Mission Bank

The magic item tables can be found in the Dungeon Master's Guide, pages 144 through 147.

A critical success is to be interpreted as deserving of the rewards of both the Success and Critical Success outcomes added together, though nothing (Gold, magic items etc.) stacks if mentioned in both outcomes. You take the higher amount. RP means Reputation Points, see main system document.

On Critical Success:

Personally, I think the bonuses of a Critical Success should include something special and unique, including things like

  • Additional NPCs or pets
  • Specific magic item
  • XP boosts
  • Favours

Using this myself, I may keep the critical success rewards secret, lest the PCs spend table time doggedly pursuing any missed prize.

Deliver an Ultimatum

Tiefling woman Rieta Wist is having trouble with an ex-boyfriend, Sharius Faith, who will not leave her alone. She feels threatened and wants him scared away.

Level 1 Conflict Mission:
1 Fighter

  • Critical Success: Sharius is so affected by the agent's words that he moves away to reflect on things. Rieta offers her locksmithing expertise should the party need it.

  • Success: Sharius is suitably shaken up and promises that Rieta will never hear from him again. 75gp + 3RP.

  • Mixed: Sharius seems to get the message after a brutal fistfight. 1 agent is injured for 2 days. -1RP + 50gp -25gp expenses to the tavern that hosted the brawl.

  • Failure: Sharius is unintimidated, and continues to stalk Rieta until he is arrested. -3RP + 1 agent is injured for 2 days. -25gp expenses to the tavern that hosted the brawl.

  • Failure Requiring Intervention: An apparent success with appropriate rewards, but a week later Rieta receives a very threatening letter from Sharius.

Keep the Peace at a Tavern

The Second Bell, a local city tavern, has been having trouble with rowdy sports fans and hunters. Folk involved with the mob have been seen, and owner Jon Blythe wants a strong lawful presence to bring a sense of calm to the place.

Level 1 Conflict Mission:
1 Cleric, 1 Fighter

  • Critical Success: Jon is so impressed that he offers the agents part time jobs. His bookish daughter Robyn, never fond of the publican's life, takes the opportunity to apply with your guild as a level 1 Cleric. Your agents are still available for missions.

  • Success: The pub has turned itself around. 75gp + 5RP.

  • Mixed: The rowdiest of the clientelle now drink elsewhere, but sales have taken a hit. 30gp + 1RP

  • Failure: The atmosphere in the pub has not improved, and Jon has decided to sell up. -4RP + 50gp expenses.

  • Failure Requiring Intervention: Your agents have managed to offend Pebbles, a huge Dwarf criminal. He vows to return to the pub with his boys and demolish it.

    Deal with Unfavourable Rumours

    A drunkard has been terrorising the Sweetwater Tavern in a local village for weeks, spreading ill rumors of your company. The drunkard, however, is the nephew of nearby Duke, and must be dealt with "delicately."

    Level 1 Intrigue Mission:
    1 Fighter, 1 Rogue

  • Critical Success: A ring worth 100gp is gifted to you by the drunkard + 5RP + The drunkard shares the scheduled stops for a supply caravan belonging to an enemy of the party.

  • Success: Your agents have successfully convinced the drunkard to keep quiet. You are gifted a silver trinket worth 500sp + 3RP.

  • Mixed: 20gp is taken from the drunkard - 2RP.

  • Failure: Your agents have lost their temper, publicly thrashing the drunkard. -100gp -8RP

  • Failure Requiring Intervention: The Duke is so offended at the way his nephew was treated that he's demanding a meeting with guild leadership!

Shop for Material Components

Tactless local alchemist Nyx Fromswattem has been banned from entering the only shop in town that sells bat guano in the volumes she needs for research. She needs someone to go and fetch her some in large amounts.

Level 1 Magic Mission:
1 Wizard

  • Critical Success: The agents got her unbanned from the shop! Nyx gives you a crate of 5 regular healing potions as thanks.

  • Success: The agents have gotten a good price and delivered the material safely. 38gp + 2RP.

  • Mixed: The agents have been tricked into paying double to usual price. 15gp.

  • Failure: Your agent has managed to break their cart, spilling barrels of guano onto the street. -20gp -3RP

  • Failure Requiring Intervention: Your agent mistakenly bought the wrong type of guano, causing a dramatic alchemical mishap in Nyx's workshop.

