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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:
- Ace Rods: Divine Omen or Summoning; the players will not meet a physical Patron, but instead are summoned to complete a task after seeing a vision, interpreted as a message from their god(s). In some cases, for players not inclined to listen to "bushes", an angel or similar divine messenger will confront the group and offer the details. Choose Mission plate as normal, but skip Motive. Finances as well should be modified as appropriate; in most cases, the omen will offer nothing up front (except magical forces that Referee deems appropriate -- "I bestow my blessing and this holy crown endowed with . . . "). After the Mission is completed, other rewards may be gained; however, please do not feel obligated to have the players experience a second "UFO" (oops wrong genre, I mean second "flash of light"). Use some tact; every Mission, no matter who instigated the result, will help some one. These other worldly people are the ones who usually provide the players with their worldly comforts (i.e. local lord confronts the players at Mission's end and states, "for defeating the beast, I grant you all a hundred acres of prime land. Well done lads; truly the gods were behind your actions"). Referee, such visions may in fact be only figments of the imagination, and the players will take a Mission that literally can not offer any reward (or yet bring detriment); such is often the fate of prophets. Inverted, Nightmare or Hideous Image; the players again have no physical Patron, but their spiritual Patron tends to be evil and magical -- often the Dark One itself. Ignoring such a vision will usually cause the players repeated nightmares and sufferings from strain. Since fantasy is fantastic, these images (or the force behind them) might seek their own revenge for failure. Otherwise, let the players have their chance (future play following this mission) to discover the mystic cult or mage who forced them into their task. Clues to such a person should be placed along the journey, but for now, the players are almost drones for a vicious master.
- World: Patron is free agent, loyal to no land or King. Inverted, Patron was banished from foreign land or fraternity (organization of those with the same special skills).

Mission:
- (Inverted) 2 Swords: Become personal bodyguard. Inverted, lead a company of soldiers into battle.

Obstacle:
- (Inverted) Queen Coins: Notorious demi-human stronghold or underworld is the site of Climax. Inverted, Rival is secretly the ruler of a notorious demi-human stronghold.
- (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:
- Queen Cups: Capture love or attention of another mindful of mission. Inverted, trying to capture the attention of someone; but regardless of players' success, this will not happen, and players will be blamed.

Finances:
- 4 Cups: Normal wages and all borrowed items must be returned. Inverted, Patron provides old or damaged items to meet players' requests; however, he expects new and undamaged ones upon return.
- (Inverted) Wheel of Fortune: Reshuffle the deck and continue.

Rival:
- (Inverted) 9 Rods: Bailiff or Jailer. Inverted, Royal Executioner.

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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