Reference: Stoneweave Gauntlets
Quest Details A prominent merchant caravan traveling from the subterranean markets of Kragthar has reported a localized seismic anomaly that resulted in the loss of a high-value shipment. The primary objective is the retrieval of a specific pair of Stoneweave Gauntlets, an ancestral gift intended for a rising Thalix Granitefist artisan. The items were secured in a reinforced stone coffer when a sudden fissure swallowed the lead transport wagon. The Lithokarv elders have authorized a recovery mission to ensure these ceremonial tools do not fall into the hands of unaligned scavengers or remain buried in the shifting strata.
Guild Instructions Interested parties must present themselves to the Registration Clerk to have their signatures magically verified and locked to this contract. Due to the weight and magical resonance of the gauntlets, at least one member of the party should meet the basic physical requirements to handle Lithokarv stone-mesh equipment. Any damage to the interwoven stone fibers during recovery will result in a partial deduction of the final payout.
Money Reward
- 12 Silver upon the return of the coffer and the gauntlets.
- An additional 4 Silver if the shipment manifest is recovered from the wreckage.
Uncommon Magical Rewards
- One vial of Elemental Essence (Earth): A concentrated magical catalyst used for temporary weapon imbuements or as a crafting component.
Difficulties and Problems
- The recovery site is located in a “Normal Area,” but local geological instability may create temporary “Unsafe” pockets where structural defenses are compromised.
- Subterranean predators attracted to magical vibrations have been sighted near the fissure.
- The gauntlets emit a resonant hum and an earthy glow that may alert hostile entities to the party’s position during extraction.
- Handling the gauntlets without the proper attunement or Tier 1 clearance may trigger irregular health loss due to the item’s unyielding stone enchantments.
Information Contact Speak with Master Mason Horgar at the Kragthar Gatehouse for the exact coordinates of the fissure and the specific sigil needed to unlock the stone coffer.
Expected Environments
- Narrow crystalline fissures.
- Subterranean transport tunnels.
- Unstable geological fault lines.
- Damp, mineral-rich caverns.
- Overturned steam-wagon wreckage.
Tags
- Tier 1, Lithokarv Craftsmanship, Subterranean Exploration, Geological Hazard, Retrieval, Earth Magic Resonance, Protective Wear, Kragthar Sector, Subterranean-Recovery, Lithokarv-Lore, Geological-Hazard, Heavy-Lifting, Earth-Affinity, Steam-Wagon-Wreckage, vibration-sensitivity, Artifact-Retrieval, Dark-Crawl, Miner-Contract, Low-Light-Navigation
Registration Protocol When the party arrives to register, the guild clerk requires a formal signature on the Ledger of Oaths. This is a binding magical contract that ensures only one party is active on the quest at a time. The clerk will verify that at least one member of the party possesses a Strength of 10 and a basic understanding of earth magic, as the Stoneweave Gauntlets are attuned to these specific traits and may reject or injure a wearer who lacks the necessary affinity.
Writ of Questing The party is issued a “Writ of Questing,” which serves as a promissory note for outfitting. This allows the group to visit the guild’s affiliated general stores to acquire mundane items necessary for subterranean travel—such as pitons, heavy-duty rope, glow-sticks, and rations. This is not a gift; the cost of these supplies is meticulously logged. Upon the successful return of the Stoneweave Gauntlets, the total debt from the Writ will be deducted from the 12 Silver reward. If the quest is failed, the party remains in debt to the guild and cannot register for new work until the balance is cleared through labor or coin.
Guild Clerk’s Preparation Advice The clerk, a seasoned dwarf-kin named Horgar, provides the following preparation guidelines:
- Manual Dexterity: Since the gauntlets are interwoven with stone fibers, the clerk suggests bringing fine-tuning tools or oil to ensure the flexible metal strips haven’t rusted or seized in the damp fissures.
- Health Maintenance: Horgar reminds the party that Avatars gain nothing from a short rest. He advises stocking up on enough rations for three full meals a day to ensure the 1 HP recovery per meal is utilized.
- Weight Management: The stone coffer is heavy. The clerk explains that the party should bring a reinforced sled or a beast of burden to haul the chest out of the unstable fault lines.
Distance and Duration
- Distance: The fissure site is approximately 22 miles from the current guild outpost, located deep within the Kragthar transit tunnels.
- Duration: Traveling through the rough, subterranean terrain will take roughly 10 hours of steady movement. The guild expects a return within three days before the shifting strata bury the wreckage permanently.
Warnings
- Over-Tier Pain: The clerk warns that if an Avatar attempts to wear the Stoneweave Gauntlets while they are below the item’s tier level (or if they exceed their item slot limit), they will suffer health loss at irregular intervals. This is defined by rolling two d4; the higher number is the minutes between pain spikes, and the lower is the HP lost.
- Resonance Attraction: The gauntlets emit a constant, low-pitched hum. The clerk warns this will attract cave-dwelling predators that hunt via vibration.
- Elemental Overload: Using the gauntlets’ elemental affinity for earth magic without proper training can lead to mental Overwhelm, causing temporary inability to use the Mind’s Eye.
Additional Information
- The lead transport wagon was a steam-powered crawler; its magical battery (crystal) may still be active and volatile.
- Master Mason Horgar mentions that the stone fibers in the gauntlets were harvested from the “Deep-Vein” of Saṃsāra, meaning they may react uniquely to other earth-based magical sources in the area.
- The party is given a specialized “Geomancer’s Compass” to help track the specific magical signature of the Lithokarv stone fibers through the rock.