Find a Hiding Mimic

A small mimic has taken up residence in Odsel Murnig's antique shop, the White Elephant. While it's kept the rats under control, it has been growing and has started to bite people. It's time for it to leave.

Level 2 Conflict Mission:
1 Fighter
Medium or larger agents count as their level -1 for this mission.

  • Critical Success: A bond is formed between the mimic and the lead agent. Your guild now has a young mimic.

  • Success: The beast is found and dispatched. 60gp + 3RP + Odsel will happily perform cheap appraisals of antiques for the guild.

  • Mixed: The mimic is killed but many rare teapots are shattered in the fight. -3RP - 85gp

  • Failure: Lots of rare items were broken, but no mimic was found. -8RP -100gp

  • Failure Requiring Intervention: As Failure, the mimic got away. A week later people start disappearing in the shop.

Find a Kidnapped Construct

Clanky the construct has been kidnapped by a rival artificer and Rufus Frummagem needs help retrieving him.

Level 2 Intrigue Mission:
1 Fighter, 1 Rogue, 1 Wizard

  • Critical Success: A magic item from Table B + A small catlike construct

  • Success: Clanky is returned unharmed! 170gp + A magic item from Table A +2RP

  • Mixed: Clanky is rescued but is very badly damaged. 50gp + A magic item from Table A -2RP.

  • Failure: Rufus ends up having to pay the ransom. -50gp expenses

  • Failure Requiring Intervention: The party suspected the wrong wizard, who has kidnapped a party member and will begin experimenting on them within the week.

Build Siege Engines

The Silverwind Trading Company has been losing ships on a previously prosperous route. They'd like to evaluate rumours of undersea beasts in the area before they update their charts.

Level 3 Conflict Mission:
4 Fighters, 2 Wizards
Additional Fighters can be sent, not affecting odds but increasing reward

  • Critical Success: There was a Kraken, there isn't anymore. +10XP for each agent, +15RP, the captain offers a single free return voyage in return for saving her life.

  • Success: The Kraken was tracked to its lair and studied safely. 370gp + 7RP

  • Mixed: A long time is taken to confirm the existence of the beast and some supplies were lost over the side. 100gp + 1 extra week needed + 2RP

  • Failure: The voyage was called off after 2 weeks due to getting lost, nothing learned. -80gp -5RP

  • Failure Requiring Intervention: Due to the agent's mismanagement the ship has run aground on a nearby island and need to be rescued.

Investigate Kraken Rumours

The Silverwind Trading Company has been losing ships on a previously prosperous route. They'd like to evaluate rumours of undersea beasts in the area before they update their charts.

Level 3 Conflict Mission:
1 Cleric, 1 Fighter, 1 Wizard

  • Critical Success: There was a Kraken, there isn't anymore. +10XP for each agent, +15RP, the captain offers a single free return voyage in return for saving her life.

  • Success: The Kraken was tracked to its lair and studied safely. 370gp + 7RP

  • Mixed: A long time is taken to confirm the existence of the beast and some supplies were lost over the side. 100gp + 1 extra week needed + 2RP

  • Failure: The voyage was called off after 2 weeks due to getting lost, nothing learned. -80gp -5RP

  • Failure Requiring Intervention: Due to the agent's mismanagement the ship has run aground on a nearby island and need to be rescued.

Train Soldiers

A remote mountain town is building a militia to fight back Orcish incursions, and needs a seasoned fighter to go over basic moves, maintainence and discipline.

Level 3 Conflict Mission:
1 Fighter

  • Critical Success: The militia quickly beats back the Orcs and becomes famous in the region. 200gp + level 2 Fighter Agent, Harsk Shieldbiter, joins your guild.

  • Success: The townsfolk are grateful for the training, arranging for another session in a month. 125gp + 10RP.

  • Mixed: The agent is unprepared for just how undisciplined they are. It's unclear if the training will stick. 50gp + 4RP

  • Failure: The agent arrived drunk and unprepared, the militia has returned them unpaid and embarrassed. -8RP

  • Failure Requiring Intervention: A band of Orcs attacked during training and are now holding the town.

Distract the City Watch

Dwarf crime boss Ogilvie Understone is planning a hit at the central bank of the capital city. He is asking you to assist by drawing the attention of a number of the guards on that night.

Level 3 Crime Mission:
2 Fighters, 3 Rogues

  • Critical Success: 1000gp + Ogilvie offers you a favour in return, to be called in whenever.

  • Success: The Understone robbery goes off without a hitch. 625gp + Ogilvie is impressed. No reputation loss is suffered.

