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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) 8 Swords: Divine Test or Demigod; similar to a divine summoning, but in this case players' Patron will be a lesser (or before unknown) force of divinity. The demigods aspire to be gods; players may be instructed to accept a test ("to prove their worth") or spread word of new power ("by controlling worldly affairs"). In a fantasy world, men are screaming divine prophesy everyday. Players must capture power, control region and eliminate competition to truly establish a new religion or even cult, but in mean time the demigod needs something done. If the players refuse, demigods usually have very little power (at least now) in world ("no bolts of lightning crash from above"). At Referee's option (or when combined with major card Devil), these tests can be demonic deceptions ("must keep the players down to earth, not rampaging every time they have a dream"). Inverted, Wizard or Immortal; a person who controls a device, force or power, else has innate abilities beyond imagination. Problem with magic is that it is not absolutely predictable -- if so it would be science or cook-book. Magic is magical; mostly processes that were discovered by trial and error with cause and effect reasoning (i.e. flawed logic). Though these men at times can kill with a simple snap of the finger ("to heighten drama of story"), most of the time their abilities require considerable ritual (and lucky timing) before conjuring their greatest manifestations. Like tides of oceans, their power also crests and falls (in seemingly random cycles). Patron needs players for a task in a place or at a time that his power ebbs ("I'm immortal, but please no tests").

Mission:
- 6 Rods: Hunt down and slay a vicious monster. Inverted, intercept and disrupt the hunt for a vicious monster; Patron does not want Rival to succeed and gain glory (monster can be assumed neutral and will also threaten players who also may not slay the beast).

Obstacle:
- (Inverted) 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.
- Lovers: The main Rival is twins. Inverted, one of the player's closest relatives (possibly father, else son, wife or brother) has joined opposition.
- Devil: By completing the mission, one Friend of each player (at random) becomes an Enemy. Inverted, by some fluke, a player is secretly opposed to the mission; during travel encounters before the Climax, Referee will take a player (at random) as an NPC and play him for the remainder of the mission as part of the opposition (many a covert act, up to this point, can be attributed in retrospect on this player). Whether character ever returns to group depends on the mission outcome and how forgivable his acts (Referee and players together decide).
- (Inverted) Judgement: Patron's motive or the result of a successful mission, if truly known, will anger or sadden the players (if discovered, perhaps players must join the opposition). Inverted, during the scenario, players will be unable to control their greed ("as if most could anyway"); this greed should fall short of player killing player, but NPCs deserve no such bonds of loyalty.

Motivation:
- Queen Coins: Simply monetary concerns. Inverted, simply monetary concerns, but as compared to the wealth of the Patron; tens of thousands of gold coins may be on the line.
- Fool: Patron pretends he is motivated by his reason, but in truth doesn't truly have a reason for the mission. Inverted, by scenario's end, he will have forgotten he has sent the players on the mission.

Finances:
- 7 Rods: Controls a city and trade like a merchant-prince -- area's garrison, constables, ships and stores. Inverted, Patron can use his government connections to outfit and pay the party, but Rival is member of the opposing political party and restricts major expenditures.

Rival:
- (Inverted) 7 Cups: Alchemist. Inverted, Perverse Scientist or Vivisectionist.

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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