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[Llew]
Captain

PostPosted: Sun Dec 10, 2006 1:07 pm


"If yer lookin' fer a gig, you came to th' roight place. Got a few new assignments in. You up fer the challenge?"
PostPosted: Wed May 23, 2007 1:46 pm


Stat-Specific Quests

Physical Strength Quest


The Brawlers

"Come one, come all! Ya think ya can take us, eh? You think you can best us? You think you're so tough? Well, laddie, let's see what you're made of..."

A band of rugged-looking cut-throats has set up camp near guild headquarters. They're a seedy bunch, and throughout the night their coarse, drunken voices can be heard slogging through the dark air. They call themselves "The Brawlers," and that's exactly what they do: fight. They challenge the passerby to hand-to-hand combat, promising a great reward to the strongest man that can battle his way to the top.

Deeming this challenge a convenient opportunity to test your mettle and sharpen your combat skills, the guild has given you orders to compete in this bloody tournament. It should be easy pickings for the most part, besides that rather large and angry gypsy with a club made for hurting. . . And you haven't even seen the champion yet.

Points: 10


Physical Defense Quest

The Raid

"We've had near enough of them rogues. S'not good business or luck to harbor the likes of 'em, 'nd I never did like the idear of them settin' up a branch of that guild here!"

The farmers of Creshaven have grown weary of the guild's business. Crops don't sell well to other villages for fear that they've been poisoned. You've been sent to the sleepy town to try and settle the differences between the townsfolk and guild members. Apparently, the villagers are reverent to the wyrms and those associated. Sounds like an easy task, right?

Wrong. When you arrive, you find the guild hall aflame, some of your fellow guildmembers injured, and farmers searching to hurt everyone associated with their bad tidings of late. Killing villagers left and right would not only leave a worse mark on the guild, but also sully your reputation, hindering your own progress. What do you do to stop the raid?

Points: 10


Endurance Quest


The Trap

"Let me tell you a story. Once there was a woman whom everyone hated, even if they'd never met her before. This woman lived in a large house, and was only seen when everyone had thought she finally died. That woman is, and always will be, Old Emily."

Old Emily was a legend among the townsfolk in herself. To some, such as the children, even walking on the lawn in front of her mansion was a rite of passage. However, she has far outlived her usefulness and someone has finally contacted the guild to make it known that she needs to vanish one last time, never to return.

Killing an old woman has to be easy enough, right? Then why are you now locked in a room with no doors or windows, magically still breathing, left to creatures from nightmares who haunt the darker corners, chained to the walls, growling and thrashing against their restraints? You have to get out before whoever rigged this trap tires of whatever amusement you give them.

And let's face it: You don't have long.

Points: 10


Agility Quest
Great Escape

The assignment you were given was an easy one. You were simply to go with a large group of mercs to break up a troop of bandits who were harassing travellers along one particular roadway. Unfortunately, the bandits had back-up, and you and your fellow mercs found yourself badly out-numbered. You all scattered, and now you find yourself with a large number of the bandits on your tail. If you can get back into civilization, maybe they'll give up. But the nearest cities are over the mountains or far down the road, and those bandits are not happy about you getting on their case.

How are you going to get out of here? And how are you going to deal with those bandits?!

Value: 10 points


Magical Defense
Carrier

"Easy job for you to start out on. The client just wants you to take these old family heirlooms out to his estate from his summer home. Take you maybe a week if you go upriver or on horseback. Lot of pay for something this simple. All he asks is that you don't break any of it...."

When the guild gave you this task, you figured it was an easy job. Taking two bronze cups and some elaborately-carved copper plate upriver doesn't sound very challenging. Unfortunately, about six hours out on the trip, you notice something shadowy following you. You think nothing of it until later that night, when the thing tries to your camp and get to the cups and plate.

Not realizing why anyone would want the monetarily cheap--if sentimentally valuable-- heirlooms, you simply defend yourself from whatever it is. The next morning, you notice that the plate looks.... different.

What the hell are you carrying upriver? And how are you going to get this job accomplished without being attacked again by the shadow and losing the heirlooms?


Value: 10 points


Magical Strength
Faceless

In between jobs, you find yourself relaxing at the local tavern. While listening to the local gossip, you learn that a faceless man has been responsible for a great deal of assaults and that all attempts to arrest him have proved futile. Apparently, the faceless man knows some magic, and he can escape nearly all physical holds.

Intrigued, you offer to do an investigation into the man, to see what was going on. After all, you have nothing better to do with your time, and the idea of learning something from this man's magic could help you out.

Provided you survive the encounter intact.

Value: 10 points

[Llew]
Captain


[Llew]
Captain

PostPosted: Wed May 23, 2007 4:42 pm


Experience Quests

Quote:
Royal Succession


“You must have heard the old adage, hired blade, that power corrupts. This may or may not be true, and even if it is true, one ‘corrupted’ person in a crown is very much like another. With this in mind, listen to me, and listen well. If you arrange matters in my favor, things will go well for you. If, on the other hand, you fail, you will wish that you had never been born; albeit not for very long. . .”

King Edward Marchwell is the ruler of Lilitopolis, a small kingdom that nobody really cares enough about to ally with, or conquer, or notice. He is also very old. When he dies, his eldest child Damius will become king in his stead. However, his second child, Lillian, has other plans; plans that involve her head and a crown. She has contacted you and, offering great rewards, asked that you dispose of her brother in a way that seems accidental.

Will you take the job? If so, how do you plan to kill the heir, and do you succeed? If not, why not and how do you intend to deal with your less-than-pleased would-be employer?

Value: 50 pts


Quote:
Stuck On You

*Note, this quest must be undertaken by two roleplayers together and done in RP format in order to be completed.*

**Note, this is a universal quest (available to all)**

"And until you learn to work together, stuck together, you'll be! Now, get off my daisies before I turn /you/ into a daisy! Or better yet, a pair of pansies. That'll teach you!"

All right, so crossing that nasty old lady wasn't the best idea you've ever had. You'd been minding your own business and walking down the road when another of your own kind had startled you. Somehow, nasty comments turned to blows until the two of you were fighting like.... well, cat and dog, is probably the most accurate term. Somewhere in the middle of the fight, an old lady had turned up, and it turns out that the old lady was a mage. She'd gotten so sick of you bickering and trampling her patch of flowers that she'd set cuffs on the two of you, effectively cuffing one of your limbs to one of your opponents, and on a very short chain.

After a long lecture about the merits of getting along, the old lady told the two of you to beat it. One problem: you're still cuffed together. The snarky old mage informed the two of you that you're not getting apart until you learn to get along, and then she vanished, leaving the two of you outside beneath a gathering storm. To make things worse, you've heard that there's a rogue wyrm in the area, one with a very nasty attitude and a taste for blood. You're supposed to deal with storm and wyrm.... while cuffed to an idiot.

How the hell are you going to manage this?

Value: 50 points
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Mercenaries and Assassins

 
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