833106-WelcomeToTheFamily V101 NA
833106-WelcomeToTheFamily V101 NA
833106-WelcomeToTheFamily V101 NA
Special Thanks
Thank you to all who believed in my project
and me, particularly my family. Through your
continuous support I managed to complete this
book in a timely fashion.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright © 2021 by Kevin Castillo and published under the
Community Content Agreement for Dungeon Masters Guild.
This is a work of fiction. Names, characters, places, and incidents either are the product of the author’s
imagination or are used fictitiously. Any resemblance to actual persons, living or dead, events, or locales is
entirely coincidental.
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PREFACE
In this book, you’ll find a collection of ideas and resources to enhance your games with criminal
families, which in the Forgotten Realms, my setting of choice, would mean the Zhentarim. They’re not
the only option, but they’re one of the most known factions in the setting, and their existing theme
matches perfectly with this idea. Of course, the resources in this book aren’t limited to the Zhentarim;
if you want to create your own organized crime family analog feel free to adjust anything to fit your
worldbuilding needs.
For a long time, the Zhentarim has been this blanket organization of dubious morality (which more
often than not meant “the bad guys”) that we could just place in our campaigns whenever we needed
an option for the players to take the non-good route. But if you wanted something more substantial
than that, this book will help.
In this supplement, I’ve decided to expand on the faction as a whole, giving it a thematic makeover
drawing inspiration from all kinds of media that talk about the Mafia, the Yakuza and all sorts of
organized crime families. As such, “the Zhentarim” still exists as the umbrella term that covers the
whole faction. Within it, we can have different cells that can operate differently from each other with
their own rules, beliefs and operations.
The different mechanics presented in this book are designed as standalone, so you may decide to use
a few or all of them. These are meant to add that extra bit of flavor for your criminal underworld,
as well as giving Dungeon Masters and Players the tools to create their own. So feel free to mix and
match as you wish!
Chapters Overview
1. Get to know the Zhentarim and general aspects of the families within it.
2. Tools to create families and guided step-by-step creation process.
3. How the family makes and uses coin within the game. Divided into the front: Mercenary Work
and Rackets, operations that would be running on the side.
4. Expanding on the release of Tasha's Cauldron to Everything, using the Zhentarim as a Group
Patron if all the players are interested in answering to the faction.
Clarification on terminology
DM: Dungeon Master (or Game Master)
PC / PCs: Player Character(s)
NPC / NPCs: Non-Player Character(s)
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CHAPTER 1
ABOUT THE FAMILY
What we have achieved as the Zhentarim is no small feat. To become a globally recognized (and feared)
enterprise. Care to take a guess what our secret is? Is it raw strength? Is it otherworldly intelligence? Or perhaps
ruthlessness, and the willingness to do anything we must? Not quite; the simple truth is: We’re family.
The Zhentarim’s greatest asset isn’t the prowess of the individual members but rather how well we work together
as a unit, reinforcing our strengths and eliminating each other’s weaknesses. Once we take a new sibling in, we
nurture them, have them grow strong and ready to achieve their ambitions, which makes us stronger as a whole.
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Wolf
Once a Fang gets enough experience and Not many make it to Ardragon; they must keep
proves they can handle further responsibilities, a clear mind to make the best possible decisions
they may be promoted to Wolf. for their family and be capable of dealing swiftly
with any unpleasantries that might plague the
They’re now seasoned members of the family, organization.
so they can be trusted with their own teams
and handle more delicate and essential Most Ardragons not only lead their own families
missions. but also issue orders to lower-ranking families.
The Viper is a mentorship role; they have A single Dread Lord is the root of a family whose
administrative power and can recruit new domain might expand across multiple cities,
members into the family. choosing their subordinates carefully and always
creating new opportunities.
Ardragon
A title derived from centuries-long corruption
of the word “Irondragon” describes the ideal Associates and Muscle
person holding this rank: a hardy, veteran, Not everyone who works for (or with) the
experienced, calm-in-crisis warrior. Zhentarim is a member and is thus not granted
titles. All of these people that work with a family
When I became a Viper, it was all different. Now I are referred to as Associates.
was an officer; I commanded people I was in charge
of, I was responsible for them. Associates are not formally initiated members
of a family, however in some cases, it might be
It’s a lot of work to deal with your guys, they always of the family’s interest to keep these folk close
have something going on that you need to deal by. They provide a service that the family might
with, and of course, you still have to see the Boss need or where it would be troublesome for the
regularly, and she’d just say, “Here’s what I need public to get involved.
you to do...” and assign me a new task.
