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Antique Ivory
Antique Ivory is a quest.
Details
| Property | Description |
|---|---|
| Giver | Thieves Guild |
| Membership | Member |
| Requirements | Rank 0+ |
| Summary | Steal an antique ivory piece from a house, then hand it over in a safehouse in another town. |
Objectives
Use the location names in your quest journal. Follow map markers when they are available.
| Step | Objective | Optional |
|---|---|---|
| 1 | Steal the requested item from the target in the quest building | No |
| 2 | Bring the requested item to your quest giver at the quest building within two days | No |
| 3 | Get out of town and hand the requested item to your contact in the quest house in the named town | No |
Choices
| Decision | Choice |
|---|---|
| A posse has run you down and demands the ivory you stole from the target. | Hand over the ivory |
| A posse has run you down and demands the ivory you stole from the target. | Refuse, so they will have to take it |
Outcomes
Added gear requires a successful quest payment and a qualifying outcome. Quest mail alone does not count as payment.
| Outcome | Gold multiplier | Gear choice |
|---|---|---|
| No fuss, no muss: the ivory is with the client and the finder's fee is with you. | 100% | Yes |
| The burglary went loud, but the ivory reached your contact. The Guild kept its word, if not your fee. | No added payment | No |
| You handed the ivory to the posse and ran. The Guild's client never got it, and the Guild knows why. | No added payment | No |
| The ivory never reached the Guild's client. | No added payment | No |
| Outcome | Change type | Target | Change |
|---|---|---|---|
| The burglary went loud, but the ivory reached your contact. The Guild kept its word, if not your fee. | Faction reputation | The Thieves Guild | +3 |
| You handed the ivory to the posse and ran. The Guild's client never got it, and the Guild knows why. | Faction reputation | The Thieves Guild | -3 |
With Questlines enabled, these outcomes control the added rewards. Gold multipliers apply only to gold the quest actually pays. A gear choice offers a weapon, armour and jewellery; keep one. See Quest rewards and loot for rarity, payment and online reward rules.
Possible quest foes
These are the script’s possible foe groups, including conditional encounters. They are not all guaranteed to appear together; repeated attacks and ordinary dungeon enemies can add more. Follow a foe’s reference for its combat rules before choosing weapons.
See Quest reference for offer requirements across quests.
Online, a failed outcome does not apply its faction-reputation penalties. Legal-standing changes and choices made during the quest are separate.
Sources (18)
- src/systems/quest/
- bible/06-Systems/Quest-Arc.md
- src/ui/quest/
- src/systems/quest/questGuidance.js
- bible/06-Systems/Quest-Guide-Arc.md
- vendor/dfu-quests/Quests/
- vendor/dfu-quests/Tables/QuestList-Classic.txt
- vendor/dfu-quests/Tables/QuestList-DFU.txt
- vendor/foraging/Quests/
- vendor/roleplay-realism/Quests/
- vendor/warm-ashes-ships/Quests/
- src/systems/quest/questLists.js
- src/systems/foraging/foragingLaw.js
- src/systems/warmAshesShips.js
- src/systems/roleplayRealism/rrQuestLine.js
- vendor/dfu-quests/Quests/O0B00Y11.txt
- src/systems/questlines/sheets/thievesGuild.json
- src/systems/questlines/qlRewards.js