dailyadventureprompts:Adventure: Keeper of the Worldtree Atlas Not all who wander are lost, but gett
dailyadventureprompts:Adventure: Keeper of the Worldtree Atlas Not all who wander are lost, but getting lost is half the fun! Adventure Hooks: Having proven themselves people who can get things done™, the party is called to the decrepit but palatial manor of a miserly lord, Reddicus Ghrett, to hear the offer of a job and the promise of a substantial reward. Lord Ghrett wants them to venture out into the wilderness and apprehend a particular artifact, a particular tome bearing the image of a great tree, currently in the possession of a cunning old witch who keeps managing to slip through the nobleman’s fingers. A simple enough retrieval job, but one that will require the party to venture into the depths of darkest woods, and face a conniving foe who turned the last bunch of toughs who tried to pinch the book into trees. While Lord Ghrett pinches his pennies so tightly so as to not retain any servants to dust his estate or repair his holdings, he does maintain a sizeable force of roughians he uses to collect taxes and enforce his will upon others. The party can also find themselves pressed into Lord Ghrett’s service by interfering in one of these shakedowns, repaying their “debt to society” after mistaking these toughs and rowdies for common bandits. There’s an old cottage deep in the woods, feared by the locals as it’s said to have belonged once to a witch and has been since uninhabited long enough for a tree to grow up through its foundations and ceiling. Exploring this possibly haunted domicile leads the party straight into the witch’s trap, as the tree animates, opening up the floor beneath them and dumping them into a winding warren of cellars and caves beneath the earth. While facing down a dangerous woodland beast or getting in over their heads by sinking into a mire, the party is rescued by a cheerful recluse by the name of Aunty Yucanti, an eccentric who spends most of her freetime walking the forgotten paths of the region and helping those she encounters along the way. Yucanti points them the nearest path to civilization, then is on her marry way. Those that follow her ( perhaps to see if she’s in possession of a certain book) can find themselves far more lost than they ever considered. Setup: Aunty Yucanti is far more than she appears, a near immortal sage of the high wilderness, entrustted with care of a tome that contains the secrets of walking between worlds. Content to spend her days in the endless discovery of the path ahead, tales of her sporratic and oftentimes wonderous appearances in people’s lives have reached the ear of Lord Ghrett, who in nearing the end of his life has become desperately envious of the witch’s infinite years. Because Ghrett is a miser, a man defined by his possessions, he believes that Yucanti’s much-fabled book contains the secret of her immortality and will do anything to posses it. The book contains no such thing, as Aunty Yucanti will attest, as the trick was something she “ picked up while she was on the road”, and can’t really explain further. Faced with the truth, the party will need to decide where their loyalty sits, potentially risking the ire of the man paying them and capable of sending any number of hired toughs after them should they fail, or a batty old lady who’s walked the very edge of the world. Keep reading -- source link