Assassin's Creed: Project Legacy

Assassin's Creed: Project Legacy is a Facebook game, designed as a promotion for Assassin's Creed: Brotherhood.

Players are test subjects for Abstergo Industries who relive the lives of their ancestors, who are Assassins. There are four chapters: Chapter 1 focuses on Bartolomeo d'Alviano during the Battle of Agnadello, Chapter 2 focuses on Francesco Vecellio on a mission to kill a target, Chapter 3 focuses on Mario Auditore and the protection of Monteriggioni and Chapter 4 focuses on Perotto Calderon.

For the Achievements that can be gained in game go to Assassin's Creed: Project Legacy Achievements

=Chapter 1 - Bartolomeo d'Alviano=

Death Defiant
The world bleeds red as I struggle to open my eyes. Steel bites steel in the distance, chased by labored shouts. I have fallen in battle. The enemy ignores me; they have left me for dead. I soon will be if I do not act!

First Aid
I shudder as I shift my weight onto one leg. I have been stabbed at least twice, and my bleeding brow makes it difficult to see. I must tend to these wounds before I bleed to death!

Requirements: 1 AP(per execution)

Rewards: 1 XP, 5 florins.
 * This should help stop the bleeding!


 * It's dirty, but I have no time to be picky!


 * This should hold for now!


 * That stung!


 * It's just a scrap, but it will do!
 * I manage to stop the bleeding! I remove my slashed helm and dress my head wound with the tattered remnants of an enemy flag.

Rally Point
Fallen condottieri float in the muck around me. Most have been slain or scattered by the French cavalry. I must rally the survivors!

Requirements: 1 AP(per execution)

Rewards: 1 XP, 8 florins.

Chance Items: Soldier.
 * Are you going to play in the mud all day? To my side!


 * We have survived worse than this!


 * Stand up! You can lick your wounds later!


 * With me, brothers!


 * Come, they haven't killed us yet!
 * My rallied crew is battered, but determined. They are eager for blood. So am I!

Tools Of The Trade
Bianca, my beloved blade, is lost somewhere in the mud. I will return for her, but for now I must arm myself with inferior weaponry.

Requirements: 2 AP(per execution), Estoc.

Rewards: 2 XP, 17 florins.


 * I have trained with better weapons than this, but I take it anyway.


 * As long as the blade is sharp, I can make use of it.


 * This will taste a Frenchman's blood before sunset!


 * Not bad at all!


 * Sorry, but you have no need for these anymore!


 * I have collected a small arsenal from the dead and dying. I heft a sword in each hand and my pockets are now full of surprises, should the enemy attack me.

Turning The Tide
The three detachments who broke us still patrol the outskirts of Agnadello. We were routed and wounded. They have dismissed us. Today, the dead rise!

Skirmish
We charge the northern patrol! To them, it must seem as though we have risen from beneath the mud. Wave after wave we pour into their ranks, blades raised.

Requirements: 3 AP(per execution), 4 Soldier, 2 Estoc.

Rewards: 3 XP, 36 florins.


 * My enemy swings high, exposing his ribs. A fatal mistake!


 * This one tries to parry. I hit his sword full force, knowing one of my men will gut him as he struggles for balance!


 * A boot to the groin sends my victim crawling through the mud! Three of us put our swords through his back.


 * This one is barely an adult. A shame, but there's no mercy on this battlefield!


 * Roaring, I tackle my victim! I stand, but he does not. The crossed hilt of my dagger protrudes from the mud like a tombstone.


 * Victory! We lost a few men, but the enemy has lost its entire patrol. We scavenge what equipment we can and move on.

The Ruse
Under the guise of surrender, a handful of us approach the western cavalry patrol. The bulk of our army waits in the vineyard, ready to flank

Requirements: 3 AP(per execution), 3 Soldier.

Rewards: 3 XP, 36 florins.


 * They suspect something. I distract them with a plea for the life of my men.


 * I try to bribe them. Land, wealth, women. Anything to keep them focused on me!


 * My men creep up from behind while I hold the enemy's attention.


 * They demand that we throw down our weapons. We do it. We will soon have more to choose from!


 * I need to keep them busy just a moment longer!


 * By the time they realize our deception, my men are nearly upon them. They try to spin their horses, but they trip over each other. We make short work of them.

Role Reversal
Atop the enemy's own steeds and wielding stolen weapons, we ride down the remaining patrol! We will lose horses to their pikemen, but we have the numbers.

Requirements: 4 AP(per execution), 3 Soldier, 1 French War Horse, 3 Estoc.

Rewards: 5 XP, 52 florins.


 * A soldier thrusts his pike deep into the neck of the horse beside me, toppling its rider. I veer off to trample him!


 * I sweep my longsword off my horse's flank and hack through my opponents!


 * Two Frenchmen try to flee, but our plan requires no survivors! I signal to my men and they cut them down.


 * I am nearly dismounted as a pike catches on my saddle! I grip the pole and charge forward, knocking the wind from my attacker.


 * Our horses have difficulty maneuvering through the soggy ground in a skirmish, so we ride them out of combat and charge back through.


 * The last patrol as been silenced! We are not sure if Agnadello's garrison heard any of the battles, but we believe they were masked by the harsh storm.

Vying For The Village
Stunned villagers wander the streets, but it appears the enemy has left Agnadello. Surely Louis would not abandon his prize! We must prepare for another attack!

Fighting Fire
One section of Angadello still burns! Its residents have mostly evacuated, but we wish to win their trust. We will help them control the blaze.

Requirements: 4 AP(per execution), 6 Soldier.

Rewards: 5 XP, 20 florins.


 * The villagers bring us buckets and show us where to fill them.


 * For every fire we douse, another springs to life!


 * The heat is nearly impenetrable, but it does not deter my mercenaries!


 * The flames spread to another building, but the villagers extinguish it before it can grow!


 * The scorched corpse of a building collapses. My men deftly sidestep the flaming debris!


 * We have fought back the inferno. Many of the villagers are without homes, but they are a tight community. They will take care of each other. We have earned valuable allies here.

Enlistment
Some of the villagers are eager to fight alongside us. Some of them are veterans, long since done with war. Others are young and eager to fight back against the invaders. We turn none away.

Requirements: 3 AP(per execution).

Rewards: 3 XP, 36 florins.

Chance Items: Villager, Farmer, Miner, Blacksmith.


 * His scars tell me he has seen his share of battles!


 * This one is crippled, but he assures me he can ride a horse. I accept.


 * A father and son enlist. I can sense the pride each has for the other.


 * I have fought some of these men under different flags in the past. It does not matter. For now, we are allies.


 * Some of the recruits are visibly shaken. My men cheer for them as they join us and make them feel welcome. Their spirits lift.


 * We have managed to expand our army with the good people of Agnadello. They believe they will fight, and they may yet, but we merely intend the French to believe we have received reinforcements from my cousin.

Forging Ahead
Requirements: 5 AP(per execution), 3 Villager, 1 Blacksmith, 1 Iron(per execution).

Rewards: 6 XP, 60 florins.

Chance Items: Rapier.

Demanding Supplies
Requirements: 2 AP(per execution), 4 Villager.

Rewards: 2 XP, 10 florins.

Chance Items: Iron, Pine, Grapes.

Stand!
Requirements: 7 AP(per execution), 4 Rapier, 5 Villager, 7 Soldier, 3 French War Horse.

Rewards: 11 XP, 220 florins.

=Chapter 2 - Francesco Vecellio=

On The Hunt
My target is old, unsuspecting. Age will take his life soon, but I will not allow it. I am here to send a message to his allies. I must study his routines, find his weaknesses, and sow discord within his community.

Barfly
When an old soldier has outlived his glory, he may try to revive it through drink and dinner, boasting his victories in a bustling tavern. No doubt I will learn much about my target by visiting his preferred spots.

Requirements: 4 AP(per execution), 1 Farmer's Garb, 1 Round Of Drinks(per execution).

Rewards: 5 XP, 80 florins.

Chance Items: Thug, Thief, Street Crier.


 * The people in this tavern laugh at Niccolò's exaggerated stories. They poke holes in them!
 * Niccolò's guards frequent this tavern. I keep their glasses full and eventually they begin to talk.
 * I indulge in a few glasses myself, but not enough to lose my focus. The proprieter shares stories about Niccolò's drunken exploits.
 * I sit with one of Niccolò's servants. She tries to change the subject, but I do manage to pry some information from her.
 * I stand and weave a rousing story about Niccolò's exploits. The crowd groans and provides me with valuable contradictions.
 * The residents of Lonigo have grown tired of Niccolò's excesses. Through my time spent in his favourite taverns, I have gained both information and allies.

