Rare Wood Commissions

Jilar Kanklesten is always seeking unusual wood, not merely for its beauty, but for its history.

To Jilar, wood remembers.

A branch from a hanging tree, a plank from a pirate ship, or bark freely given by a treant is not lumber. It is a story waiting to be shaped.

“I do not pay for lumber. I pay for memory. Bring me wood with a story in it, and I will make it worth your trouble.”

If the characters seek work from Jilar, roll a d8 or choose a commission.

d8

Object

Quest Seed

Suggestions

1

The Hanging Limb

Along the road to Burle stands an old oak where a murderer was hanged by merchants years ago. Locals avoid the tree. On moonless nights, some swear the dead man still swings from the branch. Jilar wants that very limb, untouched by axe or fire. Not any oak. That oak.

Road encounter on the way to the Burle. Use bandits, suspicious merchants, a restless spirit, or a poltergeist that manifests when the branch is cut.

2

Lightning-Split Tamarack

In the Tamarack Stand, a lone tree was split by lightning during a summer storm. Blue fire is said to crawl through its roots when thunder rolls. Jilar wants splinters for charms, figureheads, or doorframes that “turn aside ill fortune.” Will-o’-wisps gather there after dark.

This takes place in the Tamarack Stand from the Keep on the Borderlands. See the Borderlands Map for the location.

Introduction to Keep on the Borderlands & Tamarack Stand

Introduction to Keep on the Borderlands & Tamarack Stand

3

Treant Bark, Freely Given

Wander Root, the last known treant in the region, dwells in the Burle. Jilar wants a shard of bark, but it must be given freely. The treant will judge the characters before parting with any piece of himself.

Introduction to the Burle, the Silverstand, the Dreadwood, and the Kingfisher River. Wander Root may ask them to protect a grove, remove corruption, recover something stolen, or prove themselves worthy before partying with a shard of bark.

4

The Vampire Stake

An old tale says a priest of St. Cuthbert once drove a wooden stake into a vampire beneath Saltmarsh. The creature did not die; it was sealed away. Jilar believes the stake still exists.

The truth: the stake was buried with the priest in the Saltmarsh cemetery.

Jilar may point to the characters to Crabber's Cove where the story supposedly took place.

Introduces Xolec, Crabber’s Cove.

5

Shambling Mound Tendrils

Along the Dunwater River, a shambling mound has grown around the remains of an old skiff. Jilar wants woody tendrils from the creature. She does not require the mound destroyed only harvested.

Along the Dunwater River.

Nearby leads may include the Stone Shrine, Tower Ruins, Outlaw Stockade, or other Dunwater River locations.

6

Planks from Azure’s Folly

Deep in the Drowned Forest, tavern stories tell of a pirate ship tangled high in the trees. Jilar wants a deck plank from the wreck, especially if it truly is the lost Azure’s Folly.

Introduction to adventure Azure's Folly.

Also known as the Hanging Wreck in the Drowned Forest.

7

Black Marshwood Log

Jilar wants a black marshwood log from a particular grove in the Hool Marshes. It must never dry before reaching Saltmarsh. The characters must transport it down the Dunwater River then figure out how to get it back to Saltmarsh

Good before or after Danger at Dunwater. Can involve bullywugs, lizardfolk, marsh predators, or introduction to the Croc Hunt: Thousand Teeth the Devourer.

8

Timber from the Marshal

Jilar wants wood from the wreck of the Marshal. She believes Eliander Fireborn may have an old log, book, or private record pointing to its location.

Connects directly to the Wreck of the Marshal quest. Begins with research in Saltmarsh, then becomes a salvage expedition.


Payment and Rewards

Jilar usually offers 25% upfront and the balance on delivery.

A simple commission pays 50 gp.
A dangerous commission pays 100 gp.
A legendary or politically delicate commission pays 200 gp or more.

Instead of coin, Jilar may offer crafted goods from the guild:

  • A sturdy wooden shield

  • A sea chest with a hidden compartment

  • A strongbox with a clever lock

  • A carved staff, wand, or walking stick

  • A wooden instrument

  • A custom wagon, skiff repair, or boat fitting

  • An introduction to a guild artisan, ranger, forester, or shipwright

Jilar pays well, but only for the right wood. Bring her a substitute, and she will know.