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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) Ace Swords: Demi-Human; not a human, but not a monster (use your imagination, or flip randomly to a page in your favorite "creature" book). Before "cloaked" figures are found in every tavern, waiting to meet the players, the Patron will usually send an agent (human) with an offer to meet elsewhere. Missions with Patrons of this type have two Rivals (at least); select two cards for that category. Because the Patron sought the players and not one of his own race, the Mission should somehow either personally relate to the players or be something that only they can perform (at least the Patron thinks). Inverted, Intelligent Monster or Demon; not a human, not a humanoid, but an intelligent creature that needs human assistance in performing a task. Again, Patron will send an agent and ask to meet the players ("no, this agent will not say he represents a beast"); most messengers are magically enchanted (charmed) and simply follow orders ("much treasure, follow me"). Referee may have to modify Mission card selection if inappropriate (i.e. makes him say, "what?" or "I don't think so"). Only pick one Rival, but additionally all humans will oppose the Mission should they discover the players' Patron. Unfortunately, though the players may also oppose the Mission, they risk death by refusing ("worse it could be a long time before the demon lets you die"; thought respectfully borrowed from M A R Barker). Finally, some monsters (but seldom demons) will remember a job well done and repay the favor as a Friend -- "oh what a Friend!"
- Fool: Patron is indecisive (or simply a flake) and would rather have the mysterious forces of fate (or luck) decide most actions; he will be vague on details and often detrimental to the players' strategy. Though as is normally the case, this indecision (or failure to provide the players with all the details of their quest) will become apparent after the players accept and begin their challenge -- else why would they follow the orders of a fool? Inverted, Patron is grossly reckless or adventuresome; again, this will cause mishap that could have been avoided. Such a Patron often sends the players on a Mission, then boldly boasts of doing so - players lose surprise - or worse aggravates the Rival increasing his ire for those the Patron employs (like the players). Fool (inverted or not) picked at the start of the scenario generation is, in a word, bad; the sooner the players discover this flaw in their Patron, the safer they will be. If they enter the Climax without knowledge of their Patron's incompetence, they will most likely walk straight into a trap ("may the gods be with them then").

Mission:
- 4 Cups: Disrupt trade in an area. Inverted, stop or eliminate a disruption to trade.

Obstacle:
- 7 Rods: Counter scheme of equal magnitude brews against Patron. Inverted, opposition will murder the Patron before players complete their mission.

Motivation:
- 6 Coins: Create a scarcity of a highly desired commodity. Inverted, create a scarcity of a highly desired commodity especially craved by Rival.

Finances:
- 9 Cups: Fortune in art and jewelry, but limited hard coin. Inverted, though Patron has a fortune in jewelry, he will not sell any of his pieces. His finances are thus limited.

Rival:
- (Inverted) 2 Cups: Fanatic or Zealot of Cult. Inverted, Patriot or Renegade from Conquered Land.
- Justice: Person has numerous allies in the barons. Inverted, a foreign ruler or emperor.

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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