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Generate Standard Mission

Generate Underworld Mission

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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) 8 Coins: Dwarven Craftsman; near-human of diminutive size (in some game systems, the term goblin may better apply). Not evil nor good, dwarves inhabit the mines and underworlds away from man. By Norse legend, dwarves were banished to the task of hiding gold and precious metals deep in mountains. Rumplestiltskin (another dwarf) had wondrous powers ("spin straw into gold"), but he also was a creature that enjoyed eating human flesh (especially babies). Note, in Barony system, dwarves are basically viewed as repugnant and base -- greedy, undependable, sarcastic and moody. They normally do not associate with the "tall humans", a minor evil chased away by dogs or thrown stones. Players should be fore-warned, never to fully trust a dwarf. However, Mission will almost always involve great riches (or opportunity to gain such). Do not pick a card (or ignore picks) for Motive (that can be assumed to be greed) or Finances (dwarf will offer nothing, but promise to share in fortune). Inverted, Dwarven Mercenary; a warrior for hire of dwarven race. If dwarves are untrustworthy, why use them in battle? Well, as long as they are not detailed for routine guard duty ("grow bored easily"), they are courageous fighters -- single-minded in purpose and bloodthirsty, often later feasting on the remains of the dead (from either side). Also, greed drives them to do anything, and they are easily manipulated by magic (amplifying their desires). Dwarves have fought en masse in many wars on the surface. Legends describe their prowess in these battles as unmatched; key battles have been turned from stalemate to victory, after the dwarves hammered into the fray. Dwarf Mercenary is almost always on assignment from another (pick "WHO??", but he will never directly reveal such); yet, he is faltering in his assigned task ("I need your help"). Players join knowing not to seek reward from the dwarf, but instead later from true Patron ("you should have hired a man in the first place"). Again do not pick a card for Motive or Finances (or ignore picks).

Mission:
- 6 Cups: Spy, observe and obtain mercantile (trade and craft) information. Inverted, spy, observe and obtain information on a castle construction or fortress enhancement.

Obstacle:
- 3 Swords: Foreign emissary, spy or assassin is somehow involved and will try to thwart the mission. Inverted, a Friend of one of the players has had his mind and allegiance swayed to the Rival through the use of magical forces.
- Force: Players must face Rival in a Climax battle that they are the least prepared or weakest to fight (i.e. ship's crew must fight on land or horsemen must go to sea; storming a siege is always difficult). Inverted, Climax battle is in players' strongest means (their choice).

Motivation:
- (Inverted) 7 Cups: Formalize his position and status. Inverted, prove his capability under duress.

Finances:
- (Inverted) King Cups: Without wealth or friends; hopes players will extend credit or share in the profits at the end. Inverted, Patron hopes players will extend credit to fund the mission, but he is notorious for default on previous loans.

Rival:
- Knight Cups: Captain Monarch's Elite Guards. Inverted, Unlanded Knight.
- (Inverted) Hermit: Person is a relative of the Patron. Inverted, illegitimate, disowned or black-sheep.
- (Inverted) High Priestess: Person controls great magic. Inverted, by reputation only, really has no ability out of the ordinary.

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!!!!!)




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