Interception
Niccolò has been entertaining courtiers from Rome. They move in shadow, usually without guards, making them easy targets for me. If they refuse to share the information I want, I have techniques to make them talk!

Requirements: 5 AP(per execution), 1 Hidden Blade, 1 Leather Armor.

Rewards: 7 XP, 60 florins.


 * This courier is stubborn, but breaking a will is easy once you've broken a bone!
 * He gives me a good chase, but I have memorized the alleyways of Lonigo. Once tackled, he is quick to relay his message!
 * This courier defies me, so I expose a wrist blade and nick his throat! He talks.
 * I demonstrate my anatomical knowledge with the tip of my knife. The courier tells me everything he knows!
 * My victim refuses to talk, despite my best efforts. I kill him swiftly and recover information from his belongings.
 * Niccolò di Pitigliano has not left the game. The information I have recovered from his couriers has frightening implications!

Word Of Mouth
Often the easiest way to gather information is to do nothing but walk. I pick the busiest streets in Lonigo and cloesly follow the ebb and flow of the crowd, careful not to draw attention, yet close enough to overhear their gossip.

Requirements: 3 AP(per execution), 1 Lonigo Citizen Disguise.

Rewards: 4 XP, 45 florins.


 * I eavesdrop on a group of farmers involved in a land dispute with Niccolò. He seems to have many enemies.
 * I get no specific information, but the people here seem on edge. Perhaps I can use this to my advantage!
 * When the murmur of a crowd grows, people tend to think their conversations are masked. I listen.
 * Niccolò's guards mock him when they're off duty. Interesting...
 * A couple discuss Niccolò. I confirm a rumour and vanish into the crowd before they turn. Paranoia leads to richer gossip.
 * After a day walking beside its people, I feel Lonigo's pulse. I understand not only how her populace think, but how it moves. I am one step closer to trapping my prey!

Siren's Lure
My target spends his nights with a pampered lady on each arm. He uses them to feel young; they use him to feel powerful. No doubt these courtesans are privy to secrets he would like to bury.

Requirements: 5 AP(per execution), 1 Simple Gift(per execution).

Rewards: 7 XP, 75 florins.

Chance Items: Courtesan.


 * Fortunately, this woman is more interested in coin than secrecy!
 * I have uncovered an intriguing, yet disgusting detail!
 * I suspected Niccolò's vices might be unusual, but these surpass even my imagination!
 * This woman seems to be genuine in her fondness for Niccolò. I tread carefully. Her reactions tell me what I wish to know.
 * We laugh as she describes Niccolò's...difficulties.
 * I have uncovered vile details about Niccolò's private life! They are valuable to my plans, but I will spend many years trying to expunge them from my memory.

Every Last Detail
My Order prides itself on precision. I must study the behaviour of my target before I strike. I must have an escape plan. There is no room for error.

Requirements: 8 AP(per execution), 4 Courtesan, 1 Fancy Gift(per execution).

Rewards: 13 XP, 200 florins.


 * Masked by the movement of the crowd, I study the times that Niccolò leaves and returns to his house. I note the number of guards he brings and the types of weapons they wield.
 * From a rooftop, I watch Niccolò's guests arrive; courtesans, couriers, scoundrels and nobles. Most vist alone, but occasionally he entertains a large party of guests.
 * I study the doors and windows of my target's house. Should I choose to kill him here, I must be prepared for surprises.
 * I follow Niccolò and his guards to the market. I take note of what he purchases and who sells it to him.
 * I test Niccolò's guards, sometimes with thrown pebbles, but usually with my voice. I watch their patterns as they move in to investigate and I time how long it takes before they call off their hunt.
 * I am confident that I can now predict Niccolò's daily actions, and I have an intuition about how his guards will respond to an attack. Soon, I will take advantage of this knowledge...

Bait And Trap
My task is not to simply murder my target, but to destroy his influence over Lonigo. I will strip him of his power, defile his name, and ensure that his legacy dies with him!

Character Assassination
The people of Lonigo already harbour ill will towards Niccolò. It is time to unleash them! My assistants will spread rumours, make wild accusations, and incite violence.

Requirements: 4 AP(per execution), 1 Street Crier, 1 Valuable Gift(per execution).

Rewards: 6 XP, 440 florins.


 * Word gets around that Niccolò has an unhealthy attraction to his horse. He must be furious!
 * Workers in the marketplace expel Niccolò's men! Though they protest, the citizens of Lonigo outnumber them.
 * Niccolò has been branded a traitor! I am certain he will denounce such a claim, but we both know this one is not merely a rumour.
 * A group forms outside Niccolò's home, demanding answers! They will get none, of course.
 * I bribe several street criers to distribute my own doctored version of the news for a day.
 * I have created a battlefield of public opinion. With his attention focused on another front, Niccolò will not expect my advance!

Politics
Lonigo's politicians have overlooked, falsified and intervened to cover for Niccolò. No doubt he crawls to them now as I turn this town against him. He will find their offices empty.

Requirements: 2 AP(per execution), 1 Lonigo Citizen Disguise, 1 Hidden Blade, 1 Throwing Knife(per execution).

Rewards: 3 XP, 120 florins.


 * This one spits threats at me but how quickly they change to pleas once he realizes my trade!
 * I dispatch my victim from a rooftop nearby. A perfect shot!
 * He struggles to speak while I tighten the coil around his neck! I have no interest in what he wants to say.
 * He offers money for his life. Predictable! So is his flight when he realizes I will not accept his bribe.
 * This politician has some skill at swordplay, but one missed thrust is all it takes for me to run him through!
 * I hav severed any powerful ties Niccolò might call upon, but now I risk exposure if I linger too long. I must strike soon!

Church Dues
Requirements: 6 AP(per execution), 1 Hidden Blade, 1 Dagger, 1 Leather Armor.

Rewards: 10 XP, 80 florins.
 * The "church" in Lonigo has been bribed to brand Niccolò's enemies as heretics, condemning them to unfair trials and often execution. These are not "men of God." These are men who believe they are gods. I intend to demonstrate their mortality!
 * He cries out for guards rather than his own God! I doubt this corrupt curate even believes what he preaches.
 * A church is a place of false security. I finish one of my targets in plain sight!
 * I find priest assembling documents that condemn a young woman to the gallows. He kicks a table over as my cord tears into his neck!
 * A priest addresses me as one of his brothers before he realizes I only wear garb similar to his. I swiftly silence him!
 * I am careful not to draw any blood. This church still belongs to the people of Lonigo.
 * The church can be more powerful than the law, so I retreat quickly once my work is done. I only hope the replacements for the men I have killed will serve their congregation honestly.

Where It Hurts
Requirements: 7 AP(per execution), 3 Sap, 1 Bow, 4 Thug, 3 Arrow(per execution).

Rewards: 10 XP, 160 florins.

Chance Items: Semi - Precious Stones, Precious Stones.
 * Niccolò uses assistants to do most of his purchasing in Lonigo. He is no light spender, which means his men are carrying a hefty amount of coin. I believe I can put it to better use... I will hire assistants as well.
 * The men I have recruited return with bloodied blades and full purses!
 * A profitable attack. Niccolò will feel the sting of this one!
 * I suspect my hired help is pocketing most of the money they recover. I suppose they've earned it.
 * Sloppy work this time! My men were nearly arrested. Fortunately, they were successful.
 * I am shocked by just how much money Niccolò sends out with his men! He believes they are untouchable.
 * Though we have only taken a small portion of Niccolò's funds, we have done enough to upset him. He will be nervous and nerves often lead to mistakes.

No Escape
Requirements: 7 AP(per execution), 2 Thug, 2 Bow, 5 Arrow(per execution).

Rewards: 10 XP, 130 florins.

