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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: - 5 Rods: Brigand or Bandit; a person who leads an organized force of thieves. The Patron's "occupation" may remain unknown to the players, but his Missions will tend to be more base. This type of man maintains order among people that live by the simple code -- "only the strong survive". Inverted, Leader Street Gang or Union; a leader of a group of common workers. The guildmasters by law control trade, but that doesn't mean a few ambitious men from the working class don't exist -- "do I hear the theme music from Dr Zhivago?" Before I appear too "socialist", the union leader can be treated like an urban bandit. To be blunt, he incites riots for personal gain. Since freedom to assemble is not a right, his actions are illegal and just like the bandit he is sought for crimes. Association with this person, even briefly, can lead to players' heads resting on blocks ("awaiting the axeman's stroke"). Players are often forced to aid and accept the task, after a spy reports their meeting ("we're now all in the same pot trying to keep it from boiling"). - Devil: Patron is evil, without pity, conscience or sense of loyalty; only in rare cases will the players know this fact. Inverted, further Patron will do anything to satisfy Mission goal -- anything. - (Inverted) 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 Rods: Transport item(s) over land. Inverted, faster than Rival moving similar item(s).
Obstacle: - Knight Cups: Treachery in the group will lead to false accusations and threats among the players. Inverted, Patron will become suspect during scenario. - Star: Other oppositions will change during the mission; pick an extra card ("OBSTACLE??") to reflect this change. Either add the new difficulty sometime during travel encounters or substitute them for the previous unforeseen opponents. Inverted, during the scenario, all encounters will tend toward unfavorable reactions; everyone is in a foul and fighting mood.
Motivation: - (Inverted) 4 Coins: Change land boundaries or trade routes. Inverted, change land boundaries between countries at war. - (Inverted) Lovers: Patron's reasons are that of another; his motives are unimportant. Inverted, although Patron supports another, he has his own motives (pick an extra card "WHY??" to represent his own motives). - (Inverted) Hermit: Patron's motive will change by scenario's end (pick an extra card "WHY??" to represent this change); this change in motive will influence his commitment of finances and the degree of opposition. Inverted, Patron's motives are secondary to a world impact that will result.
Finances: - (Inverted) Queen Coins: Simple possessions and a pouch of gold. Inverted, Patron has only simple possessions and a pouch of something he will not show - perhaps pearls of high value or maybe just sand - he promises the pouch as the players' reward. - World: Whatever the Patron has, becomes world scale in magnitude. If possible, add the word world into the statement of his finances. Inverted, all of the Patron's finances are in another country. Any aid Patron gives must be received during travel encounters.
Rival: - 2 Cups: Fanatic or Zealot of Cult. Inverted, Patriot or Renegade from Conquered Land.
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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