Quest 942 of The Silent Tide

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Guild Instructions

  • Parties must register with Clerk Thistle at the front desk before departing to ensure exclusive contract rights.
  • Evidence of task completion must be presented in the form of a physical logbook from the site or a verbal confirmation from the client.
  • All artifacts recovered that are not specified in the contract must be appraised at the guild for tax purposes.

Money Reward

  • 800 Silver Pieces upon successful return and verification of the item.

Uncommon Magical Rewards

  • One pair of Goggles of the Brine (allows for clear vision in salt water).
  • Three Magic Crystals (Small) for mechanical power storage.

The Objective

  • Locate and retrieve the artifact known as the Voice of the Deep. This conch shell was last seen in the possession of a merchant vessel that was grounded during a localized mana storm. It is believed to be held within the wreckage or taken by opportunistic scavengers in the vicinity.

Difficulties

  • The area is currently designated as an Unsafe Area, meaning defensive capabilities are significantly hampered.
  • The local currents are unpredictable due to recent elemental fluctuations.
  • High presence of non-sentient predators that do not possess memories of past lives.

Problems

  • The salvage site is partially submerged, requiring either the ability to hold one’s breath for extended periods or specialized gear.
  • Local scavengers may have already established a perimeter around the wreckage.
  • Interference from a “rule breaker” has been reported in the area, suggesting non-standard magic use.

Who to Ask for More Information

  • Harbormaster Vane at the Southern Docks.
  • Retired Navigator Elara, currently residing at the Rusty Gear Tavern.

Potential Environments

  • Jagged Coastal Reefs
  • Submerged Ship Wreckage
  • Damp Sea Caves
  • Tidal Salt Marshes

Tags

  • Retrieval, Aquatic, Tier 1, Siren Lore, Unsafe Area, Investigation, Artifact, Siren-Heritage, Sonic-Weapon, Salvage, Coastal-Navigation, Mana-Storm, Non-Human-Gear, Tier-1-Contract, Low-AC-Zone, Mechanical-Power, Resource-Retrieval

Registration Process

Upon approaching the desk, Clerk Thistle requires each avatar to place their hand upon a brass-rimmed magic circuit plate. This records the unique soul signature of the character and the physical attributes of the avatar into the guild’s ledger. The clerk then stamps the quest board entry with a “Contracted” seal, effectively locking the job so no other parties can claim the reward or interfere with the legal right to the salvage.

Guild Warnings and Preparation

The clerk provides several verbal warnings and logistical explanations during the registration:

  • Safety Warning: The clerk emphasizes that the site is an Unsafe Area. Avatars are warned that their armor and defensive gear will only be half as effective as usual. Extreme caution is advised when engaging in combat.
  • Tier Restriction: A reminder is given that the Voice of the Deep is a Tier 1 item. If any avatar attempts to attune to it while already wearing ten items, or if they are somehow not yet Tier 1, they will suffer the standard pain and health loss intervals.
  • Preparation: Clerk Thistle explains that because the wreckage is submerged, the party must secure waterproof lanterns, grease for mechanical joints to prevent rust, and specialized breathing bladders if they lack innate aquatic traits.

Distance and Duration

  • Distance: The wreckage site is located approximately 45 miles south of the current metropolis, situated along a treacherous stretch of the “Shifting Shoals” coastline.
  • Duration: Travel via a standard steam-powered coastal cutter will take roughly 6 to 8 hours depending on the ebb and flow of the magical currents. The guild expects the quest to be resolved within three in-world days.

Additional Information

The clerk mentions that the merchant vessel, The Salty Gear, was carrying a shipment of elemental fire crystals that may have become unstable. If the party encounters glowing red vapor leaking from the hull, they are to avoid chanting ritual spells near the gas, as the increased resonance could trigger a mechanical or alchemical explosion.

The Writ of Questing

To ensure the party is sufficiently equipped, Clerk Thistle issues a Writ of Questing. This is a formal promissory note bound by guild law.

  • Purpose: The writ allows the party to visit local general stores to obtain necessary mundane equipment they do not currently possess, such as ropes, torches, basic rations, or climbing gear.
  • Nature of the Note: This is not a gift or a grant. The cost of these items is recorded against the party’s account. The total value of the items obtained via the writ will be deducted from the final 800 Silver Piece reward upon successful completion of the quest. If the quest fails, the party remains in debt to the guild until the cost is repaid through labor or future contracts.