Chance Items: Simple Gift, Fancy Gift, Silver, Valuable Gift, Gold, Expensive Gift.
 * Niccolò plans to flee my trap! Already, he sends convoys out of Lonigo, carrying his prize belongings. They will not be easy to take, but I pay my men well for the risk.
 * The convoy succumbs to the punishing fire from my archers! We find mostly clothing inside. I allow my crew to keep what they want and sell the rest.
 * We take a convoy filled with paintings and sculptures. Some of us suggest sell it, but I intervene. I will see that this art is cared for.
 * My men nearly lose the battle for one of the convoys, but it pays off — they will eat well tonight!
 * Niccolò tries to sneak relatives out of Lonigo, but we turn them back. I have no plans to harm Niccolò's family, but he must not feel like he has control.
 * My men are untrained, but I have made sure we outnumber Niccolò's horsemen two-to-one. We easily take a convoy!
 * We were vigilant and none of Niccolò's convoys managed to escape Lonigo. We have gained plenty of funds for my plans to continue!

Bloodwork
With Niccolò's community turned against him, he will be employing every resource to ensure his survival and I will be employing all of mine to hunt him.

Boxing In
Requirements: 5 AP(per execution), 1 Lonigo Citizen Disguise, 1 Barricade(per execution), 1 Oil Flask(per execution).

Reward: 7 XP, 468 florins.
 * I must scout every possible exit from Niccolò's manor. If he tries to run, I will be able to anticipate every potential move he makes and quickly adapt my strategy.
 * I seal several of the windows shut from the outside!
 * I tie cords across the bottoms of several doorways; they should topple anyone who runs through them!
 * I spill a vial of oil onto the stairs — a crude, but effective trick!
 * I extinguish several lights around the manor's perimeter. Unlike my target, I am trained to work in the dark!
 * I hang some of Niccolò's own clothing in trees around his yard. In the dark, he may perceive them as waiting assassins and choose another route.
 * I have severely limited Niccolò's options for escape. It seems excessive, but I am a man of detail!

Crowd Control
Requirements: 7 AP(per execution), 6 Thug, 2 Street Crier.

Reward: 11 XP, 161 florins.
 * I have instructed my hired help to swarm the front entrance of Niccolò's manor, where they will draw a rowdy crowd. I intend to separate Niccolò from most of his guards.
 * The crowd swells! Furious shouts draw more and more people to it!
 * Someone peeks at the crowd from a window upstairs! Niccolò?
 * They hurl fruit at the manor's facade! They know there will be no retaliation — the crowd is too big!
 * Several of Niccolò's private guard push towards the crowd. I see flashes of violence as they are pulled into it! They never emerge.
 * Guards step forward and fire their arquebuses into the air. The crowd takes a step back but does not break!
 * I have blocked any possible escape route through the front of the manor. Many of the guards will be too busy with the crowd to come to Niccolò's aid!

Professionals
Requirements: 3 AP(per execution), 1 Courier Pigeon(per execution).

Rewards: 5 XP, 220 florins.

Chance Items: Asassin.
 * My hired men are mostly ruffians and thieves. I will call upon my Order to join me and reduce the amount of guards Niccolò has employed. I will send an encoded message by courier pigeon; she will know where to fly.
 * I have killed with this one before, several years ago!
 * This ferocious assassin was once a Barbary Corsair. He is perfect for my plan!
 * A condottiero arrives. I know he is not one of my Order, but he has worked with us in the past. I trust him implicitly.
 * Two assassins arrive, but they cover their faces. They must be new to our Order — once skilled enough, there is no need for a mask.
 * I am joined by one of my own students. This will be a solid lesson for him, should he survive it!
 * I have called upon my Order to aid me while I end Niccolò's life. They know the kill is my task alone, but they will attempt to keep the guards from interfering.

Cruel Efficiency
Requirements: 10 AP(per execution), 5 Assassin, 5 Rapier.

Rewards: 16 XP, 280 florins.
 * Niccolò has amassed his guards behind his manor. He will attempt to flee Lonigo soon. My Brothers will slip through the crowd and slay as many as they can!
 * One of my Brothers tosses a smoke bomb into the crowd. The guards scatter!
 * Two assassins strike as one, their blades saluting each other as they pierce through their victims!
 * I hear the whistle of throwing daggers and three guards drop!
 * The guards shout to each other, confused! One man is silenced mid-sentence.
 * I see only glimpses of my Brothers as they weave through the crowd!
 * Content that the guards are busy, I prepare to head inside the manor. No doubt there will be more inside, but I am sure I can handle them alone.

Into The Den
Requirements: 12 AP(per execution), 1 Leather Armor, 1 Hidden Blade, 1 Longsword, 1 Lock Picking Tools(per execution).

Rewards: 19 XP, 550 florins.
 * I have entered the manor. The noise outside is tremendous, but I hear multiple voices inside. I must tread carefully as I scout for my prey.
 * I find a group of guards rifling through Niccolò's cabinets. They will take their payment however they can and leave him soon.
 * Several men have gathered near the entrance. They discuss how they will safely move Niccolò from the manor. He is not with them.
 * I hear Niccolò's voice from the floor above me!
 * I sidestep into the shadows of a bedroom as several guards run past! They are focused on the carnage outside and do not stop to search.
 * As I slip my way through the manor's interior, I take note of each window and how it lines up outside, quickly check each door for locks, and plan my own escape route.
 * Niccolò is on the top floor. I have determined that most of his guards have left the manor. I hide for a moment to finalize my strategy before moving in.

=Chapter 3 - Mario Auditore=

Resourceful
Monteriggioni has long stood against her attackers by tucking in and outlasting. The Fiorentini may strike at any time, but they will find us prepared!

Lumbering
Requirements: 5 AP(per execution), 3 Villager, 1 Woodsman's axe(per execution).

Rewards: 9 XP, 15 florins.

Chance Items: Charcoal, Olive, Oak Gall, Pine, Holm Oak, Cork, Hide.
 * Our carpenters rely on a steady supply of timber to keep the city in working order. Should we come under siege, we will count on the efficiency of the woodworkers to build quickly!
 * I lend my strength to the workers, hauling wood through the streets and piling it in the store yard.
 * I volunteer some of my soldiers to help haul the timber. It brings us closer to the people while strengthening my men.
 * I am no stranger to labor. I grab an axe and get to work!
 * The carpenters teach me several of their folk songs, passed down through generations. We laugh as I butcher every note!
 * As we work, I make suggestions about fortifying Monteriggioni. The carpenters are eager to expand on my ideas, but they do not hesitate to tell me when I am too ambitious.
 * We have stockpiled more than enough lumber to sustain us through an attack. Our artisans craft goods from the excess lumber and sell them to our allies.

The Public Gardens
Requirements: 4 AP(per execution), 3 Garden Tools, 3 Farmer, 1 Seeds(per execution).

Rewards: 7 XP, 15 florins.

Chance Items: Seeds, Olives, Wheat, Lettuce, Carrot, Grapes.
 * Though we tend to our fields and trade with our neighbors, we have found great benefit in growing our food within the town's walls. Even if we are surrounded, we will never starve.
 * I have never been much for plant-tending, but the gardeners seem to be pleased by their progress this year!
 * The farmers haul in compost from our horses and then mix it with the soil. I am not pleased by the smell, but they assure me it is necessary.
 * I watch the gardeners dig small ditches to direct and divert the rain flow. I consider how such a strategy might be used on the battlefield.
 * Today I get my hands dirty! I am planting bulbs alongside the lovely ladies who labor in these gardens.
 * The gardeners teach me how to use their tools and I learn fast! After all, I teach weapon techniques to my soldiers and these are not so different.
 * A bountiful harvest! We have a surplus of food, so we sell it to our neighboring communes.

Digging In
Requirements: 6 AP(per execution), 3 Miner, 1 Pick(per execution).

Rewards: 11 XP, 15 florins.

Chance Items: Iron, Copper, Silver, Zinc, Tin, Semi - Precious Stones, Gold, Precious Stones.
 * We import a lot of our ore from the region, but we also rely on a humble mine outside of Monteriggioni's walls. It is dangerous work, but we all understand its importance.
 * My men tell me it is too dangerous to enter the mine. I shoot them a stern look and they back down!
 * Once you have reached the lowest depths of that mine, you cannot help but think of potential disasters!
 * The air is thin and the heat is nearly unbearable, yet these miners do not falter.
 * My men employ old, dangerous equipment. I promise to replace it.
 * The mine has been here longer than I have. I wonder what secrets my ancestors have buried here. Perhaps I will look for them another time. Today, I am here to work!
 * Better tools and focused workers have yielded more ore than we expected. No doubt there is profit to be made from our good fortune!

People Skills
Monteriggioni is nothing without her people, her skilled artisans and guardsmen, her thinkers and doers. I make an effort to visit them when I can, to help with their work and get to know their skills as well as their troubles.

