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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:
- Knave Cups: Merchant Prince; a person who controls the ships and shipping from one or several ports. Though sometimes also a guildmaster of the important items, more importantly, as the owner of vessels (extremely expensive transport devices), this Patron's monopoly means he alone can ship goods in and out of a port(s). Face the simple fact, the fantasy world is not a free market world; people do not buy and sell as they desire. Rather, certain important figures control trade and tell others when to work, what to make, and where it will be sold. Luckily the players are often adventurers and are not caught in this grind. Yet, this order ensures trade amidst the unpredictable elements of men, nature and magic (or player characters). This Patron, with his monopoly of ships, controls where most crafted goods are sold. Inverted, Slaver or Taskmaster; a person who trades in a commerce of human chattel. Slavery in fantasy worlds is generally accepted; the need for large amounts of unskilled labor (even with prolific magic) can not be denied. To build empires takes muscle; to build monoliths of vanity to fantasy emperors also takes muscle. Many fantasy wars and numerous prisoners supplies these bodies. Slavers will either be the most respected or lowest ranking (depending upon the society) guildmaster; this dichotomy of extremes can change as quickly as rulers. Take for granted that every player character should despise these men (for their own unique reasons).
- (Inverted) Devil: Patron is evil, without pity, conscience or sense of loyalty; only in rare cases will the players know this fact. Inverted, further Patron will do anything to satisfy Mission goal -- anything.
- (Inverted) Sun: Patron is statesman, practiced in politics and law. Since normally he would use the political forces of the state, by soliciting the players, the Patron is usually over stepping his authority or going outside of the law. Inverted, Patron is a pretender or usurper to a throne (seeks to take control from present ruler).

Mission:
- King Swords: Deliver a debt to a creditor. Inverted, prevent a debt from being repaid.

Obstacle:
- 2 Rods: For various reasons, mission has never been attempted. Inverted, mission is impossible for players at their present levels or abilities; any attempt will fail in the Climax.
- World: Natural forces will constantly cause problems -- bad weather, winds, terrain, heat, etc. (more a gripe for servants and slaves than any extra danger). Inverted, mission can only succeed by entering an underworld (perhaps Rival is in this place, or players' will require something that can only be found in the underworld).
- Chariot: Opposition will retreat and evade constantly from the players. Inverted, right before the Climax, the players receive word that the mission or Patron has changed slightly. Referee decides specifics, but increase or decrease magnitude of mission, finances, opposition, etc.

Motivation:
- (Inverted) 2 Coins: Control a regional area. Inverted, dominate a port's trade or shipping.

Finances:
- (Inverted) 8 Swords: No coin, but storehouse goods of all description. Inverted, Patron offers no coins, but players may graft and pilfer from storehouses he guards (or knows the guards).

Rival:
- (Inverted) 3 Coins: Forester or Ranger. Inverted, Druid or Elf.

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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