# Duskwatch Guild Board – Contracts of the Deadwood Wardens
Below are the active contracts posted in Ember Square for sworn Wardens. Each bears not only its promised reward, but also the measure of danger. Difficulty is marked on a scale of **1–10** (1 = very easy, 10 = deathly difficult and rare).
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### **Bandit King’s Head**
_“The Red Knives plague our roads once more. Their leader, Krenn Halffang, once called brother among the Wardens, now calls himself king. Bring him back alive if you can — or his head if you must.”_
**Reward:** 300 gp (600 gp alive)
**Difficulty:** 4/10 – _Fit for seasoned sellswords; steel and grit required, but no sorcery beyond mortal ken._
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### **Shattered Caravan**
_“A spice caravan lies in ruin along the eastern road. Wagons overturned, guards torn apart. Recover what you can and put an end to the beasts that hunt our trade.”_
**Reward:** 250 gp + value of recovered goods (200 gp)
**Difficulty:** 3/10 – _Dangerous but straightforward — claws and fury, not cunning. A stout shield and steady hand should see it done._
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### **Wailing Barrows**
_“The old burial mounds stir with unquiet dead. Wailing voices call in the night, and shadows walk by lantern-light. Lay them to rest — or return with proof they are at peace.”_
**Reward:** 400 gp + choice of guild-marked relic (uncommon)
**Difficulty:** 5/10 – _For those unafraid of spirits. Holy prayers or sharp wit against the restless dead are advised._
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### **Iron Prisoner**
_“One has escaped from the prison — a murderer, or worse. His trail leads into the Glade. Bring him back before he returns with horrors at his heels.”_
**Reward:** 500 gp + official pardon for one crime in Duskwatch
**Difficulty:** 6/10 – _Hunted man turned monster. Strong arms and steady hearts must face what he has become._
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### **The Rift’s Maw**
_“A wound festers in the Vale. Where Blackroot once stood, the ground has split and madness seeps forth. Abominations crawl in the night, and farmers flee their hamlets. Seal this Maw, lest all Duskwatch drown in its shadow.”_
**Reward:** 1,000 gp + a weapon forged from the Rift
**Difficulty:** 8/10 – _Not for the untested. The Maw breeds horrors of mind and flesh — only seasoned Wardens with both blade and spell should answer._
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### **The Ashen Witch**
_“A woman of cinders and ash walks the borderlands, fire in her hands and death in her voice. Some say she seeks our mayor. If she is truly witch or worse, end her.”_
**Reward:** 1,200 gp + rare potion or scroll
**Difficulty:** 8/10 – _A foe of fire and guile. Veterans with keen minds and strong wards will fare best._
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### **The Hollowed Grove**
_“A grove bleeds black sap and trees walk by moonlight. Druids whisper of corruption spreading from its heart. Burn it out — or sanctify it.”_
**Reward:** 1,500 gp + groveheart crystal
**Difficulty:** 9/10 – _Nature turned against itself. Only those who can endure both root and curse should tread here._
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### **Silent Watchtower of Oakrest**
_“Oakrest’s watchtower stands dark. The bells no longer sound, and no flame burns on its height. Travelers whisper of shadows upon the Armsworth Road, and the villagers pray for aid. Investigate the Silent Tower, bring back word of its fate — or silence its curse forever.”_
**Reward:** 2,000 gp + recovered relics from the tower armory
**Difficulty:** 10/10 – _A haunted bastion where death lingers heavy. Only the most hardened Wardens should brave its silence._
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## **Special Orders**
### **Mayor’s Summons**
_“Escort required for emissaries of the Green Palaces. Guard them to Duskwatch’s gates and keep tongues sharp as blades.”_
**Reward:** 500 gp + noble favor
**Difficulty:** 2/10 – _A lighter charge — politics more dangerous than blades, but blades may still find you._