Working Girls
Requirements: 5 AP(per execution), 1 Olives(per execution), 2 Grapes(per execution).

Rewards: 9 XP, 75 florins.

Chance Items: Courtesan.
 * Monteriggioni's courtesans are often underestimated. In truth, they have impressive influence over the region's politics. Though it may stain my reputation to spend time with them, I find these women have much to teach me.
 * We discuss philosophy and I find myself unable to contend! Though I certainly have knowledge that I cannot share, I suspect she does as well.
 * The courtesans ask if my soldiers can protect them. I soon realize they are not concerned about the Fiorentini, but instead with the people within Monteriggioni! I ask them for a list of names.
 * I must be cautious around these women. Though they are valuable allies, they will try to sweet talk their way into power!
 * I have learned to pick through their gossip for important details: the morale of my soldiers, schemes and betrayals, and even insight into other cities when the courtesans travel.
 * We argue about astronomy. The theories she has heard are ridiculous and I tell her so! She is not happy with me, but she will get over it.
 * I leave the courtesans, unable to hide the enormous grin on my face. The townspeople will gossip. Let them. I know they are overlooking one of our strongest assets.

Arms Race
Requirements: 7 AP(per execution), 4 Blacksith, 1 Hide(per execution), 1 Charcoal(per execution), 3 Iron(per execution).

Rewards: 13 XP, 105 florins.

Chance Items: Leather Armor, Chainmail Armor, Shield, Plate Armor.
 * I watch as a smith follows imported plans to strengthen our armor. He succeeds! I am eager to try it out on the field!
 * I notice a few of my soldiers wearing damaged armor. I personally deliver them to the forge for repairs.
 * I take a turn at the anvil. The smith admires my strength, but he says I lack finesse. I tell him the same has been said about my time on the battlefield!
 * We study the pikes that are bringing so much success to the Swiss and work to improve our own.
 * The smiths provide me with a large supply of equipment to bring back to my Villa. They know I will put it to good use in training new soldiers.
 * Monteriggioni's blacksmiths have delivered once again! I am confident my soldiers will march with the best equipment I can provide them.

Rebirth
Requirements: 4 AP(per execution), 1 Chalk(per execution), 1 Verdigris(per execution), 1 Sandarach(per execution).

Rewards: 7 XP, 60 florins.

Chance Items: Artist.
 * Though our town is small, we know that we live in a time of artistic rebirth. Our painters travel abroad to study with the masters, hoping to bring fame for Monteriggioni.
 * I visit a fresco painter hard at work on a church ceiling. Like many, his subject is the Crucifixion. I can feel his faith in every brush stroke.
 * A painter asks if I would like to commission a portrait. I tell him there are much more attractive subjects within Monteriggioni's walls.
 * Though our sculptors are vastly outnumbered by our painters, they manage to bring in an impressive profit for their work.
 * I take advantage of my brother's connections in Firenze to import fine art. I have created a small gallery in the Villa. Monteriggioni's artists are always welcome to study them.
 * I invest money to improve town's beauty. Though Monteriggioni is no stranger to war, we must do what we can to make it feel like home.
 * I leave the artists to their trade, content that they will bring visitors to our town as well as fame. As their skill and renown increases, so does our connection to other cities.

Men Of War
Requirements: 8 AP(per execution), 2 Dagger, 2 Pike, 2 Longsword, 2 War Hammer.

Rewards: 15 XP, 120 florins.

Chance Items: Monteriggioni Mercenary.
 * Though I try to involve myself with every aspect of the city, there is one I know best. Combat. I pride myself in my ability to take a man who has never seen a battle and prepare him for the worst imaginable!
 * This one believes himself a swordsman, despite his lack of formal training. I disarm him and he quickly surrenders. I tell him we do not surrender! If we lose a sword, we take another from the enemy's hands.
 * I am impressed by my student's skills. He has served with another army. It will take a while to break him of his habits, but he has a good head start on the others.
 * I find it important to keep things jovial as we train. The students must feel like they are part of our army, not simply employed by it.
 * Today we train with exotic weapons. I doubt we will employ any of them for actual combat, but it is a welcomed change of pace for my men.
 * I hope to instill a sense of kinship in my mercenaries. I cannot risk losing them to an army with better pay.
 * A new group of soldiers is ready to defend Monteriggioni. I have taught them to fight as a family, to fight for our family. Let our enemies come, I tell them, so that we may prove ourselves in battle. They cheer!

Problem Solvers
Requirements: Asassin's Guild, 12 AP(per execution).

Rewards: 23 XP, 600 florins.

Chance Items: Assassin, Elite Assassin.

Defensive Measures
There is much we can do to keep Monteriggioni prepared for an attack. We will rely on careful observations to craft a battle plan and make sure everyone moves according to it.

Animal Husbandry
Requirements: 8 AP(per execution), 1 Monteriggioni Mercenary, Monteriggioni Riding Horse, 3 Carrot(per execution).

Rewards: 16 XP, 200 florins.
 * Any worthwhile mercenary will know the value of a reliable, trained horse. Riding an animal that startles on the battlefield or loses speed quickly is a risk we will not take.
 * The stable keeper gives me a short tour. He presents the different breeds - some bred stocky for labor, some wiry for travel, and of course, the unflinching steeds we will ride into combat.
 * Today I am happy to help feed the animals. After all, some of them will die alongside us; others will actually be key to keeping us alive.
 * It worries me that our stables are outside the ramparts. Should we ever need to retreat and tuck inside, we will be handing over our livestock to the enemy. Still, it cannot be avoided, the animals must graze.
 * My own horse has served me well, but she is beginning to feel her age; she no longer moves as she once did. I have begun to scout for her replacement.
 * Today, several of my men join me at the stables. We will allow horse and rider get used to each other before they are called to war.
 * My visits to the stables always seem to clear my mind. Monteriggioni continues to produce the finest steeds in the region.

Running The Ramparts
Requirements: 5 AP(per execution), 1 Monteriggioni Mercenary.

Rewards: 10 XP, 150 florins.
 * I train my mercenaries to patrol the extent of the ramparts. I teach them what to look for on the horizon, where to position themselves in an attack, and how to aim from such heights.
 * There are a total of fourteen towers along the ramparts. I have assigned three men to each to allow more frequent fire upon the enemy.
 * I run my men around the walls. They will need to be ready to move quickly to weakened areas of the ramparts, should the enemy reach them.
 * Our architects explain that lowering the towers might actually help our defenses because we can purchase more powerful weaponry. A huge undertaking, but something I will consider in the future.
 * I train my men to watch inside the ramparts as well. Guards have a better view of the people below and can respond quickly to any problems.
 * We stop at each tower, checking to make sure all supplies are present and the weapons are in working order.
 * I am confident that, should our front lines fall, our tower defenses will be devastating to any siege force.

The Shadow Game
Requirements: 15 AP(per execution), 3 Thief, 7 Courtesan, 4 Artist, 1 Courier Pigeon(per execution).

Rewards: 30 XP, 350 florins.

Information is our most valuable currency. We employ several spies who spend more time outside Monteriggioni than at home. They are swindlers and silver-tongues, politicians and gamblers.
 * We send one of our best courtesans to Roma, where she will attempt to attach herself to influential nobles and report back to us.
 * I have sent a pair of artists, a brother and sister, to Forlì. We hope that they will encounter and befriend other artists who have travelled more and have picked up useful information.
 * I have sent a spy to Firenze. My brother would likely disapprove, but I do not plan to tell him.
 * I suspect someone within our own community shares information with the enemy! I unleash one of my agents to flush him out.
 * A report sent by courier pigeon claims the Fiorentini are planning another attack! We must hasten our preparations!
 * Our spies have left home. The goal is to intercept delicate information about enemy movement, but the priority is always the safe return of our agents.

Outskirts
Requirements: 7 AP(per execution), 2 Monteriggioni Riding Horse, 4 Monteriggioni Mercenary, 2 Lettuce(per execution), 3 Carrot(per execution), 8 Wheat(per execution).

Rewards: 14 XP, 240 florins.

