Guild Instructions: Whilom in the hamlet of Everbrook, the elders spake of a wondrous grove, wherein lieth a blessed timber, revered and esteemed. This timber possesseth an ethereal hue, a tint unlike any seen in the realm of Saṃsāra. Seek thee out this grove, procure a single log of this timber, and present it to the Guild.
Gold Reward: Fifty gold sovereigns upon the safe return of the timber, and but five-and-ten should thee find it not, yet return unharmed.
Uncommon Magical Reward: An Elixir of Luminance, granting the drinker the ability to behold that which is cloaked in shadow for the span of an hour.
Difficulties: Though the path may seem clear, the grove is guarded by mischievous sprites, keen on leading travelers astray with their enchanting whispers and illusions.
Problems: Beware the Timberwarden, an ancient spirit dwelling within the grove. His intent is unclear, but he is known to test the mettle of those seeking the grove’s treasures.
Who to ask for more information: Master Thibault, the aged scribe residing at the hamlet’s library, is well-versed in the lore of the grove and its ethereal timber.
Environments: Verdant meadows, Misted woodlands, Whispering groves, Serene brook crossings
Forsooth! Seek ye audience with the Guild Clerk ere embarking upon this quest, to mark thy intent and assure that none other seek the same end.
Tags: Retrieval, Nature, Challenge, Spirits, Puzzle
Registering for the Quest: When a party approaches the guild clerk to register for the quest, they’re taken into a modest room filled with scrolls, ledger books, and a large desk where the clerk sits. Here, the process of registration unfolds:
- Verification: The guild clerk first verifies the quest of interest by referring to the quest number and title. Once the quest is confirmed, the clerk ensures no other party is already on the task by checking their ledgers.
- Warnings:
- The clerk warns the party about the mischievous sprites in the region of Everbrook, emphasizing their aptitude for misleading travelers.
- They also discuss the Timberwarden, cautioning that while this entity is not overtly malevolent, it remains unpredictable. The party should be on guard and approach with respect.
- The clerk mentions the importance of returning the timber intact. Any damage could reduce the reward, or even render the timber worthless to the guild.
- Preparation Needed:
- The party is advised to carry items that can ward off simple magical illusions, as the sprites are known for their deceptive tactics.
- Carrying some form of light source, like a lantern or torch, might help in navigating through misted woodlands.
- As the timber is magical in nature, it’s recommended to bring a cloth or covering that’s imbued with a simple anti-magical aura to safely transport it.
- Distance and Duration:
- The grove is approximately two days’ travel from the guild on foot.
- The journey to the grove, procuring the timber, and the return could take up to five days in total, given potential challenges and detours.
- Additional Information:
- The clerk provides a rough map, highlighting the route and major landmarks to aid in navigation.
- They point out a safe campsite, a clearing known to be free from sprites, which can be used as a resting point.
- The clerk mentions that the hamlet of Everbrook is welcoming to travelers and suggests it as a place to gather more intel or resupply.
- Writ of Questing:
- The guild clerk produces a formal document known as the “Writ of Questing”. This is a promissory note that allows the party to procure mundane items required for their journey from guild-approved vendors.
- The Writ has a capped value, ensuring it’s used for essential items only.
- It’s essential to know that while the Writ facilitates the initial acquisition of the items, the value of the goods will be deducted from the party’s final reward upon successful quest completion. If the quest is unsuccessful, the guild will seek reimbursement in other ways.
- Items commonly procured using the Writ include rations, rope, basic potions, and simple tools.
Lastly, with all details discussed, the guild clerk wishes the party good fortune, reminding them of the importance of their task and the benefits it will bring to the realm of Saṃsāra.
Mood setting excerpt from: “Chronicles of the Ethereal Timber“
Book III, Chapter XIV: “The Whispers of Everbrook”
In the depth of the mists of yore, where shadows intertwine with lore, lieth the tale of Everbrook’s glade. ‘Tis a tale oft whispered, but seldom bade, for within its heart, a timber rare and arcane doth reside, guarded by sprites and nature’s pride.
Whilom, when moonlight cast a silver sheen, and the realm of Saṃsāra in slumber was seen, there came a prophecy from lips so old, a story of valor, of quests bold:
“Seek thee the grove where the ethereal timber standeth tall, but be wary, for many a traveler hath met their fall. For in the heart of the wood, where the sprites do play, illusions and enchantments lead astray. Beware the Timberwarden’s gaze so deep, his tests of mettle, promises he doth keep. For he guards the timber, a treasure so vast, holding the secrets of Saṃsāra’s past.”
Yet, with peril comes promise, and fortune for those who dare, to venture into the grove, and the timber’s secret bear. For the one who succeeds, with the ethereal wood in hand, shall unlock mysteries vast, of this magical land.
So heed this chronicle, ye seekers of lore, for the quest of Everbrook holds much in store. A journey of courage, of heart, and of might, awaits those who seek the timber’s light.
Guide Manager’s Notes: “The Timber Trials” Quest
Hey there, fearless guide! Ready to lead your adventurers on a thrilling journey to the heart of Everbrook? Strap in and follow these steps to ensure a captivating and challenging experience for all involved. Let’s get to it!
- Setup: Begin with a vivid description of the bustling Guild Hall. Paint a picture of the worn-out job board, the eager adventurers perusing the quests, and the stern, diligent guild clerk ensuring order. Drop hints about “The Timber Trials” quest to pique their interest.
- Meeting Master Thibault: Once they’ve registered, direct them to the hamlet’s library. Allow them an audience with Master Thibault, the aged scribe. Here, they can delve deeper into the lore, legends, and any hints about the location of the timber.
- Venturing Out: Describe the departure from the Guild and the journey’s onset. Make the players feel the weight of their decision and the adventure that awaits. Perhaps a local minstrel sings a song about the brave souls seeking the ethereal timber.
- First Encounter: As they traverse the verdant meadows, initiate a chance meeting with a sprite – not hostile, but cheeky. This sprite might drop cryptic clues or riddles about the path ahead.
- Navigating the Misted Woodlands: The party must find their way through these woods, contending with obscured trails and sudden changes in the environment. Maybe they find markings or ancient symbols to help guide them, or perhaps they must rely on their wit and intuition.
- Whispering Groves: Within these groves, the deceptive whispers of the sprites become stronger. Players should undergo charisma or willpower checks to avoid being led astray or making poor decisions influenced by the beguiling whispers.
- Camping Sequence: The designated safe campsite is not as safe as promised. The night should be filled with ethereal dreams, maybe visions hinting at the Timberwarden’s true nature. But they’ll also have a chance to bond, share stories, and strategize for the coming day.
- The Timberwarden’s Test: Upon reaching the core of the grove, the players must prove their worth to the Timberwarden. This could be a physical challenge, a moral dilemma, a riddle, or any combination thereof. Remember, the Timberwarden values respect and understanding over brute strength.
- Finding the Timber: Once deemed worthy, the Timberwarden reveals the location of the ethereal timber. Here, players must decide how to extract it without causing harm to the grove or the timber itself.
- Return Journey: The journey back won’t be straightforward. The sprites, sensing the timber’s removal, might create illusions to thwart the party’s progress. The players should be encouraged to think creatively and employ the knowledge they’ve gathered on their quest to return successfully.
- Concluding at the Guild: Upon their return, the guild clerk eagerly awaits. Players present the timber, receive their rewards, and reflect on their journey. Offer them a chance to share their tales, lessons learned, and the bonds they’ve forged.
Keep the energy high, ensure the pacing feels right, and adapt to your players’ choices. Remember, it’s about the journey just as much as the destination. Happy guiding!
