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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:
- (Inverted) 7 Rods: Constable or Sheriff; a person whose tasked with maintaining order and enforcing the laws of the land, usually inside a city or town. Many of these men work directly for the warden; but, they enjoy increased autonomy when times are dangerous, and the warden is busy along the borders. Mission almost always involves the Patron's duties, but not always apprehending criminals. Many of these men are so corrupt or drunk with their own power, that they frequently violate all manner of laws to enforce simple ordinances. Inverted, Vigilantes or Woman Wronged; a person who takes the law into his own hands in an effort to secure justice ("however warped that may be"). Mission relates to the vigilante's plans, though perhaps not directly in revenge.
- Magician: Patron is guileful, silver-tongue, wheeler-dealer. In many cases the Patron will promise more information or reward than he will eventually provide, and just as often the players will unwittingly accept before payment is discussed. Inverted, Patron is totally honest, detests secrets, confides all to the players. Players can expect to be treated fairly, if they treat the Patron the same.

Mission:
- 10 Swords: Outfit a cargo for smuggling or secret transport. Inverted, find and purchase an illegal substance (i.e. chemicals or materials for magic incantations -- like freshly buried bodies) and bring it to the Patron.

Obstacle:
- 5 Coins: World's finest horse breeders or nomadic raiders from distant lands become involved opposed to mission. Inverted, fraternity of scholars (spell casters) or Society of Watchers mistakes the players and their mission more a more important event. Players may be confused by this extra attention, or these magical groups may incorrectly oppose the mission.
- Star: Other oppositions will change during the mission; pick an extra card ("OBSTACLE??") to reflect this change. Either add the new difficulty sometime during travel encounters or substitute them for the previous unforeseen opponents. Inverted, during the scenario, all encounters will tend toward unfavorable reactions; everyone is in a foul and fighting mood.
- Justice: In foreign lands (any place players do not speak the language or know local customs) obscure laws or practices will hamper their plans. Inverted, all court cases during the mission will end unfavorably (Referee decides how unfavorably); does not apply to cases were players use magic powers to influence the result.

Motivation:
- (Inverted) Ace Rods: Thwart another's plans. Inverted, disgrace a Rival's position.

Finances:
- (Inverted) 6 Swords: Money is no obstacle -- job must be done. Inverted, money is no obstacle, job must be done; and better be done by a certain time or players' "heads will roll".
- 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:
- Queen Rods: Powerful Woman. Inverted, Notorious for Crimes.

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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