Highly sought-after associates are medics and
legal representatives or advisors, but any family
can also use shop owners, innkeepers and most
craftsmen. They carry on with their business as
usual but are expected to provide priority and
superb services to the family they’re associated
with.
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Some examples:
• Deliver a package to a cryptic address without
being found out.
• Acquire an item from a secure location by any
means necessary.
• Defeat all other aspirants in combat.
• Have the aspirant do a task, then stage a
capture by the family and see if the aspirant
would sell them out after an interrogation.
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Storytelling Method
Ignore the tables and decide what feels right
for your story! Having recurring NPCs earn
or lose ranks due to player involvement can
enhance the gameplay of any group. Scheme Length Table
Current Rank Length of Scheme (in months)
If the party’s influence benefits the NPC, they Fang 3 (or 1d6)
will cultivate a powerful ally, but they’re just Wolf 7 (or 2d6)
as likely to create their very own villain if they
Viper 15 (or 3d8)
oppose them.
Ardragon 25 (or 5d10)
This approach opens the door for more
organic encounters with Zhentarim members
who might seek out the party for a quest (or
Scheme Success Table
for revenge!). Roll Result
(d100)
1-5 The scheme fails, takes 2d6 months longer
Schemes Method and the agent has to pay a heavy price.
This is a more involved method that can add (The agent dies on a roll of 1!)
a timeframe for events while planning the 6-15 The scheme fails and the agent has to pay a
campaign. heavy price.
16-30 The scheme fails and takes 2d6 months
Any NPC whose rank the DM needs to track longer.
can start a scheme whose length depends 31-50 The scheme fails.
on their current rank. Consult the Scheme 51-60 The scheme succeeds but it takes 2d6
Length Table to establish how long the months longer.
character will need to run their scheme.
61-70 The scheme succeeds but the agent has to
pay a heavy price.
Then roll on the Scheme Success Table to
71-90 The scheme succeeds.
determine the outcome.
91-95 The scheme succeeds in half the time.
96-99 The scheme succeeds in 1/3 of the time.
100 The scheme succeeds in 1/4 of the time.
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CHAPTER 2
A FAMILY OF YOUR OWN
So you want to lead your own family, eh? Good on you! You’ve got people who you trust, and they
depend on you. You know very well how we operate and have shown how competent you are.
A free piece of advice: Don’t make this about you; surround yourself with strong, talented and loyal
individuals and do your best to keep them satisfied.
Don’t let us down, and more importantly, for your sake, don’t let your people down.
This chapter’s purpose is to highlight aspects of proven themselves as capable yet. Also, people
family creation, a bundle of small details that won’t be very eager to put their lives in the
added up form an unique, recognizable family. hands of just anyone.
As well as what the management side of it would
look like to better understand what the higher
officials deal with routinely. 2. Rules
Every organization has its own set of rules to
follow. Ultimately, the family’s primary goal has
Step-by-Step Creation to align with the Zhentarim’s, but the steps to
Your first step in creating a family is to imagine achieve it are up to the family’s judgment.
what it will be like. Are you a small-time band
looking to grow and climb the ranks? Or a Don’t stress trying to think of every activity, just
long-lasting successful empire that oversees the those that would define the family the best. If
dealings of a continent? it’s not bound to happen often, it’s safe to just
ignore it. And you don’t need to fill out every
We’ll present options as guidelines to help you section either.
reach the vision in your head. It’s unnecessary to
use the exact numbers in this section, a struggling As you assign activities to the different
family might have a hard time getting what’s categories, think of how regularly it should be
considered average, and an affluent one might done or if it’s a permanent rule. Some examples:
have more assets than they know what to do • Members must donate to a charity every other
with. month.
• Members must participate in our internal
tournaments at least once a year.
