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To Assist the Fate
To Assist the Fate is a quest.
Details
| Property | Description |
|---|---|
| Giver | Merchants |
| Membership | Any |
| Requirements | Any level |
| Summary | Stop a ransoming: kill the cousin who keeps the ransom, steal the gem, or free the victim. |
Objectives
Use the location names in your quest journal. Follow map markers when they are available.
| Step | Objective | Optional |
|---|---|---|
| 1 | Make the ransom fail: slay the cousin in the quest dungeon, or steal the gem meant to pay it | No |
| 2 | Or seek out the victim in the quest dungeon and end it there | Yes |
| 3 | Return to your quest giver in the quest building with the news, or with the gem, within the time limit shown in your journal | No |
Choices
| Decision | Choice |
|---|---|
| Three ways to make the ransom fail. | Slay the cousin, who means to pay it |
| Three ways to make the ransom fail. | Steal the ransom the gem |
| Three ways to make the ransom fail. | Seek out the victim in the quest dungeon |
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 |
|---|---|---|
| The victim will not be coming home. It was the best money your quest giver ever spent. | 125% | Yes; one reward tier higher |
| The cousin is dead, and no one is left to pay the victim's ransom. | 100% | Yes |
| You stole the ransom the gem, and the ransom went unpaid without a drop of blood. | 100% | Yes |
| You kept the ransom the gem for yourself and never went back to your quest giver. | No added payment | No |
| The ransom was paid, and the victim came home. | No added payment | No |
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.
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/K0C01Y00.txt
- src/systems/questlines/sheets/merchants.json
- src/systems/questlines/qlRewards.js