed that either The Violet Visionaries or The Court Of Hounds are buying up the remaining horses around to get to the Sanctum.

I Will Take it! I Will Take The Vase To The Sanctum!

With the vase of Dolaz strapped to one of the mounts The Funky Bunch rode to the Zoo Run. At Ticas Rest, just on the Southern side of the Zoo Run, the party finds a burning building filled with bodies of both the Violet Visionaries and The Court of Hounds. This is where Adran returns to the party by literally crawling out of the magical vase. Further into the forest Lerissa trys to convince the group she knows someone who can help her so she searches for a crossing point into the Feywild that are dotted through the Zoo Run. After 2 hours of searching and unsuccessful, Lucius decides to stay behind with her and help as the others give up on this fruitless endeavor and have now lost time. Reaching out to Faolan Devestriel she and Lucius are transported into the Feywild at the home of Faolan. He reaches out to the others who know nothing about why the trees surrounding them seem to be attacking. Although they put up a good fight the remaining members eventually get caught and are also transported.

A Prince Is Revealed

Prince Faolan Devestriel greets the group and explains briefly how he is connected to Lerissa and allows her to now be able to communicate with those invited to the wedding without falling unconscious. After a brief interaction with The Funky Bunch, Faolan transports them directly to the Arcane Sanctum, where they are surrounded by corpses and the entrance seems to have been blown open. The party takes in the sights and counts a few more Hounds on the ground than Visionaries but the battle seems to have made its way inside.

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A DETAILED PLAN

THE PLAN

The party finishes planning on how to take down Diotu with Avery and crews help. With Chaz delivering a set of manacles with Atte engraved on them directly to Atte and the party dropping a box of flesh from previous murders to Diotu with a forged Atte signature to accompany it.
Hopefully to incite a gang war between the two factions.

SEMI SUCCESSFUL AMBUSH

While meeting with Diotu to update him on who killed his men, the funky bunch saw an opportunity to take him out there. Although Diotu, for a second time, gave theme the slip. In a rush to get out of the sewers that had enemies swarming to protect their boss they found a Chimera that seemingly Diotu was trying to enslave or train to be a let. With quick thinking Rolan released the beast then used his shadow step to escape the mythical creature.
The party found an escape from the sewers next to a door at the end of the hallway, hastily Rolan opened the door to be met with an arcane explosive trap. While Randall secured the exit route the others entered the room to find a workshop of sorts and another door around the corner.
In the center of the work table lay a clear vase with a glowing blue liquid inside. Adrans desire to learn more of the arcane magics in the world grabbed the vase with the intent to take it and study it, only to vanish before the party. Hastily the others gathered what they could from the lab and made their escape as the Chimera had seemingly finished with Diotu’s men and set its eyes on the Funky Bunch.

NOTHINGNESS

Adrans vision goes black after touching the mysterious vase. Gravity seems to have no rules in this endless darkness. He no longer feels hungry or thirsty and uses these clues to search his memory as to what he has gotten himself into. Adran recounts a story his mother and father would tell him as a child. The story of Dolaz who when unable to face the outside world would retreat to magical items he created. Voids of darkness in an unknown plane. Dolaz had many of these items and the duration of time spent in the void was limited to the size of the object, ranging from a few minutes to days.

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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