1. Family Head • Members are forbidden to deal with drugs.
The pillar of the family can be a character
that already exists or a completely new one. Mandatory Activities: Members who fail to
Characters with high Intelligence, Wisdom or engage in these activities will be punished.
Charisma scores often make good leaders.
Encouraged Activities: These further the
The head’s rank is also essential, as it will reflect family’s goals, participants might be rewarded
on the family as a whole. This will be referenced upon completion, but there’s no punishment for
later in this chapter to determine aspects of the not participating.
family. The lowest title that a Head can hold Discouraged Activities: This is the grey area of
is Viper; anyone with a lesser title just hasn’t what’s allowed, members who engage in these
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5. Members
And the final step, decide how many members
Family Contributions
the family has and what their ranks are.
All members bring in coin from their affairs
(the going rate is 20% from their income - up
Here we’ll give you an idea of the average
to negotiation as always).
size of a family appropriate to its rank. The
recommended ratio is approximately 4:1 for
Most of these contributions are used to pay
each rank.
for the household expenses (that is, stocking
the armory, providing medical care, training,
Meaning, for every 4 Fangs, you have 1 Wolf;
etc.) and, most important: used to pay the
for every 4 Wolves, you have 1 Viper, and
headquarters costs and upkeep. As you can
so on. This way, a Dread Lord commands 4
imagine, managing a family is an expensive
Ardragons, 16 Vipers, 64 Wolves, and 256
endeavor, but given the nature of their
Fangs, totalling a family of 341 members.
activities, the Zhentarim often comes up on
top.
The numbers don’t need to be exact, feel free
to adjust to best fit your concept. If you have a
The excess contributions are stored in secure
family that forgoes member count in favor of
vaults across the family’s domain, accessible
individual strength or vice versa, go for it.
only by the family heads and members &
associates with clearance.
Consider that the higher the member’s rank,
the less likely they will remain working under
This could lead to exciting story elements; for
someone else instead of creating their own
example: when the family takes a significant
family. The notable exception to this “rule” is
member loss, they might not have enough
when they feel close to succeeding the head
inflow to keep paying the expenses; thus
or an official. As said before, a member of the
pushing those in charge for a more drastic
Zhentarim will never be the subordinate of
approach.
another member with a lower ranking than
their own, but they might work for someone
On Wealth
with their same rank.
Of course, there are major Zhentarim
operations that bring in mountains of coin.
Members don’t need to stay in the
These are best reserved for players as quest
headquarters; they can embark on enterprises
objectives.
to expand the family’s domain. Higher-ranking
members can form smaller outposts along with
Feel free to track (or not) the family’s wealth
lower-ranking ones while remaining in the
as you see fit; you can use the headquarters
family.
upkeep and garrison as a guide to imagine
how much the family would need to be
For example: The Third Eye Family has their
earning to stay in the green.
headquarters in Neverwinter, where the head:
an Ardragon, commands most of the forces. A
Obviously, the family head is not the only
loyal Viper sets out with 20 Fangs and 4 Wolves
one responsible for paying the bills. They
to set up an outpost in Luskan, establishing a
would only be expected to contribute the
foothold for the Third Eye Family.
usual 20% from their own funds (but who’s
counting anyway?). After all, a successful
business runs on its own profits.
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CHAPTER 3
THE BIZ
Coin might not be our primary interest but no-one can deny how important it is for present-day
endeavours. The more resources we have available to us, the better, and why shouldn’t we earn a little
bonus on the side?
Sure, you could just stick to the mercenary bit but remember, the family brought you in so you can
earn for yourself, and in turn, earn for the family. Use our resources, grow and prosper, but at the end
of the day do not forget that 20%
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Some of the questions the agent might ask are: “How will the Client pay for this job?”
“What is the nature of the job?” The family’s services are affordable, and even in
cases the Client lacks the coin outright, they can
In other words: The quest objective. make payment arrangements.
Gathering The Client might need us to acquire The Client can decide to pay upfront, which
a certain amount of items on their is preferred, of course; however, clients might
behalf. choose to pay half upfront and half upon
Extermination Eliminate one or more targets. completion.
