D&D General Faction Quests

I play 5e, but have no problem stealing ideas from other editions. I have Waterdeep: Dragon Heist (just for city/faction info), but want a larger variety of faction quests -- both that can be easily adapted to other places and that can work on higher player levels. I looked at DM Guild, but there was a very limited selection.

Any ideas?
 
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Levistus's_Leviathan

5e Freelancer
Ah, okay.

So, the Zhentarim normally does sneaky-illegal stuff, so maybe when they start the caravan, the characters that are a member of the Zhentarim needs to smuggle some illegal substances to their destination. They get 1 renown upon completing this, and are given 50 gp each.

The Harpers recently discovered a historical trinket in [insert ruinous location] and need the characters to deliver it to a scholar in their ranks who will know the meaning of it. They get 1 renown for completing this, and are granted a favor.

The Lord's Alliance has a letter you need to deliver. This could be from one of the Dukes of Baldur's Gate, and you must not open it. If they open it, they get nothing, and lose 3 renown. If they don't, and deliver it, they get 1 renown.

The Order of the Gauntlet has discovered a cult in [insert location here], which is on the path for the caravan. They just need to go there, learn about it or disband it. If they learn and report it, they gain 10 gp and 1 renown. If they destroy the cult, they gain 25 gp each and a weapon of their choice, and 3 renown.

The Emerald Enclave discovered a few members of [insert endangered species] in [insert forest] and need the characters to learn about them, and capture them in order to breed more of the species. For the notes, they gain 1 renown. For 2 specimens of the species, one male one female, they get an additional renown and 20 gp each.

Any of these help? I might post later with later quests.
 

Ah, okay.

So, the Zhentarim normally does sneaky-illegal stuff, so maybe when they start the caravan, the characters that are a member of the Zhentarim needs to smuggle some illegal substances to their destination. They get 1 renown upon completing this, and are given 50 gp each.

The Harpers recently discovered a historical trinket in [insert ruinous location] and need the characters to deliver it to a scholar in their ranks who will know the meaning of it. They get 1 renown for completing this, and are granted a favor.

The Lord's Alliance has a letter you need to deliver. This could be from one of the Dukes of Baldur's Gate, and you must not open it. If they open it, they get nothing, and lose 3 renown. If they don't, and deliver it, they get 1 renown.

The Order of the Gauntlet has discovered a cult in [insert location here], which is on the path for the caravan. They just need to go there, learn about it or disband it. If they learn and report it, they gain 10 gp and 1 renown. If they destroy the cult, they gain 25 gp each and a weapon of their choice, and 3 renown.

The Emerald Enclave discovered a few members of [insert endangered species] in [insert forest] and need the characters to learn about them, and capture them in order to breed more of the species. For the notes, they gain 1 renown. For 2 specimens of the species, one male one female, they get an additional renown and 20 gp each.

Any of these help? I might post later with later quests.

This helps a lot. Thanks!
 

Fenris-77

Small God of the Dozens
Supporter
There's a different kind of thing you can do with a faction quest game that can be a lot of fun. Give the party something pretty trivial, but maybe time sensitive to do. Deliver a letter say. Then have consequences and complications pile up like bills in January. One at a time though. So perhaps there's some trouble on the road that slows them down. Then they figure out that someone else is after the letter. Then it gets stolen. Then they find out it's actually way more important than they were led to believe, and now it's a race against time. You can't use this one too often, but it's a fun game.
 

Levistus's_Leviathan

5e Freelancer
A tip for this, make sure that the players know the job (unless they're discretely delivering Zhentarim packages or classified Lord's Alliance letters), and tell them if they have a time that it needs completion by, but make sure they don't know the reward unless they specifically ask to know it. Even if they do ask, maybe they don't say.

This will make it so the story gets more interesting. They know they have to do something eventually, but don't know the consequences of doing it or not.
 

A tip for this, make sure that the players know the job (unless they're discretely delivering Zhentarim packages or classified Lord's Alliance letters), and tell them if they have a time that it needs completion by, but make sure they don't know the reward unless they specifically ask to know it. Even if they do ask, maybe they don't say.

This will make it so the story gets more interesting. They know they have to do something eventually, but don't know the consequences of doing it or not.
I like that idea. Thanks.
 

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