Several small villages and single buildings dot the countryside beyond Monteriggioni's walls. They provide us with some strategic advantage, but at great personal risk. It is important to make sure we have plans to protect them, should war come our way.
 * I visit a small farm dwelling where a family of four tends to several nearby fields. A good share of our food comes from this family's determination. I stress that they are welcome within our walls when the enemy advances.
 * The friar who runs a nearby church refuses to leave, even in the face of an enemy army. I cannot convince him that he puts himself at great risk!
 * Several of the farm dwellings have agreed to keep watch for any signs of trouble. I pay them well for their cooperation.
 * I post mercenaries along the countryside roads, not only to watch for trouble, but to demonstrate our commitment to our neighbors.
 * Many of the young men from these villages sign up to fight for Monteriggioni. I answer their questions and encourage them to practice their skills.
 * Satisfied that our allies are under our protection, I return to Monteriggioni. I cannot decide if they are foolish or brave to live outside of our walls, but it is their choice to make.

Cleaning House
Disorder grips Monteriggioni. Theft and violence run rampant. Angry mobs gather in the streets to mete out their own justice. This is not natural for our humble community; I suspect we are dealing with a skilled manipulator.

Cooling Tempers
Requirements: 4 AP(per execution), 4 Monteriggioni Mercenary, 2 Longsword.

Rewards: 8 XP, 80 florins.

Amidst the chaos, families gather into crowds. They hurl insults as well as furniture! These are good people, but something has set them off!
 * I am able to draw some attention from the crowd. I do my best to calm them.
 * "The boy stole my necklace!" a woman screams. "I did no such thing," he replies, "but you tried to burn down our home!" I step between them with my arms extended!
 * I send my soldiers into the conflict to separate the families!
 * I have a very loud voice when I lose my patience. I easily silence both families for a moment and urge them to see reason!
 * Neither side has any proof of wrongdoing. I suggest that someone may be taking advantage of an old family feud!
 * I manage to diffuse the argument! Reluctantly, the families return home to sulk, but I cannot be sure they will remain peaceful.

If You Can't Beat Us
Requirements: 7 AP (per execution), 6 Monteriggioni Mercenary, 3 Longsword.

Reward: 15 XP, 175 florins.

Chance Items: Thug, Thief.

Today, we caught several thieves operating within our city. My men had violent plans to punish them, but I intervened. Perhaps we can make better use of these bandits!
 * This thief was given specific instructions on what to steal and where to place it, but he has never met his employer.
 * A thief warns me that there are many people within our walls working to destabilize Monteriggioni, but he does not have names.
 * One of the captives squirms loose, but I stop him with the tip of my blade! He soon agrees to hear me out!
 * These thieves are young and reckless, but time on the streets seems to have honed their talents. We will work hard to correct their attitudes!
 * These young men are not from Monteriggioni. They were paid anonymously to come here.
 * We have gained skilled allies today. I trust them about as far as I can spit, which is why I plan to eventually unleash them upon another city. For now, though, they may prove useful.

Casting the Net
Requirements: 10 AP (per execution), 10 Monteriggioni Mercenary, 5 Longsword.

Rewards: 21 XP, 300 florins.

I will send every available agent into the city to find this agitator! I worry that we are seeing clouds before a storm, that an attack from within precedes a siege.
 * A fortunate detail! The agitator is still here...
 * We offer coin in exchange for information and several witnesses sell us their stories. It becomes difficult to distinguish fact from fiction!
 * We hear several names mentioned, but one shows up more than the rest.
 * The agitator may try to flee. He will soon realize Monteriggioni's walls are equally effective at keeping people inside the town.
 * We are almost upon our prey. The hunt is exhilarating!
 * Luciano Pezzati. Just a name for now, but we know he is hiding in Monteriggioni. We will find him!

Cornered
Requirements: 15 AP (per execution), 1 Monteriggioni Mercenary(per execution).

Rewards: 32 XP, 525 florins.

We close in on Luciano Pezzati and his men rush out to block us! They are hired mercenaries, not thugs. This will not be easy!
 * The enemy focuses their attacks, often assaulting my soldiers in threes. Some of my best men fall early, but the rest adapt quickly to the strategy!
 * I feint and my opponent takes the bait. In one swing, I open his throat and spin to meet a new opponent approaching from behind!
 * An arrow brushes past my face and I feel the fletching against my ear. I point towards the archer and my men overtake him!
 * A pikeman keeps me at a distance. It is a cumbersome weapon, but he is exceptionally skilled. I grab the end of the weapon and hold onto it while my men run him down!
 * One of Luciano's men tries to run, but my soldiers were raised in these streets. They easily intercept him!
 * Several bodies are sprawled across the street, both my enemy's men and my own. We have drawn a crowd! Luciano is vulnerable now, I must deal with him!

Mano a Mano
Requirements: 20 AP (per execution), 1 Parrying Dagger, 1 Chainmail Armor.

Rewards: 44 XP, 800 florins.

Luciano has barricaded himself in the inn. We hammer down the door and find him waiting, dagger in hand. I need him alive! I gesture my soldiers to stay back and unsheathe a dagger of my own!
 * We are both skilled with our blades. We thrust and parry, rarely drawing any blood!
 * We circle the inn's wooden tables. Luciano kicks a chair at me and I narrowly dodge it!
 * He taunts me! He tells that my town will soon belong to the Fiorentini!
 * I change my strategy and wait for Luciano to attack me. As he leans in, I slice his fingers. Not deep enough! I must try to disarm him!
 * He dives towards me before I can react and tumbles away with a bloodied blade! He cut me good, but not nearly as deep as he had hoped. It will not slow me down!
 * I evade a strong swing from Luciano and plunge my dagger into his shoulder! His arm spasms and his blade clatters to the floor, but he flashes another blade with his left arm! I throw all my weight into my swing and hammer the hilt of my dagger into his temple. My men drag his unconscious body back to the Villa Auditore. We will have answers!

Storm Warning
Our captive has confirmed that the Fiorentini are moving an army towards Monteriggioni! Worse still, they are led by Federico da Montefeltro, one of Italia's fiercest condottieri. He will find us no strangers to sieges! I must move swiftly to prepare my forces!

Scramble
Requirements: 16 AP (per execution), 1 Archers, 1 Swordsmen, 1 Heavy Cavalry, 1 Pikemen.

Rewards: 36 XP, 600 florins.

Suiting Up
Requirements: 8 AP (per execution), 5 Monteriggioni Mercenary, 5 Chainmail Armor, 6 Blacksmith.

Rewards: 18 XP, 250 florins.

I command my soldiers to retrieve their equipment and meet me on the battlefield! We still have much to do before the Fiorentini arrive and I will not be caught unprepared!
 * Each of us moves to assigned armor stations where assistants help us don our armor. I prefer to fight unencumbered, but some of my soldiers wear many pieces.
 * The blacksmiths prepare our weapons outside the front gate.
 * Dressed in our colors, our horses carry us onto the field.
 * Each of my soldiers has been trained to use a wide variety of weaponry, but I encourage each to bring his personal favorites into combat.
 * I look to the ramparts and confirm that the archers are setting up in their towers.
 * With great pride, I gaze across the front line of the army I have worked so hard to train and supply. I have made the effort to befriend each of these men and I trust them to prevent Monteriggioni from falling into enemy hands!

Blindfold
Requirements: 10 AP (per execution), 1 Light Cavalry.

Rewards: 23 XP, 300 florins.

Big Talker
Requirements: 5 AP (per execution), 2 Light Cavalry, 1 Monteriggioni War Horse, 1 Round of Drinks (per execution).

Rewards: 11 XP, 120 florins.

I must demonstrate confidence in my men. They expect me to speak before the battle, and I will! I ready my steed, take a drink, and then arc towards my army, sword held high!
 * I speak of family, linked not by blood, but by trust! Every man here can rely on the one next to him. We have no weak links!
 * I remind them that Monteriggioni has held for her people for well over 200 years! We will not be the ones to let her fall!
 * I hoist our flag high and run it across our front line. I am met by cheers!
 * I suggest that we could lay down our weapons and beg Montefeltro for mercy! I am met with boos and hisses, followed by laughter!
 * I tell my men to save their mercy for another day! Today we will remind the Fiorentini that death is the only thing they'll find in Monteriggioni!
 * One of my commanders tells me I have given one of the finest speeches of my career! I cannot argue with him. The Fiorentini will likely hear the roar of my forces before they even see them!

Weathering The Storm
The enemy's front line stares down Monteriggioni! They have surrounded us. They spit their usual lies to demoralize us. They threaten to burn our fields. They seek surrender, but they will receive the opposite!

