Skyrim:Trouble in Skyrim

Quick Walkthrough
# Kill the leader of the assigned location.
# Return to Farkas.

Detailed Walkthrough
This is a radiant quest given by Farkas when asked for work. 
Farkas has received a contract to clear out a troublesome area. The enemies you encounter depend on the location of the quest.
In order to complete the contract, you need to travel to the location and kill the leader.
The quest is randomized and repeatable.

Radiant Options
The target location is randomly chosen from 118  possible locations, amounting to a majority of the dungeons that contain boss-type enemies.  The location will be limited to holds that you have previously visited, so early in the game you may only receive destinations within Whiterun Hold, but later in the game there are many more possible destinations.  Possible types of locations are: 

A Bandit Camp or Bandit-Occupied Fort: (28 possible locations) &mdash; "Nothing but a bunch of lowly bandits. Cowards, who will take little effort."
A Draugr Crypt: (17 possible locations) &mdash; ''"The restless dead. Not pretty, but if you don't stop them, they'll move on to the locals."
A Falmer Hive: (12 possible locations) &mdash; "The Falmer. There have been reports that they've been attacking people at night."
A Forsworn Camp: (8 possible locations) &mdash; "It's a problem with the Forsworn. Unpredictable, unknowable, and dangerous. Be careful."
A Giant Camp: (12 possible locations) &mdash; "It's a clan of giants. The war is driving them out of their lands, and they've started attacking settlements."
A Hagraven Nest: (11 possible locations) &mdash; "You'll be clearing a nest of those Hagraven things. I've never faced one myself, but I hear... disturbing things about them."
A Spriggan Grove: (8 possible locations) &mdash; "Oddly enough, Spriggans. Usually they let alone, but for some reason, this particular grove isn't."
A Vampire Lair: (6 possible locations) &mdash; "Bloodsuckers. Vampires. Take every precaution. One bite, and you could end up as one of them."
A Warlock Lair: (17 possible locations) &mdash; "Rogue wizards. I've never trusted magic types. The College is bad enough. Destroy them."

(Note that the provided categories list all locations with the given type of occupant, including locations that do not'' have a boss-type enemy and therefore cannot be possible destinations for this quest).

Reward
 

Notes
 

Bugs
 
 You may use the console to manually enable the next stage in the main companions quest line.  First enter the command   then   and then   ; then speak to whoever who gave you this quest so you can finish this quest without doing it again.  This seems to work, though other issues may or may not arise later (has not been thoroughly tested).
 You can also use the console command   to manually progress the quest to the next stage.
 If you are using console commands, you should deselect the quest beforehand; if you do not, the quest may remain highlighted, leaving a permanent quest marker on your map.
 You may   the bandits and kill them again.
 
 The quest is switched to "completed" at a point outside of Whiterun as you return. (This bug is from multiple radiant locations.) Whether you fast travel or not back to Whiterun, the quest is "completed" but you can not accept further work as you are stuck on this particular quest.
 Use the console command  . You will receive a reward and be able to ask for more work.
 Another solution is to load a save prior to taking the quest, decline it when offered, then take a quest from another Companion leader.

Quest Stages