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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:
- 3 Coins: Heir to Fortune; a person who one day will inherit great riches or lands, but for the moment is without money. Do not pick a Finance card (or ignore pick), unless players speed along the process of inheritance. Often these Patrons are noble dilettantes who have never known true hardship or terror ("let me introduce you to the players"). Inverted, Person in Line to Throne or Command of Land, person whose future inheritance will be a formidable kingdom. Pick a card for Finances, but such is only the tip of the iceberg that will follow one day. His father the king or Queen Regent often does not approve of the reckless adventure ("recruiting of players"). Other times a warlord king has cast his son out to learn some discipline ("experience life and battle"); the players are the Patron's first acquaintances.

Mission:
- (Inverted) 3 Rods: Act as a champion for the Patron in a duel or fight in an arena spectacle. Inverted, substitute for Patron's military obligation; such a practice is legal in most countries (important men avoid a general draft by hiring a replacement to serve instead); when illegal, Patron asks one player to impersonate him and take his place on the battle rosters.
- (Inverted) Tower of Destruction: Almost all non-personal resources the players utilize on the Mission will be destroyed (or consumed) -- ships will scuttle, companies of soldiers rout or disband, wealth spent and gone. Referee should take them as subtly as possible, but at scenario's end, flukes will take the rest. Inverted, all major resources owned by the players will be destroyed or stolen (Referee decides what is lost, but even horded wealth may be taken, perhaps confiscated by a powerful ruler or even deity), but only if the Mission fails. By refusing the Mission, Referee can assume it fails.

Obstacle:
- (Inverted) Queen Rods: Rival is outclassed and makes only a futile resistance. Inverted, players will make an Enemy of someone they never meet on the mission.

Motivation:
- King Coins: Frivolous or no real reason. Inverted, satisfying some ill-defined basic need.

Finances:
- (Inverted) 4 Rods: Friend or relative is a guildmaster and controls trade; however, no guarantee anything can be obtained. Inverted, Patron has a Friend or relative that is a guildmaster, but gaining any of these finances requires a prior mission.

Rival:
- (Inverted) Knight Cups: Captain Monarch's Elite Guards. Inverted, Unlanded Knight.
- (Inverted) Star: Person is someone that one of the players knows from past dealings (former employer, Friend, Enemy, distant relative, etc.). Inverted, at least he thinks so; person is in fact a stranger.

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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