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Tavern quests: odds, pay and who to send

Tavern quests are the jobs on your guild's quest board: hunt a named beast, hold someone else's line, dig gear out of a ruin, or walk the far country for half a season. They pay gold, renown and sometimes gear, and they take heroes away from your Trials. This guide covers the four quest types, how the outcome is decided, what the green and red tags mean, and what a quest does to the heroes you send.

Checked against v3.0.0

The four tavern quest types

Every regular posting is one of four types, which fixes its length, party size, base danger, gold and renown. Renown below is for a road of average length.

Bounty

ROUTINE

Short and loud. The best renown per day on the board, for a damage dealer with nerve.

Road
3–6 days
Heroes
1–2
Base danger
0.18
Pay weight
×1.15
Renown on a triumph
11
Brings back gear
No
Wants
DPS

Sellsword

ROUTINE

The best pay and the worst odds. Send a tank who does not crack, and only when you can spare them for a fortnight.

Road
8–12 days
Heroes
1–2
Base danger
0.22
Pay weight
×1.25
Renown on a triumph
5
Brings back gear
No
Wants
Tank

Gear Hunt

ROUTINE

The safe errand. Thin pay; the gear it carries home is the reward.

Road
5–8 days
Heroes
1–2
Base danger
0.12
Pay weight
×0.85
Renown on a triumph
3
Brings back gear
Yes
Wants
DPS

Expedition

ROUTINE

Half a season for two heroes. Big renown, gear, a harvest on a triumph, and a shot at higher potential.

Road
10–14 days
Heroes
2
Base danger
0.15
Pay weight
×0.90
Renown on a triumph
11
Brings back gear
Yes
Wants
Healer

A posting's real danger is the base plus a random −0.06 to +0.30, plus a little more as your guild climbs, so most postings read Risky or worse.

How tavern quest odds work

The quest screen boils your party down to one number, readiness, and 100 is what the job needs. It is the party's average Current Ability divided by 46 + 84 × danger, then raised or lowered by the pros and cons tags. A danger 0.20 job needs an average of about 63; a danger 0.50 job about 88.

On the day, readiness is multiplied by a random 0.52 to 1.44 (the low end rises for a very strong party) and rounded: 118 or more is a triumph, 88 the job is done, 58 it is ill-fated, and anything lower is lost. Bad luck on the road knocks a triumph down to done and a done job down to ill-fated (6% at danger 0.20), whatever the readiness. A lost roll is usually softened back to ill-fated.

A worked example: a Sellsword posted at danger 0.30 needs an average of 71. Two heroes averaging 60, one of them a tank, read about 88. That party triumphs 10% of the time, gets the job done 35%, comes home ill-fated 51% and loses someone 4%. Raise the average to 90 and triumph climbs to 60%, with no chance of losing anyone. Try your own party below.

This party: likely to see it through

Readiness 93–155 · 100 is what the job needs · Routine

Triumph52%
Done29%
Ill-fated19%
Lost0%

Quest type (sets its base danger)

0.18 · step 1 of 5
70 (needs 61)
+8%
none · ±31

The bonus is the party average of each hero's tags, capped at −18% and +22%. A hero in the role the job wants is +8% on their own; each liked trait +5%, each disliked trait −6%.

This is the quest screen's own estimate. Below Envoy skill 50 the game shows readiness as a range.

Pros and cons: the tags beside each hero

When you pick a party, every hero shows a row of tags for that posting: green for a pro, red for a con. Each tag moves readiness. A single hero is capped at −18% to +22%, and the party takes the average, capped the same way.

The role the job wants+8%
Kin in the region (double with Kin-Proud)+6%
A vow sworn to the region+5%
Mercenary: a poached hero on a Sellsword job+5%
Each trait the job likes+5%
Each trait the job dislikes−6%
Worn out: condition under 55, stress over 65 or fatigue over 70−7%

The role tag is the cheapest win, worth more than any single trait. Resting a worn-out hero first is the second. Each quest type likes and dislikes its own set of traits:

Bounty

LIKES

Brave, Glory Hunter, Lucky, Blood-Drunk, Death-Defying, Big-Game Player, Crowd Pleaser, Giant-Killer

DISLIKES

Cowardly, Superstitious, Death-Seeker, Glass-Jawed, Frail

Sellsword

LIKES

Stalwart, Iron-Willed, Unbreakable Will, Professional, Companionable, Thick-Skinned, Coin-Minded, Indomitable, Old Soldier, Dutiful, Quick to Mend

DISLIKES

Hot-Headed, Reckless, Sore Loser, Slow to Mend

Gear Hunt

LIKES

Methodical, Quick-Witted, Lucky, Trap-Wise

DISLIKES

Greedy, Reckless, Jinxed, Claustrophobic, Gambler, Light-Fingered

Expedition

LIKES

Hopeful, Team Player, Iron-Willed, Diligent, Weathered, Road-Hardened, Early Riser, Hardy, Pathfinder, Easygoing, Thrifty

DISLIKES

Lone Wolf, Arrogant, Homebody, Light Sleeper, Unforgiving, Fair-Weather

Every trait is listed on the traits page.