Whether a monster or otherwise,
we don’t judge. In case the Client is short of coin, the family
Delivery We can safely take any kind might propose to take their cut from the mission
of package, precious items, or itself if they expect it will be sufficient. In some
escort important “guests” to a particular cases, the agents might be willing to do
predetermined destination. the task in exchange for a favor from the Client.
Tracking We can send our agents to find Be warned, the Zhentarim is not a charity; there
what you’re after, if it’s information must be fair pay for fair services.
or a creature or otherwise you can
count on us. Insufficient Details
Exploration Maybe you’ve inherited a remote In some cases, the Client will not know the
property and you want to make exact aspects required for the job; when this
sure it’s safe. uncertainty exists, it’s better for everyone
Guarding Our agents will keep anything or involved to overestimate. And if the family were
anyone safe. to suffer any losses due to the Client concealing
Other The family is more than willing to information, it’s safe to assume the Client
take on any reasonable requests won’t be happy when the family comes seeking
from their clients. retribution.
“Should we expect combat?” In other cases, the Client simply doesn’t have the
information required to estimate the job correctly.
The Zhentarim doesn’t shy away from armed A better arrangement would be to have the Client
conflicts; it’s in the very nature of being hire us for an intelligence-gathering mission
mercenaries, after all. and then work out a new contract with this new
knowledge at hand.
Any job that doesn’t require combat is
considerably cheaper, but when there’s doubt,
it’s better to expect it than not.
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Pricing
Usually, a group of 3 to 5 agents would deal with a single mission, for jobs that require more agents,
increase the price accordingly for each group involved.
The following table has some example missions that the family might be hired for, assuming they wouldn’t
last over a tenday. The prices listed are an approximation, feel free to change as needed.
*Higher risk missions (particularly Z-Tier) might only be done in exchange for a favor with a major authority or
powerful being, as these would be far more valuable than the amount of coin the family would be earning.
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Failure The Racket generates no profits. You must choose which, if any, to defend
personally (preferably along with your
Failure by The Racket generates no profits and adventuring party). But a single person can’t
5 or more adds double the Heat. be in multiple places at the same time. If you or
your allies fail to show up to a Raid, the Raid
2. Increase Heat automatically succeeds.
Each racket is listed with a dice formula labelled
“Heat”. Roll the indicated dice and add the result If your family has any subsidiaries available (see
to your Heat. Chapter 2), you can call upon them to reinforce
any of these locations. Any subsidiary can
only defend one Racket per period at the DM’s
3. Check Heat for Raids discretion.
Roll a d100; if the result is equal or lower than
your current Heat, reset your Heat to 0 and take Calling in reinforcements doesn’t guarantee a
note of the current racket, it will be the target of a successful defence. If the DM decides a location
Raid! didn’t have enough defenders, the Raid succeeds.
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The character must still pay the upkeep of their Community Service
rackets as usual. This racket requires a team of public relations
agents thinking up schemes to improve the
people’s opinion of your family. These might
Restore Racket include funding or building schools, orphanages
If a Racket is foiled, a character can spend their and the like, providing humanitarian relief
downtime trying to fix any issues with it. aid in times of need, or even cleaning up the
environment.
Choose one of your Foiled rackets. If the upkeep
cost of the Racket is paid on this period, the Acquisition Cost: 1200 gp
Racket loses its Foiled status. Upkeep Cost: 100 gp
Difficulty Class: 8
Liquidate Racket Earnings: none.
Heat: removes 1d10+5
While “selling the racket” isn’t as simple as
just finding a buyer, a family member can sell
Suggested Location: The office where the public
their assets through their network. (real estate,
relations team work might keep records of said
information and contacts, or leftover product).
schemes and other potentially incriminating
documents.
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Fraud Manufacturing
This racket involves employing a team of This racket requires the making of and selling
charlatans that will come up with schemes to illicit or restricted goods. It doesn’t matter if the
convince people to willingly give up their goods product is genuine or a forgery. In some cases,
or information. This could mean impersonating the “real” manufactured product is disguised
officials, or setting up an organization as a facade, inside another inconspicuous looking one.
such as a “healing” temple, or even selling a
placebo. Acquisition Cost: 1500 gp
Upkeep Cost: 250 gp
Acquisition Cost: 1500 gp Difficulty Class: 17
Upkeep Cost: 100 gp Earnings: 6d6 x 20 (420) gp
Difficulty Class: 15 Heat: increases 2d10
Earnings: 3d6 x 20 (200) gp + 20 gp
Heat: increases 1d8+5 Suggested Location: The warehouse storing the
illicit goods.
