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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:
- 2 Swords: Warship Captain; commander who often battles on the seas. A warrior who leads a crew that operates to secure trade -- destroy smugglers, pirates and monsters. None of these men own their ships, but instead operate with vessel provided to them by monarchs or merchant-princes. Mission in no way need relate to travel on sea ("but those are the most exciting"); as with other Patrons, his duties may keep him from personally taking care of "landed" matters. Inverted, Pirate or Viking Ship's Captain; a person who travels the seas seeking plunder and forbidden objects of trade. Pirates were originally simply men who traded goods in violation of established monopolies. Where did they get these cargoes? If not from more free trading peoples (like the dwarves), then from the obvious source -- theft. Mission Climax need not relate to battle on seas, but at least one setting of travel will take place on the water.

Mission:
- 8 Coins: Organize a party or celebration. Inverted, organize a party at which a kidnap, murder or other intrigue will take place (players may or may not be aware of this intrigue).

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.
- Wheel of Fortune: Reshuffle the deck and continue.
- Emperor: Mission is treason in one (or all) player's homeland. Inverted, during the mission, all players with magical ability will temporarily lose these powers.

Motivation:
- Knight Coins: Detained by duties; player acts on his behalf. Inverted, Patron has other business and wishes players to act on his behalf, yet they will be observed by third party spy or enforcer.

Finances:
- Ace Coins: Maintains a reasonable allowance from lands, creditors and royalties on investments. Inverted, modest wealth, but Patron gambles all his wealth on this venture.

Rival:
- 7 Coins: Scholar or Sage. Inverted, Keeper of Magic or Guardian of a Power.
- (Inverted) Force: Person is skilled at combat. Inverted, person also skilled at unarmed combat.
- Temperance: Person is marked by a very distinctive feature (i.e. scars, hair color, missing fingers, etc.); anyone seeing the person will remember him. Inverted, not a physical appearance, but mannerism or accent that people can't forget.

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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