  • Mixed: The Understone robbery goes off with minor trouble from the watch, but one of your rogues is arrested! Bail will take a week and cost 100gp. Ogilvie pays you 300gp. -8 RP

  • Failure: There are arrests made at the Understone robbery. 2 Rogues arrested, bail as above, -10 RP.

  • Failure Requiring Intervention: Ogilvie holds you personally responsible, and swears to run you out of town unless your party performs the robbery as planned and delivers the money.

Dissuade a Peasant Revolt

Reactionary nobles in a nearby region are fueling a revolt, threatening your political ally/client, Lord Heinrik. Dissuade their efforts, maintaining your positive reputation with the people.

Level 3 Intrigue Mission:
2 Clerics, 1 Wizard

  • Critical Success: Lord Heinrik is more popular than ever, working more closely with community leaders. +15RP + One noble shares rumors of the location of the lost Ring of Telekinesis (p.193).

  • Success: Your agents have successfully negotiated peace, increasing your reputation in the region. +10RP + 250gp + A magic item from Table C is gifted to you by Lord Heinrik.

  • Mixed: The underclass does not revolt but the situation remains tense. 100gp -3RP.

  • Failure: 100gp expenses + Heinrik's army must quell the uprising through military force, killing many and sullying your reputation among the people. -12RP

  • Failure Requiring Intervention: The situation descends into a full-scale revolt! Heinrik is scheduled to be hanged next week!

Put Forward a Candidate for Lieutenant

The senior guards of a major trade city are taking names of prospective new lieutenants after the previous one died, retired or was arrested. This would be a fantastic opportunity for a warrior who's proven themselves.

Level 5 Conflict Mission:
1 Cleric, 3 Fighters

  • Critical Success:

  • Success: One Fighter agent becomes the new lieutenant of the guard and has access to increased power and influence, but must now be paid per mission. +11RP

  • Mixed: One Fighter agent becomes the new lieutenant of the guard, but rumours of bribery and cheating follow them into the office, limiting their influence. +2RP

  • Failure: The job went to Gwen Hammerfist after a well-fought race. No dishonour in that. +5RP

  • Failure Requiring Intervention: The job went to Gwen Hammerfist after your agent drunkenly ranted at her in the street. -10gp - 8RP and you are called to answer for your agent's threatening behaviour.

Quell a Cult Uprising

The Cult of the Brass Orb have taken up residence in the Quartzstone Caverns and are terrorizing nearby settlements, sacrificing villagers to their god, the Demon, Tremschuur. Send agents to quell the cultists and rid the region of their evil.

Level 5 Conflict Mission:
2 Clerics, 3 Fighters, 1 Rogue, 1 Wizard

  • Critical Success: During interrogation, one cultist reveals the location of the Talisman of Ultimate Evil (p.207).

  • Success: The cultists are all slain and scattered. 1,000gp and a magic item from Table D are looted + 10RP.

  • Mixed: The cultists are scattered but cells are still active. 500gp and a magic item from Table B are recovered. -4 RP.

  • Failure: The cultists captured your agents and 500gp expenses must be paid to get them back + The cultists are so emboldened by their success that their order spreads to nearby towns, -8RP.

  • Failure Requiring Intervention: The cultists have managed to summon Tremschuur, threatening to wreak terror upon the region + Four agents are held hostage as bait.

    
    

Root Out Illithids

An autopsy performed on a resident of a major trade town Delf has revealled alienlike innards. There's no telling how widespread the infestation of Mind Flayers is, or what they're up to, only that it must be stopped.

Level 5 Conflict Mission:
1 Clerics, 4 Fighters, 2 Rogue, 1 Wizard

  • Critical Success: The Elder Brain is afraid. Your agents return with a magic item from Table C. A Fighter agent can now teach the PCs how to strike Illithids effectively, allowing slashing and piercing weapon attacks to be made with advantage against them. +5XP for all agents.

  • Success: The cabal is dispersed and the local militia have been shown how to spot them. A Wizard agent now makes Intelligence checks relating to Illithids with advantage. 2,500gp and a magic item from Table B are recovered. +10RP

  • Mixed: The hive was found and set ablaze. It is impossible to know if every last one has been killed. One agent injured for a week, 1,200gp +5RP

  • Failure: The town is lost, nearby authorities are raising armies to try and undo the damage. Four agents injured for a week. -4RP

  • Failure Requiring Intervention: The town is lost, but nearby authorities don't know there's a danger. All agents injured for a week, some will need convincing to stay adventurers -7RP.

