Gutbur’s Grand Adventure: Session 001

The Adventure Begins…

[DM]: You’ve been traveling south for the better part of a day in the Kryptgarden Forest. It is starting to rain, and your horse is clearly not happy about it.
In a clearing, off the beaten path, stands a long abandoned farm. The forest has started to reclaim the area: young trees and shrubs stand where there once were vegetables and an overgrown stone wall is all that is left of what would have been a paddock for livestock.
The farm house itself is in bad shape. The roof has collapsed. Its windows and doors are broken, the remains of the wooden frames are soggy and moldy. The stone walls are sagging. It is clear the building is on the verge of collapse. There are old rings of campfires inside the walls, evidence that other travelers found shelter here.

[Gutbur]: I will try to encourage my horse not to be such a pansy about being rained on. Take a few moments to inspect the old campfire sites to see if any are recent and take a quick look around for any discernible tracks (in the rain)- if it’s getting late I’ll make camp, assuming it hasn’t been used in the last day

[DM]: Yes, it is time to make camp.
Make an Animal Handling (+5) check, and an Investigation (-1) check.

[Dice Gutbur: Animal Handling]
1d20 (4) + 5 = 9

[Dice Gutbur: Investigation]
1d20 (12) – 1 = 11

(Lasarian):
Lol

[DM]: Apparently, your horse is a little bitch, and it curls up next to the standing stone wall, which blocks some of the rain. You investigate the campfires and find that, as best as you can tell, none of them is particularly recent. You don’t find any tracks.

[Gutbur]:
Ok, I’ll make camp and allow my horse to sulk.

[DM]: You are stowing your gear, and checking the camp and everything seems like a good place to camp. About an hour into setting up, you get the unmistakable feeling that you are being watched. Make a Perception (+5) check.

[Dice Gutbur: Investigation] 1d20 (16) + 5 = 21

[DM]: You start looking around, and while you missed it the first time, you see very small tracks of soot wandering all around the ruin. The foot size varies between the size of a mouse, and the size of a puppy, but appear to bipedal. You follow them and come to the old fireplace, where you see a very small set of white eyes staring out at you from the darkness.

[Gutbur]: If I can’t quite make out what it is in the darkness I will leave some food near the opening and back off. Sit and wait patiently while eating a little myself.

[DM]: It takes a while, but as you don’t appear to be threatening it, out walks a small creature that looks like nothing more than a ball of soot with two spindly legs, eyes, and a mouth.
As it walks out, several other, smaller ones walk out behind it. Make a History (-1) check.

(Lasarian):
omg, soot sprites!

[Dice Gutbur: History] Result: 1d20 (8) – 1 = 7

(Lasarian):
Doh!

[DM]: You’ve never seen or heard of this type of creature.
The larger one in front (about the size of a personal watermelon, whereas the others are about the size of naval oranges) looks like he is speaking to you now, but you can’t hear anything.

[Gutbur]: I will tell the creature that appears to be speaking to me that I cannot hear or understand it. I will tell them my name is Gutbur of the Blood Hawk tribe from much farther north – that I am starting a holy pilgrimage today and I sought to rest here, but did not mean to disturb them or invade their home.

[DM]: It appears to understand you, because when you say you cannot hear it, it get loud enough that you can hear a few small squeaks; but seeing that you still can’t understand it, it starts a combination of wild gesticulation, miming, and what can best be described as interpretive dance.
Make an Insight (+1) check or, a Performance (+1) check, but they are the same for you, so it doesn’t really matter.

[Dice Gutbur: Performance] Result: 1d20 (9) + 1 = 10

[DM]: It takes… a while. You start repeating the message you think he is conveying back to him, and he tells you yes or no, and you reinterpret as necessary. You end up having to build a small fire, because even with your dark-vision, the creatures, who you believe now to be called Cinderlings, are too dark to make out as night descends.
Your conversation goes on several hours past when you’d normally have gone to bed. Eventually, you come to understand that the chimney of the old house is close to collapse, which would mean doom for the Cinderlings. Their leader, Bop, wants you to help them relocate to another ruin in the forest. Based on their elemental nature, they can lead you to it perfectly, but they cannot make the trip on their own because of the rain, and the stream that lies between here and there. The water is like acid to Cinderlings.

[Gutbur]:
Can I get a sense of if their destination is in the general direction I am going or out of my way?

[DM: Direction Roll]: Result: 1d8 (7) = 7

[DM]: You are heading E/SE, this would be back NW, and you’d lose a day, maybe a day and a half. It would not put your overall trip in jeopardy, but you’d be rushed at times.

[Gutbur]: I am going to seek guidance from my ancestors (casting Augury – mostly because I’ve been dying for any excuse to do it); declaring to them I am traveling to our ancestral mound for our holy day but that I have encountered spirits that seem to require my aid. Feeling that undertaking a spiritual journey, it would be unwise for me to ignore their need. I ask my ancestors: It is my intention to aid these spirits, do the spirits look favorably upon this path?

[DM]: You cast the small bones and bone fragments of the four dragons you’ve had a hand in slaying and beseech the spirits for aid.
When you finish the prayer and look down at the bones they resemble the tattoo marking you as son of Oksig.
Oksig smiles on this path.


[Gutbur]: I thank my father for his guidance and tell him that I may soon free his wife and children from bondage. I inform the Cinderlings that my prayers have guided me to aid them and I will take them to the ruin they seek.

[DM]: After you agree, Bop and the few other Cinderlings that have come out of the fireplace motion behind them, and more Cinderlings exit the fireplace, many more. Overall, there are 47 of them out now. They are dancing around your fire, eating your food, and in general… partying.
As the rain picks up later into the night, they retreat back into the fireplace, and let you get your rest.

[Gutbur]: I will regale them with tales of Oswin’s Spear*, particularly the fights with dragons – share my fire and my food until they go back into the fireplace .

(Talolan):
“regale them with tales of Oswin’s Spear” what are you Mara*?

(Lasarian):
That’s low.
Back Story!

(Tundrra): “Oswin’s Spear” is the name of the adventure party Gutbur finds himself in. The group consisted of 6 members at the time of this adventure, all played by longtime guild members.
“Mara” one of the original member’s of Oswin’s Spear, is played by long time guild member Kermit.
Mara is a small halfling, wildmagic slinging Sorcerer that brings the storying telling and trickery of a bard to the party. Mara’s character is constantly finding the barbarian Gutbur as a source of their jokes and pranks.
Credited Sources:
-Original chat session was played in Discord on November 8th 2020.
Images:
- Castle Avatar Art by Lasarian
- Gutbur Avatar Art and Title by Lucy Lisett
- Shield Art by Lasarian
- “Roll the Bones” art, by Tundrra (medium: Procreate)
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