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The Lost Child
The Lost Child is a quest.
Details
| Property | Description |
|---|---|
| Giver | Merchants |
| Membership | Male only |
| Requirements | Any level |
| Summary | Find a merchant's lost child held by orcs, hear the Fighters Guild's side and decide who keeps the child. |
Objectives
Use the location names in your quest journal. Follow map markers when they are available.
| Step | Objective | Optional |
|---|---|---|
| 1 | Find the child, said to be held by orcs in the quest dungeon | No |
| 2 | Visit the knight at the quest building in the named town to hear the Fighters Guild's side | Yes |
| 3 | Find the child at the quest destination in the named town, and decide who should keep the child | Yes |
| 4 | Bring the child home to your quest giver in the quest building within the time limit shown in your journal | No |
Choices
| Decision | Choice |
|---|---|
| The child is found. Will you take the child to your quest giver? | Take the child to your quest giver |
| The child is found. Will you take the child to your quest giver? | Leave the child where the child is |
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 |
|---|---|---|
| You took the child out of the Fighters Guild's keeping and back to your quest giver, fortune and all. | 100% | Yes |
| The child is safe home with your quest giver. | 100% | Yes |
| You left the child in the Fighters Guild's keeping, safe from your quest giver. | No added payment | No |
| The child never came home. | No added payment | No |
| Outcome | Change type | Target | Change |
|---|---|---|---|
| You took the child out of the Fighters Guild's keeping and back to your quest giver, fortune and all. | Faction reputation | The Fighters Guild | -3 |
| You left the child in the Fighters Guild's keeping, safe from your quest giver. | Faction reputation | The Fighters 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
| Foe | Group size |
|---|---|
| Knight | 1 |
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/K0C00Y05.txt
- src/systems/questlines/sheets/merchants.json
- src/systems/questlines/qlRewards.js