Thanks

Thanks to u/AgentFyre for useful discussions, design input, and whole mission concepts, and r/DNDBehindTheScreen for valuable feedback

Conflict Missions
Name Type Level Clerics Fighters Rogues Wizards Total Written?
Deliver an Ultimatum Conflict 1 1 1 Yes
Keep the Peace at a Tavern Conflict 1 1 1 2 Yes
Escort Noble on Journey Conflict 2 1 2 3
Find a Hiding Mimic Conflict 2 1 1
Build Seige Engines Conflict 3 4 2 6
Investigate Kraken Rumours Conflict 3 1 1 1 3 Yes
Map Ancient Sewer Tunnels Conflict 3 1 2 3
Train Soldiers Conflict 3 1 1 Yes
Defend Worshippers Conflict 4 3 3 6
Raid Orc Stronghold Conflict 4 1 2 1 1 5
Rescue Trapped Miners Conflict 4 2 3 1 6
Retrieve Ring from Gelatinous Cube Conflict 4 2 1 3
Bolster City Guard Against Invasion Conflict 5 1 8 2 11
Put Forward a Candidate for Leutenant Conflict 5 1 3 4 Yes
Quell a Cult Uprising Conflict 5 2 3 1 1 7 Yes
Root Out Illithids Conflict 5 1 4 2 1 8 Yes
Crime Missions
Name Type Level Clerics Fighters Rogues Wizards Total Written?
Fence Goods Crime 1 1 1
Attack a Merchant Caravan Crime 2 2 2 4
Lighten Purses at the Gala Crime 2 1 1
Shake Down Businesses Crime 2 2 1 3
Defeat a Safe Crime 3 2 2
Distract the City Watch Crime 3 2 3 5 Yes
Steal from the Hall of Records Crime 3 2 2 4
Case the Joint Crime 4 3 1 4
Clear off Rival Gang Crime 4 1 2 2 5
Pull a Heist Crime 4 2 5 1 8
Steal from Noble House Crime 4 1 3 4
Prison Break Crime 5 1 2 3 1 7
Thin the City Watch Crime 5 2 4 1 7


Intrigue Missions
Name Type Level Clerics Fighters Rogues Wizards Total Written?
Deal with Unfavourable Rumours Intrigue 1 1 1 2 Yes
Lead Pilgrimage Intrigue 1 1 1
Track Down a Missing Cat Intrigue 1 3 3
Bribe the Shipwrights Intrigue 2 4 1 5
Impress Foreign Dignitaries Intrigue 2 1 2 3
Find a Kidnapped Construct Intrigue 2 1 1 1 3 Yes
Recover a Stolen Ring Intrigue 2 1 1 2
Spy on Merchant Meetings Intrigue 2 1 1 2
Break the Mob's Codes Intrigue 3 1 2 1 4
Warn against Vampirism Intrigue 2 3 3
Dissuade a Peasant Revolt Intrigue 3 2 1 3 Yes
Establish New Merchant Guild Intrigue 3 2 2 2 6
Place a Sleeper Agent in the Mob Intrigue 3 2 4 6
Recover a Stolen Orb Intrigue 3 1 1 1 3
Root Out a Fugitive Intrigue 3 1 2 3
Impersonate a Lord for a Night Intrigue 4 3 1 4
Steal a Noble's Identity Intrigue 5 1 1 3 1 6
Magic Missions
Name Type Level Clerics Fighters Rogues Wizards Total Written?
Shop for Material Components Magic 1 1 1 Yes
Help Clean a Lab Mishap Magic 1 1 1 2
Recruit for a Wizard College Magic 1 1 1 2 4
Demonstrate Findings Magic 2 1 1 2
Investigate Aberrant Infestation Magic 2 1 1 2 4
Steal a Spellbook Magic 2 1 1 2
Assist in New Spell Research Magic 3 1 2 3
Domesticate Owlbears Magic 3 1 2 3
Fix Faulty Spellwork Magic 3 2 3 5
Reverse a Scrying Attempt Magic 3 2 2
Expose Cultist Spies Magic 4 1 1 2 2 6
Produce a Dazzling Display Magic 4 1 1
Trace Botched Teleportation Magic 4 2 2
Produce a Miracle Magic 5 1 1
Retrieve Ancient Artifacts Magic 5 1 2 1 2 6