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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:
- (Inverted) 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.
- (Inverted) Hermit: Patron is much older than he appears. Inverted, Patron pretends to be something he is not; pick two cards of which only one is the Patron's true identity (treat false identity as "PATRON??").

Mission:
- 10 Rods: Scout for an army. Inverted, spy in foreign lands.

Obstacle:
- Knight Cups: Treachery in the group will lead to false accusations and threats among the players. Inverted, Patron will become suspect during scenario.
- (Inverted) Hanged Man: During the scenario, capture by Rival brings only one result -- hanging. Inverted, even after scenario (or on another mission years later), players may be executed if captured and brought before this mission's Rival or his surviving agents (length of grudge up to Referee).

Motivation:
- 7 Coins: Political guile and intrigue. Inverted, political intrigue against a foreign land.

Finances:
- King Coins: Friend or relative owns much in the region. Inverted, Patron must finagle or deal with an acquaintance to secure finances; this person will most likely want a piece of the action.
- (Inverted) Judgement: Patron's clout depends on his finances; by using his wealth, he reduces his social status and ability to politically aid the players. Inverted, Patron relies on his social position, instead of his wealth, to waive debts or provide servants to the players.
- Justice: All the finances were secured as debt from a money-lender or guilds. Inverted, all finances were secured from thieves.

Rival:
- (Inverted) 3 Swords: Warden of Realm. Inverted, Independent Bounty Hunter.

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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