Suggested Location: The fake place of the
charade is attacked while the scam is taking
place. Panhandling
People are often willing to part with coin; this
racket involves employing staff to ask for it.
Gambling Whether directly asking for donations posing as a
For this racket, one must own a venue (often charity or by trying a roundabout, deceptive way,
hidden) where folk can gamble. This could be such as pretending to be beggars or using urchins
a gaming house, a sports arena, a fighting pit, to ask for handouts.
and the like. The bookies would take a cut on
the owner’s behalf from all the bets placed, and Acquisition Cost: 120 gp
sometimes the outcome of a match might be Upkeep Cost: 15 gp
predetermined. Difficulty Class: 10
Earnings: 1d6 x 10 (35) gp + 20 gp
Acquisition Cost: 3000 gp Heat: increases 1d4
Upkeep Cost: 150 gp
Difficulty Class: 15 Suggested Location: A nondescript building
Earnings: 1d6 x 100 (350) gp where the panhandlers come in and deposit their
Heat: increases 2d4+4 collected coin.
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Ransom
There are people or items that others consider Create your own racket
more valuable than coin. This racket involves
If you have a scheme in your head, make sure to
acquiring the said meaningful item or person and
work with your DM to make it a reality.
offering the owner a price in exchange for its safe
release.
As a general rule, for a Racket to be very
profitable, it should either generate a lot of
Acquisition Cost: 4500 gp
Heat, have a high DC or be difficult to acquire.
Upkeep Cost: 600 gp
Difficulty Class: 26
There are three elements to consider when
Earnings: 4d6 x 100 (1400) gp
creating one, and you shouldn’t pick more than
Heat: increases 2d6+10
two:
• Easy. Lower DC meaning more consistent
Suggested location: A secluded or
Earnings.
inconspicuous tower with a room where the
• Safe. Generates little to no Heat, meaning
captive is held at.
fewer raids over time.
• Profitable. Earnings are considerably larger
Smuggling than the Upkeep Cost.
This racket involves secretly transporting
restricted or illicit merchandise or people into or Creating rackets with all three might even be
out of a particular location, especially without a reward for characters that complete an epic
paying tariffs imposed by the local authorities. adventure!
This racket usually involves a great deal of risk
for everyone participating.
Suggested Location: Sewers or a trench where Eggface is an ambitious Wolf with the following
the smuggling caravan is ambushed during one Ability Scores:
of the jobs. • Intelligence 12 (+1)
• Wisdom 16 (+3)
• Charisma 16 (+3)
Optional Rule: Investing
After the end of the last period, Eggface
If a character would like to make more of their managed to set up his third racket, "The 88" an
rackets, they could try and improve them. Some underground fighting pit in the North Ward of
ideas are: Waterdeep. His current rackets are:
• Lower the DC • Vigilantes by the Sea (Protection)
• Increase Earnings • Oghma’s Gift (Community Service)
• Lowering Heat • The 88 (Gambling)
• Add a garrison of defenders for raids
• Other special effects The next period is due, so Steve does the
These improvements would come at a cost. It following steps in order.
could be a one-time fee or an increase in Upkeep.
Or it could be a reward for an adventure!
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Kickback
From rank Viper and above, you can (and will)
mentor and help other Zhents of lower-ranking
who run rackets of their own. In return, they'll
report to you their activities and cut you in a
piece of their earnings.
When the story calls for it, use the following table
to generate Kickback.
Kickback Table
d100 Outcome
1-10 Debt. Your subordinates need your help
to pay debt. Should you refuse you might
create a Rival. Roll on the appropriate
Treasure Table and pay half.
11-20 Scraping by. Your subordinates barely
covered their expenses this period, they
have no coin left to offer.