Raining Pain
Requirements: 10 AP (per execution), 3 Archers, 20 Arrow (per execution).

Rewards: 23 XP, 200 florins.

I order my archers to fire! Most are skilled marksmen, and they will pick off targets of opportunity, but they start by barraging the Fiorentini from afar!
 * The vanguard archers loose their arrows! The Fiorentini do the same! Both sides lose a large number of men.
 * As the enemy advances, several of my marksmen begin to pick targets! There is an art to quickly identifying the best soldiers and killing them. It removes the deadlier threats, but also hits enemy morale.
 * My vanguard humbles the Fiorentini! For every misfired enemy arrow, my men have landed twice as many hits!


 * We lose one of our towers to crossbowmen! Montefeltro spots the opening and sends forward two ladders. I order my archers in the neighboring towers to support it and they slaughter the invaders half way up the wall!
 * Fiorentini cavalry targets my vanguard! I order their retreat and signal my tower archers to fire! They enemy breaks off their charge!


 * The fields beyond Monteriggioni now blossom with arrows! The enemy lines took heavy damage; the bodies of knights and their steeds create hurdles for those still charging!

Gale Winds
Requirements: 9 AP (per execution), 3 Light Cavalry, 2 Heavy Cavalry.

Rewards: 21 XP, 175 florins.

My heavy cavalry awaits orders in the center formation, while the light cavalry forms up the rearguard. They are my most mobile force in this battle, and I will soon show Montefeltro how deadly they can be!


 * I unleash my heavy cavalry! They form a straight line and devastate a unit of Fiorentini swordsmen!


 * My horsemen strike, but are driven back by a solid formation of pikemen! I order my vanguard archers to pepper the field behind the retreating cavalry!


 * An ugly infantry skirmish punches a hole through my defenses! I send in my light horsemen to fill it in!


 * My archers have routed an enemy squad! I cannot allow them to escape. I signal my light cavalry to tear them down!


 * My cavalry squads strike relentlessly! Sting, retreat! Sting, retreat! I watch for weakness and gesture, inflicting massive damage with each new opportunity!


 * Training and tactics will win this day! My horsemen are the finest I have yet commanded and today they have proven lethal!

Wavebreakers
Requirements: 8 AP (per execution), 8 Crossbow, 2 Pikemen, 3 Swordsmen, 5 Crossbow Bolt (per execution).

Rewards: 19 XP, 161 florins.

The infantry in my central formation know they are the backbone of our army. I signal them to intercept incoming charges!


 * Our archers come under attack and I send my pikemen to form a solid square around them. The enemy fails to breach it!


 * Three lines of my infantry fend off a cavalry charge! The horsemen who survive impalement are torn from their mounts! There are three times as many infantry, all trained to melee! The horsemen stand no chance!


 * The enemy breaks apart a pike formation, only to find my finest swordsman ready and waiting behind it!


 * Some of my infantry, armed with crossbows, fire a devastating wave of bolts before moving to flank the enemy forces!


 * My men do not disappoint! They wield years of weapons training and they are proud to demonstrate!


 * My infantry takes the most casualties. They stand between family and tyranny, each man a brick in the town's second wall! Without them, Monteriggioni would be lost!

Thunderstruck
Requirements: 15 AP (per execution), 2 Light Cavalry, 1 Monteriggioni War Horse, 1 Fire Pot (per execution).

Rewards: 35 XP, 300 florins.

Montefeltro's men have assembled a pair of trebuchets! We must destroy them quickly or they will demolish Monteriggioni's walls! We must not allow a breach!


 * The trebuchets unleash their massive stones! One of them overshoots, but the other strikes the wall with a deafening crash!


 * I order the stoneworkers inside Monteriggioni to strengthen the damaged wall! With the trebuchet's accuracy, the wall will be struck again! Fortunately for us, we have time to act while it is reloaded.


 * I lead the cavalry charge! We carry torches and oil flasks. Enemy archers try to slow us with arrows, but we are too swift!


 * I hurl oil onto one of the trebuchets and then toss my torch onto its base!
 * We ride down one of trebuchet crews! My horseman surround me and fend off any defenders as I deal with the machine!
 * Two pyres send smoke high into the sky where the trebuchets once stood. I only wish our enemies could see the results of their ambition all way back to Firenze! Word will reach them soon enough. Montefeltro must be furious!

=Chapter 4 - Perotto Calderon=

All Roads Lead to Rome
Lucrezia Borgia lives in the San Sisto convent while her father, Pope Alexander VI, plots her next marriage. They believe me to be a mere courier, but my true loyalty lies with their sworn enemy.

All Ears
Requirements: 12 AP (per execution), 1 Courier Disguise.

Rewards: 30 XP, 204 florins.

The Borgia are cruel and boastful! Though it pains me to eavesdrop upon their sadistic schemes and remain silent, I know this information will ultimately benefit my Brothers.


 * Alexander's son, Cesare, presents his father with a list of executions while the two of them laugh! My stomach churns as I recognize a few of the names.


 * They discuss Lucrezia like she is simple property they can sell to gain more power.


 * I take some joy in hearing that they have lost ships to the Barbary Corsairs, but my heart sinks when I hear them proposing deals for the enemy captains.


 * So much treachery masked behind the untouchable image of the holy Church! Disgusting!


 * Girolamo Savonarola has been executed in Firenze! Alexander is upset by this news. It seems Savonarola had something they desired and now they have lost track of it!


 * It was a profitable day in the Borgia lair! I walk away with knowledge of several upcoming deals, deceptions and plans for my Order to disrupt!

Masquerade
Requirements: 16 AP (per execution), 1 Courier Disguise, 1 Courier Horse.

Rewards: 40 XP, 288 florins.

I spend a large portion of my time at the convent awaiting Lucrezia's replies for her father. I think she would prefer not to hear from him at all. She has sought refuge from his politics here, but I think we both know it will not last.

Scrambled Letters
Requirements: 8 AP (per execution), 1 Quill, 1 Ink (per execution), 1 Papal Seal (per execution).

Rewards: 20 XP, 160 florins.

With access to the seal and security of Alexander's letters, I spend much time browsing through his private correspondence. Often, my Brothers ask me to doctor letters with the pope's own handwriting and I am happy to oblige.


 * With access to the seal and security of Alexander's letters, I spend much time browsing through his private correspondence. Often, my Brothers ask me to doctor letters with the pope's own handwriting and I am happy to oblige.
 * These compliments were hollow anyway. May as well be insults, I say! I make the changes.
 * I change a pardon to a condemnation. We were planning to assassinate this man anyway.
 * I would never pay that much for furniture! I doubt Alexander would either, but now he has agreed to it.
 * I write a letter from Alexander to his daughter. It is full of things a daughter needs to hear from her father. Things he would never say. I decide to burn it.
 * My efforts will sting Alexander and his son soon enough, but I will be long gone before they can trace them back to me!

The Lady's Favor
I am a fool! I have decided to follow my heart rather than my instructions, but I cannot sit idle while Lucrezia's family destroys her life! I do not believe mine can continue without her.

She Who Has Everything
Requirements: 9 AP (per execution), 1 Rare Gift (per execution).

Rewards: 24 XP, 150 florins.
 * Whether she appreciates the gifts themselves or not, she certainly appreciates the effort I put into finding them. Our lives couldn't be more different, but we seem to be meeting halfway.

First Impressions
Requirements: 14 AP (per execution), 1 Noble Outfit, 1 Expensive Gift (per execution).

Rewards: 37 XP, 250 florins.
 * I have spent so much time with Lucrezia lately that I have been neglecting my work. I know the importance of my task, but each day I am finding it harder to care.

Matchmaker
Requirements: 10 AP (per execution), 1 Acetum (per execution), 1 Fancy Gift (per execution), 2 Lettuce (per execution), 3 Carrot (per execution).

Rewards: 26 XP, 161 florins.
 * With Giulia's help, I have learned much about Lucrezia that my own observations could not reveal. The more I learn about her, the more attached I become. This is a dangerous game!

Tempting Fate
Requirements: 28 AP (per execution), 1 Noble Outfit, 4 Percheron, 1 Cart.

Rewards: 74 XP, 710 florins.
 * We will not relent! Though our love is doubly challenged by Lucrezia's family and my own Brotherhood, we will find a way to escape!

Consequences
Lucrezia is pregnant! This is a complication we did not need! Meanwhile, our secrets have become much less secret; soon we will have both of our "families" to deal with. We struggle to stay afloat, but I fear we will soon be drowned.

