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<blockquote data-quote="Cor_Malek" data-source="post: 5268072" data-attributes="member: 91608"><p>Unauthorized hits on bank that's been paying for protection call for harsh treatment, especially since the trio that did this might be responsible for other similar hits. Guild informants know their city of origin, as well as covers of two of them. One, is a reverend, and the other a herdsman. Whereabouts of the third one are unknown (FYI - he's a city guard officer called Michael. Officer Michael Shepard). The trio knows the risks of freelancing, so originally they didn't know - and never tried to - almost anything about the others. As time passed, reverend and herdsman learnt some facts about each other, but nothing solid. The guard knows who his accomplices are, and he uses the knowledge to guard over the trio.</p><p>PC's should be able to pinpoint either the clergy or herdsman on their own, and he'd have some info on the other (if appropriate(v. high) intimidation or magical ways are applied). The third one will be a "mystery". If players get the shepherd theme, it'll be so easy, that they really shouldn't get any more clues (and 3-clues rule doesn't apply here, as this is not a choke, it's a bonus). Have a bounty set on each head separately, so if the PC's can't find last "bandit", they still finish the mission, just not for 100%.</p><p>Each of those three do this only for the thrill. They don't want to join guild, because they like what they do in their lives. Each spends their cash in different ways: the reverend aids the poor, dividing the cash between his church, a hospice and an orphanary. The sheep shepherd is also village Schultheiß, and he adds the loot to taxes this settlement pays, and he collects a lot less from other peasants (but since they don't know, he's universally despised as the "tax guy"). The guardsman uses his share in a number of ways: paying CI's (it's off the books anyway), donating it back to the city guard through a fictionary nobleman, and, well - hookers. Lot's of stress to burn. Either way the cash is long gone.</p><p>They all meet at new moon in an old chapel near the city, where they plan next hits.</p><p></p><p>Eh, I feel like a clergycide today: a cleric in X. This particular preacher went too far in his teachings to the mass. Particularly how we're all equal before gods. A few workers in the mills/cutyards/quarry have openly disobeyed superiors and they don't fear them as they used to. Make it look like an accident though - the last thing we need is to give those vermins a martyr.</p><p></p><p>A whore in X. Awhile back, when heir to the throne went to the brothel for the first time, everyone was quite relieved. It called for some extra care security-wise, but there's nothing more dangerous to the crown than a misplaced love when raison d'État is at stake, so it's good that boy can divide sex and love. Who'd suspect that the prince would fall in love with a hooker. She has to disappear, and do so silently. If you screw this one - you're on your own though.</p><p></p><p>Edit: back with more.</p><p></p><p>A popular <a href="http://en.wikipedia.org/wiki/Volleyball_variations#Spikeball" target="_blank">spikeball</a> player has got to go. He's won when he was supposed to lose, important people lost a lot of money on this bet. More importantly, guild can't afford to lose credibility over someone like that. This one is supposed to serve as na example, so go wild on this one - the more spectacular the better.</p><p>Hidden info - if PC's cripple the player instead of killing them, the mobsters will be mad, and surprised at first, but then will be much, much happier, doubling PC's bounty. "A cadaver scares once. He'll be a walking example. Well, not <em>actually walking</em>, but you get my drift."</p><p></p><p>There's a serial killer in X, and mob wants him down, fast. Damn coppers think it's a mobwar and they hit the business hard - it has to stop. Kill him, scare him away, throw the coppers on right track - doesn't matter. But do it quick.</p><p>The killer strangles his victims and cuts their tongues out. If PC's choose to help guard to get on his trail, they'll be able to copy his emo, and any citizen killed in this fashion will be thought to be this killer's victim.</p><p></p><p>There's a gnome called Bellon d'Aefr (I'd appreciate keeping the name ;-) ) who's found a way to mix some mundane ingredients like charcoal and sulfur to emulate effect of powerful fire-spells. The wizards don't take that too kindly and they want the gnome and his discovery to disappear, but they don't want to do it directly, as it would glorify him too much. He's just a mere artisan after all!</p><p></p><p>There's a young, zealous cleric who thinks that he saw a nobleman rape a nun. He needs to understand that he didn't see nuthin'. If there's no other way, he should trip and fall (fatally), but this should be a very low profile job either way.</p></blockquote><p></p>
