I like this idea, though I'm not sure how difficult it would be to implement at this time.
For one, it would take some of the monotony out of the hack and slash leveling experience. Gives the player a purpose, and perhaps a short term goal which will eventually help achieve the longer term goal of leveling to 110.
Here's a novel idea though. Rather than experience in a combat skill, perhaps this could be an alternative to trap training, (or in the future as other unused skillsets are implemented, other skills.) Anyway, there's lots of reward options, booze, weapons commensurate with level and therefore task, and perhaps straight up cash.
One of the best benefits that occurs to me, however, is information. By taking these generic quests, players may learn about training areas, (by finding the mobs that they are tasked to hunt down,) which they may not have otherwise been aware. How often do we hear the question, "Where is a good place for a level xx to train for good experience...?" Well, if there's an NPC who gives a quest based on your level, this could be a great way for this information to become self-evident.
One thing is certain, the rewards should be commensurate with the difficulty of the quest. If the NPC is designed to give the player same leveled mobs or send them to easy dungeons relative to their level, then the rewards should be quite light. OTOH, if the NPC gives a tough quest, with purple mobs in a dangerous dungeon, the rewards should be...well, rewarding.
