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Generate Standard Mission

Generate Underworld Mission

What is this Madness!!!

Spacegamer.com - Standard Barony Mission:

This uses the Tarot Card to Generate a "Standard" Mission on the Fly as described in Designing Fantasy Missions as part of the Barony Set. (Standard means it is not focused exclusively on an Underworld.) No attempt is made here to define each of the finer points.

To begin, determine who the mission is offered to and call them the Party Leader (to accept / reject Mission).

Note: This mission is temporary. Copy it out now if you want it. (It pastes nicely into Word.)

Mission Title:

Party Leader:

Patron:
- 5 Coins: Invalid; person injured or magically cursed so that he is physically handicapped -- no longer can walk, hands feeble, disfigured. Mission will almost always have a Motive of revenge, so do not pick a card for Motive (or ignore picked card). Inverted, Blind Man; a person who has lost his sight. He may have overcome this weakness by ability or magic.

Mission:
- (Inverted) Queen Cups: Deliver legal writs or important documents for the government. Inverted, deliver legal writs or important documents for the government that involve the players' lands, ships, castles, soldiers or wealth; documents do not necessarily hurt the players, unless their delivery is stopped.
- (Inverted) Sun: Mission should be simple and direct, take place in the immediate area -- do not use the Encounters, go straight to the Climax. Inverted, still use the Encounters, but almost all Encounter that aren't directly caused by the Patron's problems or Rival's actions (i.e. Mission Inconsequential Encounters as described in the Encounters pamphlet) can be ignored.
- Chariot: Success on the Mission will leave the players famous. Inverted, success will leave them infamous as fugitives or outcasts, possibly with large reward for apprehension.

Obstacle:
- (Inverted) King Rods: Local noble, wealthy and powerful becomes involved opposed to mission. Inverted, legendary beast, in most cases a dragon or a demon equally as feared, becomes involved opposed to mission.

Motivation:
- Knave Rods: Remorseful and depressed by recent event. Inverted, suicidal -- cares nothing of mission and hopes battle will bring death.

Finances:
- 7 Coins: For simplicity, Patron has wealth that mirror-image those owned by one player (Referee decides). Inverted, Patron has wealth that mirror-image those owned by all the players.
- (Inverted) Fool: Patron will later attempt to rob or extort back anything provided to the players; usually in such an open way that the players will know they've been made the fools. Inverted, Patron will have miscalculated, been unaware or forgotten his investment by the scenario's end; players can keep anything provided -- "but wouldn't that be dishonest?"
- Hermit: By accepting any of the Patron's finances, the opposition will know the players' plans -- spies exist. Inverted, by accepting any of the Patron's finances, the opposition will know the players' plans; however, Patron knows this and will warn the player. He'll promises to repay handsomely later any expense the players fronts.

Rival:
- (Inverted) Knight Cups: Captain Monarch's Elite Guards. Inverted, Unlanded Knight.

Phases

On the way to the Mission Climax, the Party will travel through three game Phases which may be short or long (depending on the Tarot cards drawn). These represent the obstacles and challenges along the way to the Ultimate Climax of the Mission.

(A) Initial Successes:

(B) Challenges on the Journey:

(C) Final Travel to the Climax:


Climax Flow:
Referee creates the flow of the climax OR refer to Designing Fantasy Missions!!!

Come on Back and maybe we'll have a generator in for you. Otherwise, use the Temple and Castles from our Legacy tools. (Hey, or buy the books!!!!!)




Epilogue:







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