[QUOTE="Cor_Malek, post: 5268072, member: 91608"] Unauthorized hits on bank that's been paying for protection call for harsh treatment, especially since the trio that did this might be responsible for other similar hits. Guild informants know their city of origin, as well as covers of two of them. One, is a reverend, and the other a herdsman. Whereabouts of the third one are unknown (FYI - he's a city guard officer called Michael. Officer Michael Shepard). The trio knows the risks of freelancing, so originally they didn't know - and never tried to - almost anything about the others. As time passed, reverend and herdsman learnt some facts about each other, but nothing solid. The guard knows who his accomplices are, and he uses the knowledge to guard over the trio. PC's should be able to pinpoint either the clergy or herdsman on their own, and he'd have some info on the other (if appropriate(v. high) intimidation or magical ways are applied). The third one will be a "mystery". If players get the shepherd theme, it'll be so easy, that they really shouldn't get any more clues (and 3-clues rule doesn't apply here, as this is not a choke, it's a bonus). Have a bounty set on each head separately, so if the PC's can't find last "bandit", they still finish the mission, just not for 100%. Each of those three do this only for the thrill. They don't want to join guild, because they like what they do in their lives. Each spends their cash in different ways: the reverend aids the poor, dividing the cash between his church, a hospice and an orphanary. The sheep shepherd is also village Schultheiß, and he adds the loot to taxes this settlement pays, and he collects a lot less from other peasants (but since they don't know, he's universally despised as the "tax guy"). The guardsman uses his share in a number of ways: paying CI's (it's off the books anyway), donating it back to the city guard through a fictionary nobleman, and, well - hookers. Lot's of stress to burn. Either way the cash is long gone. They all meet at new moon in an old chapel near the city, where they plan next hits. Eh, I feel like a clergycide today: a cleric in X. This particular preacher went too far in his teachings to the mass. Particularly how we're all equal before gods. A few workers in the mills/cutyards/quarry have openly disobeyed superiors and they don't fear them as they used to. Make it look like an accident though - the last thing we need is to give those vermins a martyr. A whore in X. Awhile back, when heir to the throne went to the brothel for the first time, everyone was quite relieved. It called for some extra care security-wise, but there's nothing more dangerous to the crown than a misplaced love when raison d'État is at stake, so it's good that boy can divide sex and love. Who'd suspect that the prince would fall in love with a hooker. She has to disappear, and do so silently. If you screw this one - you're on your own though. Edit: back with more. A popular [url=http://en.wikipedia.org/wiki/Volleyball_variations#Spikeball]spikeball[/url] player has got to go. He's won when he was supposed to lose, important people lost a lot of money on this bet. More importantly, guild can't afford to lose credibility over someone like that. This one is supposed to serve as na example, so go wild on this one - the more spectacular the better. Hidden info - if PC's cripple the player instead of killing them, the mobsters will be mad, and surprised at first, but then will be much, much happier, doubling PC's bounty. "A cadaver scares once. He'll be a walking example. Well, not [I]actually walking[/I], but you get my drift." There's a serial killer in X, and mob wants him down, fast. Damn coppers think it's a mobwar and they hit the business hard - it has to stop. Kill him, scare him away, throw the coppers on right track - doesn't matter. But do it quick. The killer strangles his victims and cuts their tongues out. If PC's choose to help guard to get on his trail, they'll be able to copy his emo, and any citizen killed in this fashion will be thought to be this killer's victim. There's a gnome called Bellon d'Aefr (I'd appreciate keeping the name ;-) ) who's found a way to mix some mundane ingredients like charcoal and sulfur to emulate effect of powerful fire-spells. The wizards don't take that too kindly and they want the gnome and his discovery to disappear, but they don't want to do it directly, as it would glorify him too much. He's just a mere artisan after all! There's a young, zealous cleric who thinks that he saw a nobleman rape a nun. He needs to understand that he didn't see nuthin'. If there's no other way, he should trip and fall (fatally), but this should be a very low profile job either way. [/QUOTE]
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