Mood setting excerpt from:
Tome Title: The Chronicles of the Shifting Depths
Chapter Number: XIV
Chapter Title: The Dirge of the Sunken Spire

The salt shall sting the eye of the new-born soul, When waves consume the iron and the gear, For where the steam-breath fails to take control, The ancient song is all the heart shall hear.

Beware the shoals where metal meets the bone, The silent tide that pulls the spirit down, For in the dark, the Siren dwells alone, To weave a shroud for those who seek her crown.

A shell of moonlight, spiraled like the storm, Shall call the leviathan from the blackest sleep, While sparks of mana take a jagged form, To guard the secrets that the drowned must keep.

The walls of stone offer no safety here, Your shields shall thin like mist before the sun, When haunting notes replace the breath of fear, The dance of deathly shadows has begun.

Guide Manager’s Notes:

This quest is a high-stakes introduction to the precarious balance of power and environmental hazards on Saṃsāra. It is designed to test how a party handles the shift from a safe metropolis to a low-defense environment while managing the specific attunement and slot mechanics of their avatars. Because there are no short rests, every hit point lost during the trek to the Shifting Shoals is a major setback, forcing the party to rely on their gear and mana boosts wisely.

  • Step 1: The Logistics Phase. The session begins at the Guild. Encourage the players to use their “Writ of Questing” to fill gaps in their inventory. Since this is a debt-based system, watch how they balance the need for safety gear like breathing bladders against the desire to keep as much of that 800 Silver reward as possible.
  • Step 2: The Voyage South. The trip on the coastal cutter is the perfect time to establish the “Mind’s Eye” mechanics. Have the players examine the steam-powered components of the ship or the horizon. Describe the transition of the magic flow as they leave the city’s protective “Somewhat Safe” aura and enter the “Normal” wilderness.
  • Step 3: Arrival at the Shifting Shoals. As the ship anchors, the party enters an “Unsafe Area.” This is the moment to inform them that their AC is now halved. This immediate mechanical shift creates instant tension before a single foe is even spotted.
  • Step 4: Investigating the Coastal Reefs. Before reaching the wreck, the party must navigate jagged reefs. Use this to highlight the “Animal Handling” modifiers of the Voice of the Deep if they encounter minor aquatic life. They might find clues left by the “rule breaker” mentioned in the guild notes—perhaps strange inscriptions on the rocks that require an Intelligence (Arcana) check.
  • Step 5: Locating the Salty Gear. The wreckage is half-submerged and tilted at a dangerous angle. The party has to figure out how to enter the hull. Those without aquatic avatars will need to manage their breath or use the gear they bought with the guild’s promissory note.
  • Step 6: The Mana Gas Hazard. Once inside the hull, introduce the leaking elemental fire crystals. The red vapor is a ticking clock. If a player tries to cast a Ritual spell (taking more than 6 seconds), the increased resonance with the gas should cause a minor mechanical shudder or heat flare, warning them of an impending explosion.
  • Step 7: The Scavenger Confrontation. A group of non-possessed scavengers is already inside the cargo hold, attempting to pry the Voice of the Deep from a locked reinforced chest. This is the first combat encounter. Remind the players that since these foes are not possessed, they will not vaporize into sparks but will leave physical bodies behind.
  • Step 8: Retrieving the Voice. The chest requires a “Mind’s Eye” active check to identify the locking mechanism. Once the conch is touched, if the avatar’s tier or slot limit is exceeded, start the 2d4 pain interval rolls immediately. This creates a “hot potato” situation where the party must decide who carries the artifact back.
  • Step 9: The Rule Breaker’s Ambush. As the party exits the wreck, the “rule breaker” mentioned in the guild notes appears. This individual uses their own vocal cords as a conduit for magic, bypassing the need for an external object. This is a great way to show players that the rules they follow can be bent by those with specialized training.
  • Step 10: The Withdrawal. The party must make it back to the cutter while being pursued by marine predators attracted to the “Voice of the Deep’s” passive shimmering light. Since they cannot take a short rest, they must decide if they want to spend their “silver fire spell power” to end the fight quickly or save their single mana point for a death-defying reaction.
  • Step 11: Return and Reconciliation. Back at the Guild, the party meets with Clerk Thistle. They turn over the conch and any other loot. This is where you calculate the final payout after deducting the cost of the items from the “Writ of Questing.” If they are short on funds, remind them they now owe the guild, creating a hook for the next session.