20-45 Low business. Your subordinates didn't
earn much coin this period. Roll on the
appropriate Treasure Table and get half.
46-85 Business as usual. Roll on the appropriate
Treasure Table.
86-95 Good business. Your subordinates made
more coin than usual. Roll twice on the
appropriate Treasure Table and keep the
higher result.
96-100 Jackpot! Roll on Treasure Table one tier
above. (ie: Viper would roll on the CR 5-10)
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CHAPTER 4
ZHENTARIM OUR PATRON
You are to provide for the family, and the family, in turn, will take care of you. That's the principle of our
relationship.
You may use our resources to grow and reach out for the power you deserve, but there's a lot of work to
be done in the way, oh, so many things to do.
Building upon the options presented on Tasha's Roll or pick from the following table to determine
Cauldron of Everything, this chapter is all about what kind of family you serve.
having the Zhentarim as a group patron,
providing perks, resources and opportunities, d6 Family Focus
and the tools to personalize the patron with tons 1 Ambassadors. Knowing people in high places
of flavor. who just happen to owe you favors come quite
handy often.
In this manner, the patron can be a personalized
2 Black Merchants. Specializing in rare
family that all player characters belong to or goods that would be troublesome to acquire
work for (without necessarily being members). otherwise.
If they run their own family, they could receive
3 Inquisitors. The Zhentarim at its core is
"orders from above" from the Zhentarim higher- intertwined with divine worship. These
ups. families seek to increase their god's followers
and influence across the world.
Focus 4 Militants. These seek the strongest and
cheapest muscle for hire, waging war is their
There are many different ways Zhentarim business.
families might choose to operate; some favor
5 Smugglers. Sometimes, purchasing the goods
strength while others wits. The Focus will help
is the easy part. Transporting them, however,
with the theme of the activities and will provide can't be neglected
extra perks and opportunities.
6 Tycoons. Wealth is power, we deal in anything
that makes coin, legal or otherwise.
Perks
As your group patron, the Zhentarim provides
the following benefits:
1. Associates
There are many Zhentarim-supporting business
ventures out there, and you know how to identify
them. You can use their services at a discount
(some even for free!) as long as you don’t disrupt
them and stay in their good graces. Otherwise,
they might complain to their benefactors.
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For example, if a mission involves burning • Tycoons - Mountains of Coin: Your patron
down a building, the Zhentarim might provide knows that you must spend coin to make
oil and alchemist’s fire. coin. While on a mission, you may request
your patron to cover your lifestyle expenses
(up to a Wealthy lifestyle), and in some cases,
Variant: Information Network they might be willing to grant additional
If the Zhentarim needs an item for a mission spending funds.
and doesn’t have it on supply, they would most
certainly provide accurate information on where
to acquire it.
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Inquisitors Quests
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Aid the Clergy. Our faithful need help dealing Protect Cargo. A client needs a shipment sent
with opposition, ensure their safety. through treacherous territory. We need you to
keep it safe.
Reclaim Sacred Grounds. The enemy holds a
land of importance to our faith. Drive them away! Acquire Vessels. The enemy keeps an advanced
ship whose technology would facilitate our work,
Safeguard a Ritual. You must protect members claim it for us.
of the order as they complete an urgent ritual.
Tycoons Quests
Militants Quests Trade Loophole. Local authorities have restricted
Extend War. Two factions have been battling for the trade of an item for a specific purpose.
a long time; now, one lacks manpower while the We have a cargo of it coming, our transports
other lacks equipment. Ensure both have what will hand them over to you, but they'll have
they need to keep the war going. to pretend they were robbed, get it to our
underground warehouse and avoid capture.
Establish Foothold. The enemy holds a key
fortified position. Take control of it for our side. Exclusive Deal. There's a new product taking the
market by storm, ensure the supplier deals with
Slayer. The client has a monster problem, and us exclusively.
we're the solution.
Supply Control. We can squeeze even more
coin on the sales of a product if people think
Smugglers Quests there's not enough of it to go around. Raid the
Distraction. We have a valuable shipment to warehouses and burn them down.
transport, we won't make it through our usual
means. Make sure all the eyes in town are
looking in the direction opposite to us.
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© 2021 Kevin Castillo