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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) 10 Rods: Peasant, Farmer or Serf; a worker of the land, but importantly a person enslaved to the land. By law, common people were not allowed to travel without permission from their lord. Patron will seek the players' help, but he can not pay them (skip Finances) and further, he violates his lord's laws because he traveled (to the players) without proper permission ("at least the lord can't remember granting such"). Yet the down-trodden, they make such fine underdogs. How could the players refuse an interesting Mission? Inverted, Runaway Slave; a fugitive who escaped bondage. Slaves are pieces of property, and most lands recognize this important institution. By helping the Patron, the players will violate the law, but perhaps further the cause of justice. As with serf, slaves have no Finances (skip that card selection), unless they are also a thief (but that's a different card all together).
Mission: - (Inverted) Queen Rods: Lead a small group in a raid into neighboring lands. Inverted, transport arms and supplies to foreign civil war.
Obstacle: - King Coins: Someone will attempt to bribe players from service. Inverted, Rival will attempt to bribe the players to turn sides against their Patron. - Justice: In foreign lands (any place players do not speak the language or know local customs) obscure laws or practices will hamper their plans. Inverted, all court cases during the mission will end unfavorably (Referee decides how unfavorably); does not apply to cases were players use magic powers to influence the result.
Motivation: - 4 Coins: Change land boundaries or trade routes. Inverted, change land boundaries between countries at war.
Finances: - 2 Rods: Limited wealth, but provides slaves as bearers or companions. Inverted, Patron has no wealth except an NPC slave, a master of all skills who will prove invaluable.
Rival: - (Inverted) 6 Coins: Highwayman. Inverted, Phantom Bandit or Disguised Rogue.
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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