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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:
- 8 Swords: Divine Test or Demigod; similar to a divine summoning, but in this case players' Patron will be a lesser (or before unknown) force of divinity. The demigods aspire to be gods; players may be instructed to accept a test ("to prove their worth") or spread word of new power ("by controlling worldly affairs"). In a fantasy world, men are screaming divine prophesy everyday. Players must capture power, control region and eliminate competition to truly establish a new religion or even cult, but in mean time the demigod needs something done. If the players refuse, demigods usually have very little power (at least now) in world ("no bolts of lightning crash from above"). At Referee's option (or when combined with major card Devil), these tests can be demonic deceptions ("must keep the players down to earth, not rampaging every time they have a dream"). Inverted, Wizard or Immortal; a person who controls a device, force or power, else has innate abilities beyond imagination. Problem with magic is that it is not absolutely predictable -- if so it would be science or cook-book. Magic is magical; mostly processes that were discovered by trial and error with cause and effect reasoning (i.e. flawed logic). Though these men at times can kill with a simple snap of the finger ("to heighten drama of story"), most of the time their abilities require considerable ritual (and lucky timing) before conjuring their greatest manifestations. Like tides of oceans, their power also crests and falls (in seemingly random cycles). Patron needs players for a task in a place or at a time that his power ebbs ("I'm immortal, but please no tests").
- (Inverted) Fool: Patron is indecisive (or simply a flake) and would rather have the mysterious forces of fate (or luck) decide most actions; he will be vague on details and often detrimental to the players' strategy. Though as is normally the case, this indecision (or failure to provide the players with all the details of their quest) will become apparent after the players accept and begin their challenge -- else why would they follow the orders of a fool? Inverted, Patron is grossly reckless or adventuresome; again, this will cause mishap that could have been avoided. Such a Patron often sends the players on a Mission, then boldly boasts of doing so - players lose surprise - or worse aggravates the Rival increasing his ire for those the Patron employs (like the players). Fool (inverted or not) picked at the start of the scenario generation is, in a word, bad; the sooner the players discover this flaw in their Patron, the safer they will be. If they enter the Climax without knowledge of their Patron's incompetence, they will most likely walk straight into a trap ("may the gods be with them then").

Mission:
- (Inverted) Knave Rods: Rescue someone kidnaped or imprisoned. Inverted, rescue someone kidnaped or imprisoned, but not to free; instead to hold for higher ransom.

Obstacle:
- 10 Swords: Bad fortune will befall players; Referee decides result, but penalties to game's dice rolls seem to be a standard way of applying bad luck. Inverted, good fortune will follow; Referee decides result, but perhaps lower the number required for most of game's dice rolls.

Motivation:
- (Inverted) 8 Rods: For various reasons, time is short -- this is Patron's final request or adventure. Inverted, he will collapse and die during course of scenario.
- Devil: Patron will require the players to eliminate all witnesses along the journey that discover his mission and motive. Inverted, by accepting the mission, the players themselves face death by the hand of their Patron at the end of the scenario -- Patron will attempt to silence the players as the last witnesses.

Finances:
- King Rods: Wealthy, but without local power and influence. Inverted, Patron was once the leading government official; he has wealth, but has since lost political power.

Rival:
- (Inverted) King Coins: Shylock or Money-lender. Inverted, Miser of Great Wealth.

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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