Quest gold and renown

A posting's fee is set when it appears and tied to your own payroll: the average wage of your five best-paid heroes, times the heroes it takes, the weeks on the road, the type's pay weight and a little extra for danger. What you collect depends on the outcome:

TRIUMPH

125%

DONE

100%

ILL-FATED

50%

LOST

0%

On top of that: Hard Bargainer anywhere in the party adds 10%, the Old Wayfarer guildmaster adds 25% to both gold and renown, a town that is warm to you pays 10% more and one that owes you 20%. A region held by a rival house pays 20% less. Under the Bane oath a bounty pays no gold and turns a tenth of the fee into renown instead.

Renown comes only from a triumph or a done job, and longer roads are worth more. A 14-day Expedition triumph is worth 11 before modifiers and a 6-day Bounty triumph 11, because bounties pay renown half again on a triumph. A done job pays 40% of the triumph figure. Then your division scales it: the Mythic Circle keeps all of it, each division down keeps 16% less, and the Backwater keeps only 20%. Outgrow your division and it shrinks again: in the third division it starts falling past 410 renown and keeps only 10% by 600.

What a quest does to your heroes

Every hero who comes home gains a little Current Ability, most on a long, dangerous triumph, and a point of experience. They also pay for the road:

  • Condition falls by about 6 a week, 60% more after an ill-fated or lost job. Hardy takes a quarter off.
  • Fatigue rises by about 5 a week. Hardy takes a quarter off and Road-Hardened halves it.
  • Stress rises by 14 after a bad outcome and drops by 4 otherwise.
  • Morale rises by 10 on a triumph (double for Coin-Minded) and falls by 8 after a bad outcome (double for Sore Loser, half for Thick-Skinned). A Homebody loses 5 more on any road of 14 days or longer.
  • Potential: a triumph on a road of 14 days or more at danger 0.15 or higher has a 55% chance to raise it.

Gear Hunts and Expeditions roll for gear, twice on roads of 10 days or more: certain on a triumph, 45% on a done job. With a Stillroom, any quest can bring home a regional harvest, far more often with aPathfinder along.

A lost quest means missing, not dead

When a quest is lost, one random member of the party goes missing rather than dying. Every 30 days each missing hero has a chance to resurface: 15% in their first year, falling a fifth each year to a floor of 2%, and half as likely again with a Tally-Keeper on the roster. Of those who resurface, half walk home, a quarter send word and a rescue Expedition appears on your board, some come back as wanderers, and a tenth are found as remains.

The tavern quest board

The board holds three regular postings and refills every day; sending a party leaves that slot empty for two or three days. If nothing is eight days or shorter, the next posting will be. Postings expire after 10 to 20 days.

The board leans with the season: more expeditions in Highsun, bounties in Emberfall, sellsword jobs in Deepwinter and escorts in Greentide. A region that lost a war posts more bounties for 120 days.

The Chart the Way conviction cuts a fifth off the road, the Old Wayfarer guildmaster a day, and the Stables a quarter off every quest, escort and vault road. Each home-town Roads shop cuts a tenth more.

Escorts, foraging runs, rebuilds, vault maps and rescues appear on their own terms. An escort's result depends only on whether the road ambush is won, and nobody fights on a foraging run.

Tavern quest questions

Which tavern quest type is best?

It depends on what you are short of: Sellsword for gold, Bounty for quick renown, Gear Hunt for safe gear, Expedition for the most renown and a chance at higher potential.

What do the green and red tags on the quest screen mean?

They are each hero’s pros and cons for that posting. Green tags add readiness and red tags take it away, −18% to +22% per hero, averaged across the party.

Does a lost quest kill a hero?

No. One random member of the party goes missing, and every 30 days they have a chance to turn up again.

Every number on this page is computed from the quest formulas, checked against the v3.0.0 game code.

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