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The Peddler's Petition

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The Peddler's Petition
Notice Board
Quest Overview
Quest Giver
Union Inn Notice Board
See Rewards Below
Escort Quest

The Peddler's Petition is a quest available in Dragon's Dogma.


The Peddler's Petition is the name of multiple escort quests:

Every escort quest grants a chance to boost a person's affinity by escorting them safely to their destination. Death of the escort means failure (unless revived with a wakestone - only one chance to complete the quest is offered.

The merchants Alon, Mathias, and Jayce all want to go to the Stones of Courage; whilst Reynard wishes to travel to the Greatwall Encampment; a much more perilous journey.

Lena and Brice also may wnat to go to the Warriors departure.

Such quests will disappear from the Notice Board some days after their insertion.


To the Warrior departure Edit

The route to the Stones of Courage from Gran Soren is short and relatively safe - little more danger than a few Hobgoblins should be encountered along the way. However if the party is unlucky they may be ambushed by a Griffin on the Estan Plains.

To the GreatwallEdit

Unlike the escort quests to the Stones of Courage Reynard's escort request is extremely hazardous for him, and usually encountered early on in the game when the Arisen is relatively unskilled. This quest becomes available once Reynard's Affinity has been raised sufficiently. It be available after completing Off With Its Head, although it is not recommended to attempt this quest at that time.

There are two several routes to the Greatwall:

  • The inital part of the journey from Gran Soren can be either by routes north or south of the river:
    1. The northerly route can be taken by crossing the river bridge, and then through the Deos Hills; here female bandits will be encountered, and if unlucky, also a chimera.
    2. The more southerly route is via the Wilted Forest, and then over a ford across the river southeast of The Abbey - this passes Sulfur Saurians at the river, who pose a serious threat to Reynard.

Both routes meet across the river at a junction in the Cursewood, guarded by an armoured Cyclops - the Cyclops can be fought or easily avoided.

Beyond the Cyclops the only route to the Greatwall is along along a road rising into the mountains - here are Female bandits, wolves, and at night Skeleton Lords. Again if unlucky a Chimera will be encountered. Before the road rises to a steep mountain track to Heavenspeak fort there is an option to turn north to the eastern entrance to Soulflayer canyon, which is concealed in a hollow off the path. Both paths have their own dangers.

  • On the final part of the journey Reynard can be led either via Soulflayer Canyon to its western exit, close to the Greatwall; or he can be taken up the mountain road via The Ruins of Heavenspeak Fort and through the Barta Crags:
    1. The mountain path route is guarded by a Cyclops and female bandits - additional hazards here are a sleep and lethal drop on the left side of the path, and falling rolling rocks. At Heavenspeak fort the Westron Labrys Bandits will become aggressive if there are any males in the party, though they ignore Reynard. Beyond the fort there are several paths to the Greatwall - the shortest is the most dangerous - a Chimera guards it - there are other paths with dangers including rocks, snow harpies, hobgoblins and direwolves.
    2. The Soulflayer canyon route has many fall opportunities, and the area is home to Snow harpies which may carry Reynard to his death. The other main hazard are Phantasms, as well as some Sulfur Suarians and hobgoblins. The exit to the canyon is close to the Greatwall, and though there are further goblins and phantasms here, they should not be a major danger.

Reynard makes the quest even more difficult by his idiotic actions - when threatened by large enemies such as a Cyclops he will constantly run from the Arisen and towards the monster, putting himself in grave danger.


  • Undisguised males Arisen may pass Heavenspeak fort if they don't unsheaf their weapon and don't speak to the bandits.
  • Like any other human, Reynard can be revived with a wakestone if killed. This must be done quiet quickly or the quest will fail.
  • Together with the quest Lost and Found this quest is one which commonly puts new players out of their depth, and facing improbable odds to complete. Reynard is easily killed and the quest is likely to be encountered before any wakestones have been collected. The quest usually appears at a stage where the Arisen would have difficulty making the journey without additional responsibility.
  • The quest can be completed relatively easily at a low level. Key tactics are:
    • Run
    • Carry Reynard away from battle when he gets into danger.
    • Take a circuitous route avoiding direct battle
    • Group healing potions (such as Balmy Incense or Spring Water) can be used to quickly heal the party and Reynard.








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