Mood setting excerpt from:
The Lexicon of the Unyielding Earth
Chapter IX: The Litany of the Deep-Veined Vow
- In the hollows of Saṃsāra where the ancient spirits dwell, Of a gift from Lithokarv the mountain-singers tell. Through the mesh of woven stone and the metal’s supple grace, They bound the strength of granite to the movements of the race.
- But the earth is ever shifting in its dark and silent sleep, And the secrets of the artisans are buried fathoms deep. When the steam-heart of the crawler fails within the sudden rent, The treasures of the elders to the crushing dark are sent.
- Beware the resonant humming of the fibers in the glove, For it calls the eyeless hunters from the ceilings far above. The vibration is a beacon in the cold and lightless air, To draw the fangs of predators into the seeker’s lair.
- No respite in the tunnel shall the weary Avatar find, For the short rest is a shadow that provides no peace of mind. Only the ritual of the meal or the item’s healing breath, Can stave away the slowing step and the cold approach of death.
- The Mind’s Eye seeks the glimmer of the stone-mesh in the silt, To find the heavy coffer where the caravan was spilt. But heed the warning whispered by the clerk at Kragthar’s gate, For touching what is over-tier shall seal a painful fate.
- The higher d4 marks the time, the lower marks the blow, As the health of the possessor begins its steady flow. Until the minute passes and the interval is met, The unyielding stone shall claim its price and collect its bloody debt.
- Let the Writ of Questing guide you to the piton and the light, To brace the crumbling ceiling and to navigate the night. For the signature is written and the oath is bound in ink, To pull the Stoneweave Gauntlets back from the chasm’s jagged brink.
Guide Manager’s notes:
This quest is a perfect way to showcase the “High Magic Steampunk” vibe of Saṃsāra while putting your players’ resource management skills to the test. Since there are no short rests and AC is a fluid stat based on location, this mission is all about tactical movement and smart use of the Mind’s Eye. Here is how to run this underground retrieval mission.
Step 1: The Logistics of the Writ
Kick things off at the Guild Hall with Horgar. This is where you set the stakes for the “Sellers’ Market.” When the players use their Writ of Questing, make sure the shopkeeper is a bit of a shark. They should feel every copper they spend on those pitons and glow-sticks, knowing it comes out of their 12 Silver paycheck later. It forces them to plan their inventory like pros right from the jump.
Step 2: The Steam-Lift Descent
The transition into the Kragthar transit tunnels is a great cinematic moment. Describe the massive, magic-crystal-powered elevators and the hiss of steam as they descend into the island’s crust. This is a “Normal Area,” so their AC is standard, but the transition into the darker, cramped tunnels should start building that subterranean tension.
Step 3: Navigating the Normal-to-Unsafe Shifts
As they get closer to the seismic anomaly, the environment gets twitchy. Use the “Normal Area” rules for the main tunnels, but as they hit the actual fissure site, declare it an “Unsafe Area.” Watch the players’ faces when you tell them their AC is now cut in half because the ground is literally shifting under their feet. It’s a total game-changer for combat.
Step 4: Using the Geomancer’s Compass
This is a cool mechanical hook. Instead of just rolling a standard Perception check, have the player with the compass track the “Earth Magic Resonance” of the stone fibers. If they fail the check, maybe they lead the party into a pocket of “Deathly Area” gas where every attack hits. Success means finding the most stable path toward the wreckage.
Step 5: The Steam-Wagon Wreckage
When they find the overturned crawler, it’s a mess of twisted metal and hissing steam. The “Mind’s Eye” is their best friend here. Let them use the Passive activation to see the names of broken parts, but if they want to find the stone coffer inside the wreckage, they’ll need to use an Active “Identify” action. Remind them that concentration takes time and they might be vulnerable while doing it.
Step 6: The Vibration-Sensitive Predators
Just as they locate the coffer, the gauntlets’ “Resonance” starts acting up. The low hum of the stone fibers starts attracting the local predators. This is a stealth-vs-speed encounter. Do they try to muffle the hum with blankets (purchased with the Writ!), or do they just grab the coffer and run? If combat breaks out in an Unsafe Area, it’s going to be fast and brutal.
Step 7: The Penalty of the Over-Tier Touch
If a player gets impatient and tries to wear the gauntlets to help carry the load, hit them with that 2d4 health loss mechanic immediately. It reinforces the “Laws of the Gods” regarding item limits and tier levels. The pain is a great roleplaying prompt for the player to describe their character’s soul struggling with the unyielding stone.
Step 8: The Heavy Lift and the Sled
The stone coffer is essentially a “creature” in terms of weight. This is where that Strength 10 requirement comes in. They have to navigate the coffer back up the fissure. Use a series of Athletics or “Enhanced Grip” checks (if they have similar gear) to see if they can haul it up without sliding back into a “Deathly Area” pit.
Step 9: The Meal-Time Strategy
Because HP recovery is so slow, your players will eventually realize they need to eat. This is a prime roleplaying opportunity. Have them find a “Somewhat Safe” alcove where AC is doubled to have their 20-minute meal. It’s a rare moment of peace where they can discuss their “Character” memories from their past lives while their “Avatars” recover 1 HP.
Step 10: The Master Mason’s Verification
Once they break back into the Kragthar Gatehouse, Master Mason Horgar doesn’t just take their word for it. He uses his own “Mind’s Eye” to verify the gauntlets are genuine and undamaged. If they dinged them up or lost the manifest, play out the negotiation of the “Sellers’ Market” as he tries to dock their pay.
Step 11: The Debt Settlement
Back at the Guild, the party hands over the gear and the clerk does the math. Seeing the final Silver count after the Writ of Questing is deducted is the ultimate “Welcome to Saṃsāra” moment. If they have enough attuned items now, this is the perfect time to trigger their mandatory advancement to the next tier.
