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My players are fresh members of a mercenary/adventuring guild and one of the the requirements of new members is to finish 100 "insignificant" contracts (which pay almost nothing and requires almost no effort) before they can prove themselves as upstanding, reliable members and therefore receive actual missions.
The goal is to annoy the players by making them feel like they're not working at their fullest potential until either they talk their way into a mission of some significance or they are given a mission that is more dangerous than originally thought (What I'm thinking is a rat extermination at a local inn, but it turns out that the source is from a wererat in the sewers connected to the inn's cellar).
What do you guys think are some simple missions I could give them that would be the kind of thing that ends up in AUTOMATIC-NO-ROLL success? I'm only planning on doing about 3 or 4 before something interesting actually happens as the twist.
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