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*Dungeons & Dragons
101 Mercenary missions
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<blockquote data-quote="steeldragons" data-source="post: 6489951" data-attributes="member: 92511"><p>101 is an ambitious goal to attempt. But, at the same time, there are limitless options. By its very definition, a "Mercenary Guild" is going to undertake anything as long as the pay is enough. So, with that in mind...</p><p></p><p>20. There is an expedition to a, previously unknown, island. Go survey it. Kill what needs killing/Find what needs finding/Establish what needs establishing.</p><p>21. [trope] Merchant's Guild needs a guard for their caravan from trade/port/production region of goods/city/kingdom X to trade/port/production region city/kingdom Y.</p><p>22. Noble/lord/king of a region needs the funds/supply trains/troop movements of rival noble/lord/king disrupted/harried.</p><p>23. Wizard needs a body guard...won't disclose to where/why but paid full up front with promise of a second full payment upon safe return! So, your superiors make quite clear, you do what he/she says!</p><p>24. High Priest of religion X needs bodyguard to get to peace conference/pilgrimage site/friendly temple/unfriendly temple/[summer/winter estates?]. </p><p>25. Tyranical new Warlord has come to your region. He/she/It wants to impress the merchant's guild into their fighting force (or makes promises of pay after taking over the neighboring wealthy territory)...what is the Merchant's Guild (and individuals within it) going to do about it?</p><p>26. Mercenary Guild has been approached by Thieves' Guild to serve as envoy to rival [Guild or individual] encroaching on their territory. If diplomacy/a show of strength doesn't work...do what is necessary.</p><p>27. A Bard/Sage/Noble has uncovered forgotten location of some knowledge/secret/treasure. Just needs someone to help them go get it/go get it for them.</p><p>28. A "hive" of Warlocks [and/or the result of a coven of Hags?] is slowly tainting/corrupting/influencing the town/village/region. Go get rid of them before we are all lost in madness and bloody sacrifice to their demon masters.</p><p>29. "Kill duh Wabbit!" a.k.a. The Monster [being Monsters] Problem. Bulette erupts in the town square! Ankheg infestation in the fields! The annual running of the Otyughs is heading your way (and no one knows why)!</p><p>30. "Kill duh Wabbit!" variant A: The Catastrophic/Seige Monster Problem. Dragon!!! Giants!!! Demon!!! Tarrasque!!!</p><p>31. "Kill duh Wabbit!" variant B: "Catch" duh Wabbit! The "Escaped the Zoo" Scenario. Something's loose in the city. No one knows how it got there/where it came from [maybe not even what "it" is to begin with]. Catch/Stop it, preferably without killing it. Displacer Beast, Owlbear, a flock of Axe Beaks,...a Black Pudding?</p><p>32. "Natural" Disasters: Raging fire has broken out for the third time in a month. The Mercenary Guild (and, likely, other town/city organizations) is deputized as investigators and firefighters. Why? Who/what's responsible? Find it/them. Stop it/them!</p><p>33: "Natural" Disasters: The city is flooding. The guild is hired to put all of its resources to figuring out why and stopping/fixing it.</p><p>34: "Natural" Disasters + Non-Hire: Just in town going about your "downtime" business between jobs. A Hurricane/Blizzard/Major Thunderstorm hits (out of no where). What do you do?</p><p>35. Non-Hire: You were paid beautifully for your last job and have earned some/X time off to "relax" [Common practice by the guild to, in theory, spend your wages so you will have to work/go on a job again soon]. What do you and your pals do with a month of freetime and pocket full of gold?</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6489951, member: 92511"] 101 is an ambitious goal to attempt. But, at the same time, there are limitless options. By its very definition, a "Mercenary Guild" is going to undertake anything as long as the pay is enough. So, with that in mind... 20. There is an expedition to a, previously unknown, island. Go survey it. Kill what needs killing/Find what needs finding/Establish what needs establishing. 21. [trope] Merchant's Guild needs a guard for their caravan from trade/port/production region of goods/city/kingdom X to trade/port/production region city/kingdom Y. 22. Noble/lord/king of a region needs the funds/supply trains/troop movements of rival noble/lord/king disrupted/harried. 23. Wizard needs a body guard...won't disclose to where/why but paid full up front with promise of a second full payment upon safe return! So, your superiors make quite clear, you do what he/she says! 24. High Priest of religion X needs bodyguard to get to peace conference/pilgrimage site/friendly temple/unfriendly temple/[summer/winter estates?]. 25. Tyranical new Warlord has come to your region. He/she/It wants to impress the merchant's guild into their fighting force (or makes promises of pay after taking over the neighboring wealthy territory)...what is the Merchant's Guild (and individuals within it) going to do about it? 26. Mercenary Guild has been approached by Thieves' Guild to serve as envoy to rival [Guild or individual] encroaching on their territory. If diplomacy/a show of strength doesn't work...do what is necessary. 27. A Bard/Sage/Noble has uncovered forgotten location of some knowledge/secret/treasure. Just needs someone to help them go get it/go get it for them. 28. A "hive" of Warlocks [and/or the result of a coven of Hags?] is slowly tainting/corrupting/influencing the town/village/region. Go get rid of them before we are all lost in madness and bloody sacrifice to their demon masters. 29. "Kill duh Wabbit!" a.k.a. The Monster [being Monsters] Problem. Bulette erupts in the town square! Ankheg infestation in the fields! The annual running of the Otyughs is heading your way (and no one knows why)! 30. "Kill duh Wabbit!" variant A: The Catastrophic/Seige Monster Problem. Dragon!!! Giants!!! Demon!!! Tarrasque!!! 31. "Kill duh Wabbit!" variant B: "Catch" duh Wabbit! The "Escaped the Zoo" Scenario. Something's loose in the city. No one knows how it got there/where it came from [maybe not even what "it" is to begin with]. Catch/Stop it, preferably without killing it. Displacer Beast, Owlbear, a flock of Axe Beaks,...a Black Pudding? 32. "Natural" Disasters: Raging fire has broken out for the third time in a month. The Mercenary Guild (and, likely, other town/city organizations) is deputized as investigators and firefighters. Why? Who/what's responsible? Find it/them. Stop it/them! 33: "Natural" Disasters: The city is flooding. The guild is hired to put all of its resources to figuring out why and stopping/fixing it. 34: "Natural" Disasters + Non-Hire: Just in town going about your "downtime" business between jobs. A Hurricane/Blizzard/Major Thunderstorm hits (out of no where). What do you do? 35. Non-Hire: You were paid beautifully for your last job and have earned some/X time off to "relax" [Common practice by the guild to, in theory, spend your wages so you will have to work/go on a job again soon]. What do you and your pals do with a month of freetime and pocket full of gold? [/QUOTE]
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