Laying Down
Requirements: 15 AP (per execution), 1 Fancy Gift (per execution).

Rewards: 41 XP, 315 florins.
 * Our son has been born, but he barely lives. Giulia brought in one of her brothers ... a doctor, to help. He says our child is malformed and will likely die within days. Lucrezia is devastated. I fear this will kill her as well. I will find a way to save them both!

Muzzle
Requirements: 25 AP (per execution), 2 Longsword, 1 Matchlock Rifle, 2 Rounds (per execution).

Rewards: 70 XP, 468 florins.
 * As usual, I dispose of the body unseen and remove any trails I may have left behind. This threat has been silenced, but there will be more. I will have to investigate his acquaintances to see who else he has told.

The Understudy
Requirements: 12 AP (per execution), 1 Quill, 1 Ink (per execution), 1 Vellum (per execution).

Rewards: 32 XP, 280 florins.
 * Francesco will return to the Order with my report. Will he deliver one of his own? I could never bring myself to harm him, so he leaves with my trust. There is nothing else I can do.

Fight and Flight
At this point, I cannot hope for my Brothers to rescue me, nor will II ever see Lucrezia again! My son still lives, but for how long? Just when my options seem to have run out, I receive a visitor. Giulia?

Speed Is The Key
Requirements: 6 AP (per execution), 5 Lock Picking Tools (per execution).

Rewards: 17 XP, 75 florins.
 * With a satisfying click, the door swings open! There is no time to admire my work, the escape has barely begun!

Sacrifice
Requirements: 5 AP (per execution), 1 Lock Picking Tools (per execution), 1 Poisoned Dagger.

Rewards: 14 XP, 52 florins.
 * He is dead. I will likely never know who he was or why he was trapped here beside me, but he gave me no choice! Giulia tries not to vomit.

Gameplan
Requirements: 14 AP (per execution), 1 Courier Disguise, 1 Chainmail Armor.

Rewards: 40 XP, 161 florins.
 * Our plan is set, however fantastic its details. I will succeed, for both my son and for Giulia!

Hidden Talents
Requirements: 24 AP (per execution), 1 Courier Disguise, 2 Longsword, 1 Chainmail Armor.

Rewards: 69 XP, 315 florins.
 * We are free! Giulia reunites with her brother outside. He cradles my dying child and I vow to return for my son once I have scouted a way out of the city. Giulia's brother briefly tends to my wound and assures me that I am able to ride.

Mad Dash
Requirements: 34 AP (per execution), 2 Longsword, 1 Courier Horse.

Rewards: 99 XP, 468 florins.
 * The soldier is my equal, but my desperate tactics best him! I take his horse and return for my son. Someday I will repay Guila's kindness, but first I must finish what I have started! I secure my child and set out for Agnadello!

Desperate Measures
This is ... disturbing. I've been following the progress of the other Abstergo recruits. Why are you tuning in to a new episode while they're stuck watching reruns? Where's the usual censorship? You must be really close to solving their little problem. Surely they know I'm watching, too! Tread carefully... -Erudito

Tag Alongs
Requirements: 25 AP (per excecution), 1 Assassin's Bow, 3 Smoke Bomb (per execution), 5 Arrow (per execution).

Rewards: 75 XP, 440 Florins

I knew we were being chased, but I had hoped for more time! We have only made it as far as Firenze, but I will have to stop to plan an ambush. Alexander's men will be here soon! I leave my horse in an alcove and bring my son to hide in the forest, my bow ready.
 * The baby cries! I put an arrow through the back of one man's head before he can turn to face me!


 * One of the soldiers, probably their leader, has remained on his horse. I shoot an arrow into its flank! The beast hurls its rider from his saddle and tramples him!


 * They return fire! I hear the arrows rip through the foliage around me, but none manage to come close enough to worry me.


 * My arrow goes wide! I correct my aim and the follow-up hits!


 * At first I believe I have missed my mark, but my arrow has nearly buried itself in my target!


 * The rest of Alexander's hunting party turns tail! I have spooked them, but for how long? I am back on the road immediately, pushing my horse hard.

Alone
Requirements: 50 AP (per execution), 2 Hidden Blade, 2 Longsword, 1 Throwing Knife (per execution), 1 Blinding Powder (per execution).

Rewards: 150 XP, 860 Florins

My Brothers have travelled from Agnadello to greet me, swords drawn! They know why I am here. They will not allow me to use the Shroud! None shall stand in my way!
 * Vincenzo, it seems only yesterday we trained together. I try to wound him, but he is not holding back! He exposes his side and I react! I will mourn him later.
 * Why do they face me one at a time? Together, they could easily take me!
 * One of our recruits sweeps low and I swing high! I have left him with a horrible scar, but he may survive.
 * I hear the soft click of a wrist blade and immediately thrust behind me. My sword connects with an assassin moving in for the kill!
 * A thrown knife digs into my shoulder. I shudder as I pull it out and hurl it back into its owner's right eye!


 * I leave my Brothers either dead or disabled and continue. There is no returning to the Order. No returning to Roma. Only Agnadello.

Psychosomatic
My enemies will come in greater numbers if my Brothers do not reach me first. I give my life for my son's, gambling everything upon a legend. Where I am empty in faith, I am filled with desperate hope.

Revelation
Requirements: 75 AP (per execution).

Rewards: 233 XP, 999 Florins

So ... beautiful! It is a plain thing, carefully folded inside a simple wooden box, but it is also so much more! It speaks inside my head. I feel that it wants to heal my wounds. No! I am here for my son! I wrap his tiny body in the shroud.
 * I cradle my baby, wrapped in the Shroud. It is humming an eerie song and the voice in my head matches the tune!
 * YOUR PAIN IS TEMPORARY, IGNORE IT, it demands! Does it not understand that he is a mere infant?
 * FLAWED MATERIAL, it tells me. I tell it he is not flawed, but it insists. I order it to heal him!
 * My son screams! I have to force myself to leave him in the cloth. What chance does he have without it?
 * I feel as though my head will burst! It takes all my concentration to keep from blacking out.
 * I remove my son from the Shroud. He is no longer crying. He looks up at me with glossy eyes and I wonder if he has truly been healed. Has this been worth the pain I have caused? I return the shroud to its box and leave.

=Mnemonic Sets=
 * Main Article: Mnemonic Sets

=Project Legacy Florins and XP Farming Guide= This guide breaks down the most efficient/profitable quests if you are ever in need of florins or xp. To be considered, the quests cannot require consumables unless these can be bought at a cheap cost with a decent net gain. These calculations are based on an Intrigue skill of 62 so especially for a lot of the money losing or unprofitable quests i.e. the crafting based ones, These figures are only to be used as a rough guide unless you are around the same level or higher since those quests only become profitable once the applicable skill(s) are raised adequately. The best missions to farm are bolded below, and the rest are listed alternatives that are also decent depending on what's available to you and how many AP's you have at the time. Guide complete up to Chapter 3.


 * xpr - xp per AP


 * fpr - florins per AP

Best Quests In Summary

 * Chapter 1, Vying For The Village, Stand: 7 AP, 11 XP, 356 florins 1.57xpr 51fpr - If you're out requirements for all the other missions for whatever reasons, this is your best standby. Decent xp and florins
 * Chapter 2, Bloodwork, Professionals: 3 AP 5 XP, (176 florins net req carrier pigeon) 1.6 xpr, 58 fpr Best for florins for small AP investment
 * Chapter 2, Bloodwork, Into The Den: 12 AP, 19 XP 1.58xpr 766 florins net (req lockpick) 63.83 fpr * best alternative for florin farming, depending on left over AP's and whether you can reafford investment into requirements if they've been consumed
 * Chapter 3, Defensive Measures, Running the Ramparts: 5AP 10 XP, 243 florins 2 xpr 48.6 fpr * Best for XP, recommend you keep one spare monterrigioni mercenary once you have the requirements as it can be expensive to repurchase them again later when they've been used up to craft military units
 * Chapter 3, Cleaning House, Mano a Mano: 20 AP, 44 XP, 1296 florins 2.2 xpr 64 fpr Best for florins AND XP / dual farming
 * Chapter 3, Storm Warning, Blindfold: 10AP, 23 XP, 300 florins 2.3 xpr 30 fpr

Note: Professionals, Into The Den, Mano A Mano should be your bread-and-butter farming for florins and xp in general.

