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[Llew]
Captain

PostPosted: Sun Dec 31, 2006 6:59 pm


*insert nifty intro*
PostPosted: Wed May 23, 2007 4:47 pm


Stat-Specific Quests

Agility
An Unexpected Wake-Up Call


“Every thief makes at least one mistake at some point in their career. What separates a good thief from a bad one is the ability to survive such mistakes with all body parts attached.”

It seemed like a cushy job, especially for such a good reward: sneak into a big house inhabited only by a rich old couple that wouldn’t notice an earthquake, plus their equally ancient servants, to steal a large ruby. Perhaps it would have been the easy gig it seemed, had it not been for the guard dog whom you succeeded in waking. Two minutes after the barking started, you find yourself pursued through the midnight streets by half the city watch. A way to escape them is needed, and in short order. The question is, what exactly do you plan to do, and did you manage to grab the ruby before you were forced to flee?

Value: 5 pts


Physical Strength
Caravan

"I know you all mostly work alone, but these traders have it all! Just one wagonful of silk would sell for... well, a lot more than you can make in a year. Can you at least try to get your hands on some of those goods?!"

A caravan from the east has come to town, and the caravan is fairly loaded down with everything the richfolk want: rare spices, fine silk, exotic pets, beautiful gems. Unfortunately, the caravan is also heavily guarded, mostly by big men armed to the teeth. A local fence has hired several of his best providers to make an armed force of thieves to steal some of the goods from the train of richly-loaded wagons.

You are offered a position among the band of thieves to take on the caravan. On one hand, you could probably get killed. On the other, the gold you make from the job could keep you living well for a month or two, at the very least. Are you up for the high risk?

Value: 10 points


Physical defence
The ruby crown

“But it was the king’s crown they all saw. Nothing had ever come close to the glory of that shining gold band with it’s three enormous rubies. When the king died he took it to his grave with him and not a soul has seen it since. Isn’t that a shame?”

One day whilst taking your ease in a tavern far away from your usual haunts you hear a rumor that the ruby crown is far more than just a story for children. After some digging you even manage to find out where it is located and, after some work, you break in. An intricate maze greets you but, eventually, you find your way to the burial chamber. There on a pedestal is the crown of legend, probably worth more than you’ve ever seen in one place before. As you pick it up however, you hear a groaning creak as if of moving parts and the stone door to the chamber begins to close. It seems that by removing the crown you have set an intricate system of traps off. Oops.

How will you escape this death-trap? What ingenious traps attempt to kill you on your way out? Assuming you manage to get out, do you still have the crown with you to show for it?


Value: 10pts


endurance
Where no thief has robbed before

“Listen here kid and listen good. There’s a reason nobody’s ever done a number on that house, kay? If you’ve got any sense you’ll keep your nose out and forget about whatever that old crackpot’s got hidden in his vault. If you’ve got any sense that is.”

Since arriving in a new town you’ve had your eye on a grand house in a grand part of the city belonging to a grand old man. You’ve heard both that there is a stock of something valuable in the vault, though you haven’t been able to find out quite what, but you have also heard that every thief who has tried to break into the house has been found unconscious on the other side of town and more than a little battered. This aside, you decide to have a go for yourself. After all, how bad can it possibly be?

Once inside the house you start to get a feeling that you are being followed and the closer you get to the vault the stronger the feeling gets. Is this the thing that has taken out the other thieves and, if it is, will you try to fight it off, try to grab some of whatever the treasure is and run or just plain run?


Value: 5pts

[Llew]
Captain


[Llew]
Captain

PostPosted: Wed May 23, 2007 4:49 pm


Experience Quests

Quote:

Mr. Brodwyn


"Whenever I walk past Mr. Brodwyn's mansion on the way to the market, I feel small. Stories of bright white stone, a roof tiled in what looks like rubies in the sunshine... man, I wish I wasn't a butcher.

But I get strange feelings from that house sometimes. In the rain, when the sky is grey and the wind bites at your heels, I think I hear voices sometimes, calling from that big, cold house. But it's probably just me and my imagination. I talk to the lambchops sometimes, you know."


Mr. Brodwyn is by far the richest man in town, and the thieves have decided it's about time someone else got in on those monies. No one goes in or out of that house, except the occasional peasant hired with a gold coin to fetch a loaf of bread.

Piece of cake.

Right?

Value: 20 points


Quote:

The Town Secret


"The Midsummer was a great success, I say. And I know best; I am the mayor after all! But those guests did quite a bit of dillydallying. They're not to stay past 10 o'clock. It is absolutely required that they leave. Otherwise they might. . . well. . . no one stays past 10."

You and a few of your thieving guild members have ventured into the town hall to see what you can glean from last night's Midsummer's Ball. The guests were loaded with jewels, and surely some must have forgotten a few of their pretty posessions.

But as you began to look about, a strange noise that seemed to rise from under the floor gained your attention.

What is all that racket about? Do you investigate, or go on your way?

Value: 50 points


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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Thieves

 
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