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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:

- 3 Cups: Woman; Patron is a female, usually seeking the players in violation of established customs or practices. Now women's roles are not rare in a fantasy genre; any Patron (unless otherwise noted) could be of either sex (likewise their sex has little bearing on their abilities or roles). But here the cards prompt a meeting with a Patron who is female, and further, probably has a more stereotype role of "the weaker sex". Oh I can hear the screams now, "that sexist Bastard; if I meet the author, I'm gonna hurt him low (ouch)." Sometimes a story benefits from a bit of stereotype (giving the real world players a traditional social reference), and suffice to say, the Patron's lover, suitor, brother, father, clan, etc. will personally take offense when the players accept the Mission (in their eyes, they are the ones who should complete "milady's tasks"). Just another little obstacle for the players (jealous and overly protective males). Inverted, Lover of a Player; "love is a drug and I can't get enough . . . . " In this case, Patron is a person at least one player can't refuse. Often a request from a lover will cause a player to become at odds with his regular companions ("I think most of us know exactly the conflict I'm talking about").
- (Inverted) Force: Patron is physically superior to the norm, often a champion of fame for his strength, stamina and wrestling skills; he may instead be huge warrior or a giant. Inverted, Patron is weak, frail or possibly large, yet having a weakness (like a glass-jaw, one solid punch will bring him down) or cowardly.

- 3 Coins: Burn a manor, village, vessel or business warehouse. Inverted, burn a manor, village, vessel or business warehouse, but insure no one is injured in the arson.

- 8 Swords: Players will feel constantly cheated during scenario. Inverted, if scenario reaches Climax, players will feel so violated in their trust, that they must forever change the attitude in which they role-play their characters.
- (Inverted) 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.
- (Inverted) Death: Untimely natural death will slay an important NPC during the mission (should not be Patron or Rival). Inverted, one player's favorite weapon will break during the Climax of this scenario.
- (Inverted) Hermit: Some other important task distracts the Rival; ignore all agents sent by Rival to hinder the players during travel (Knave encounters, per Encounters pamphlet). Inverted, opposition has spies and agents everywhere setting ambush; ignore all agents from their Patron (Queen encounters, per Encounters pamphlet), since these never arrive.

- 9 Coins: Openly or hidden religious purpose. Inverted, openly or hidden magical purpose.
- Chariot: Patron has just returned from travels; his reason relates to this. Inverted, someone Patron knows has returned from travels; reasons relate to this.

- 10 Swords: Double wages to all men, but no other items. Inverted, Patron says he'll pay double the standard wage and becomes irate if any other request is made.

- (Inverted) 6 Cups: Regent of Mines. Inverted, Leader City Workers.


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!!!!!)


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