Alternatives

 * Chapter 2, Bloodwork
 * Crowd Control: 7 AP 11xp 260 florins 1.57xpr 37 fpr.
 * Cruel Efficiency: 10 AP, 16xp 456 florins 1.6 xpr, 28.5 fpr.
 * Chapter 3, Cleaning House, Cornered: 15 AP 32xp, 850 florins 2.13 xpr 56.6 fpr.

Missions Made Easier/More Profitable by Crafting
If you have excess materials and can craft the expensive requirements for these missions, then you can make a LOT more bang for your AP buck than the other recommended farming missions, assuming you already have materials. These can save you a lot of AP to get ahead in missions once you have the money you need, but otherwise if you are buying the requirements each time, the net xp and florin gain rates are not impressive. Take advantage of these missions if you can.


 * Chapter 2 On The Hunt, Character Assassination: 4 AP 6xp 712 florins (req expensive gift 212 florins net if not) 1.5 apr 178 fpr
 * Chapter 3, Bloodwork, Boxing In: 5Ap 7xp ( -22 florins net) 768 florins otherwise, 153.6 fpr

An Overview of Crafting Chains
A player can make or save money through the use of crafting chains. A crafting chain is a group of craftings, in which the product of one crafting is either the final product or an ingredient in another, the product of which is, in turn, either the final product or an ingredient in another crafting, etc. Crafting chains are often done for the purpose of making money by selling the final product. In an ideal crafting chain, all of the ingredients can be purchased for a far lower price than the final product can be sold for, leading to large profit margins. Crafting chains can also be used to obtain otherwise expensive or difficult-to-acquire mission requirement items from far cheaper or more easily obtained ingredients. The profit/savings margin of a crafting chain is obviously important, but there are other considerations as well. For example, whether a crafting chain whose ingredients, some or all of which, can only be obtained as chance items from missions or a crafting chain whose ingredients, some or all of which, can be obtained through purchase, is easier to complete, depending upon the player's AP's and whether or not they have sufficient florins or mission requirements, and whether or not to purchase the ingredients for a crafting chain or try to obtain them as chance items from the appropriate mission, if they can be acquired either way. The number of craftings a crafting chain entails and how they ar sequenced is another important consideration; a crafting chain that is more lucrative but requires more craftings or whose craftings are sequenced unfavorably (i.e., several craftings in the crafting chain cannot be performed at the same time, but rather must follow one another chronologically because the products of some are the ingredients of other) may not be worth the extra time and effort as compared to a crafting chain requiring less or more suitably sequenced (many craftings can be performed at one time) craftings.

Determining a Crafting Chain's Profit or Savings Margin Algebraicly
You can determine a crafting chain's profit margin by modeling it algebraicly, substituting values in for the variables, and solving. The basic algebraic model of the profit of a crafting chain is the following:

$$T=SF(1+I/100)-(C1M1+C2M2+C3M3)$$ where T represents the profit, S represents the base selling price of the final product, $$F$$ represents the number of the final product obtained, and $$I$$ represents the average Intrigue stat of the player over the time of the sale of all of the final product. The $$C$$'s and $$M$$'s represent the purchasing price of and number of, respectively, each material, or, in other words, ingredient, purchased and used in the crafting chain. A player will need to use more or less $$C$$'s and $$M$$'s (with the appropriate subscripts) for crafting chains with more or fewer purchased ingredients than 3, although few require more than 3 purchased ingredients. Here is an explanation of each part of the right side of the equation:


 * $$SF(1+I/100)$$: the income of the crafting chain. $$SF$$ determines the base selling price of the entire stock of the final product produced, which, multiplied by $$(1+I/100)$$, (the modifier placed on the base selling price of any sold item by the player's average Intrigue stat over the time of the sale of all of the item), determines the final selling price of the entire stock of the final product, aka, the income of the crafting chain.

One crafting chain with a large profit margin, particularly useful in the 3rd memory sequence, starts with coal and ends with poisoned daggers. The cheapest/most lucrative way to complete this crafting chain is to extract pyrite from coal, combine the pyrite with saltpeter to get vitriol, and then combine the vitriol with unpoisoned daggers to get poisoned daggers. It will be used here as an example of how to algebraically model, and subsequently determine, the profit of a crafting chain.
 * $$(C1M1+C2M2+C3M3)$$: the cost of the crafting chain. The cost of each ingredient, multiplied by the number of it used, gives the cost of the stock of each ingredient purchased. Added together, they equal the entire cost of the crafting chain.

Here is the algebraic model of the profit of the crafting chain:

$$T=750C1PVP2(1+I/100)-(150C+100CP+200CP1V)$$, where $$C$$ represents the number of coals used, $$P1$$ represents the average number of doses of pyrite obtained per extraction from coal (can be 1 to 2), $$V$$ represents the average number of doses of vitriol produced per combination of pyrite and saltpeter (can be 1 to 2), and $$P2$$ represents the average number of poisoned daggers produced per combination of vitriol and a dagger (can be 1 to 2). Here is an explanation of each part of the right side of the equation:

The first part: $$750CP1VP2(1+I/100)$$. The income of the crafting chain. Explained further: The second part: $$-(150C+100CP1+200CP1V)$$. The cost of the crafting chain with no ingredients left over. Explained further: Here is a demonstration of how to solve the equation, assuming the hypothetical player started with 1 coal, obtained an average of 2 products at each step of the crafting chain, and had an average Intrigue stat of 30 over the time of the sale of all of the poisoned daggers produced. So the player's profit from the crafting chain is 6,650.
 * 750: the base selling price, of a poisoned dagger.
 * $$CP1VP2$$: the number of poisoned daggers produced.
 * $$150C$$: 150 is the purchasing price of a coal, which, multiplied by $$C$$ (the number of coals used), gives the cost of the stock of coal used.
 * $$100CP1$$: 100 is the purchasing price of a dose of saltpeter, which, multiplied by CP1 (the number of doses of pyrite obtained, giving the number of doses of saltpeter needed to use up all the pyrite obtained), gives the cost of the stock of saltpeter used.
 * $$200CP1V$$: 200 is the cost of an unpoisoned dagger, which, multplied by $$CP1V$$ (the number of doses of vitriol produced, giving the number of unpoisoned daggers needed to use up all the vitriol produced), gives the cost of the stock of unpoisoned daggers used.
 * The original equation: $$T=750CP1VP2(1+I/100)-(150C+100CP1+200CP2V)$$
 * Substituting for the variables: $$T=750(1)(2)(2)(2)(1+30/100)-(150(1)+100(1)(2)+200(1)(2)(2))$$
 * Performing multiplication and division inside the parentheses: $$T=750(1)(2)(2)(2)(1+0.3)-(150+200+800)$$
 * Performing addition and subtraction inside the parentheses (note that 1,150 is the cost of the crafting chain): $$T=750(1)(2)(2)(2)(1.3)-1,150$$
 * Performing multiplication and division (note that 7,800 is the income of the crafting chain): $$T=7,800-1,150$$
 * Performing addition and subtraction: $$T=6,650$$

Profitable Crafting Chains and their Algebraic Models
Memorize the expression (1+I/100). You will see it in the algebraic model of every selling crafting chain, because it represents the modifier placed on the price of any sold item by a player's Intrigue stat.
 * Coal to Poisoned Dagger:
 * Flowchart: Coal->Pyrite, Pyrite+Saltpeter->Vitriol, Vitriol+Unpoisoned Dagger->Poisoned Dagger.
 * Algebraic Model: $$T=750CPVp(1+I/100)-(150C+100CP+200CPV)$$, where T represents total profit of the crafting chain in florins, C represents the total number of coals used, P represents the average number of pyrites obtained per extraction from coal (can be 1 to 2), V represents the average number of doses of vitriol obtained per combination of pyrite and saltpeter (can be 1 to 2), p represents the average number of poisoned daggers obtained per combination of vitriol and a dagger (can be 1 to 2), and I represents the player's Intrigue stat at the time of the sale of all of the poisoned daggers obtained.


 * Coal to Flintlock Rifle:
 * Flowchart: Coal->Pyrite, Pyrite+Olive (wood)+Tin+Copper->Flintlock Rifle.

Also you can make more money by crafting flintlock rifles as if you have enough olive, tin and copper, all of which is easy to get from digging in and lumbering, then craft pyrite with coal (150 florins) and sell for 11175f to make 11025f even without double crafting