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Generate Standard Mission

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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) 8 Coins: Dwarven Craftsman; near-human of diminutive size (in some game systems, the term goblin may better apply). Not evil nor good, dwarves inhabit the mines and underworlds away from man. By Norse legend, dwarves were banished to the task of hiding gold and precious metals deep in mountains. Rumplestiltskin (another dwarf) had wondrous powers ("spin straw into gold"), but he also was a creature that enjoyed eating human flesh (especially babies). Note, in Barony system, dwarves are basically viewed as repugnant and base -- greedy, undependable, sarcastic and moody. They normally do not associate with the "tall humans", a minor evil chased away by dogs or thrown stones. Players should be fore-warned, never to fully trust a dwarf. However, Mission will almost always involve great riches (or opportunity to gain such). Do not pick a card (or ignore picks) for Motive (that can be assumed to be greed) or Finances (dwarf will offer nothing, but promise to share in fortune). Inverted, Dwarven Mercenary; a warrior for hire of dwarven race. If dwarves are untrustworthy, why use them in battle? Well, as long as they are not detailed for routine guard duty ("grow bored easily"), they are courageous fighters -- single-minded in purpose and bloodthirsty, often later feasting on the remains of the dead (from either side). Also, greed drives them to do anything, and they are easily manipulated by magic (amplifying their desires). Dwarves have fought en masse in many wars on the surface. Legends describe their prowess in these battles as unmatched; key battles have been turned from stalemate to victory, after the dwarves hammered into the fray. Dwarf Mercenary is almost always on assignment from another (pick "WHO??", but he will never directly reveal such); yet, he is faltering in his assigned task ("I need your help"). Players join knowing not to seek reward from the dwarf, but instead later from true Patron ("you should have hired a man in the first place"). Again do not pick a card for Motive or Finances (or ignore picks).
- Star: Patron is a famous person, widely known and familiar to players. Inverted, Patron is infamous, vicious, widely feared; in some cases the true Patron will not be human; thus, it will not appear in person (the players meet an agent or phantasm of this threatening creature or force).

Mission:
- (Inverted) 7 Rods: Burglarize a place. Inverted, raid a garrison's barracks or armory for arms or one special item.
- Wheel of Fortune: Reshuffle the deck and continue.

Obstacle:
- King Swords: Opposition will outnumber and outclass the players' forces in ever battle. Inverted, only in surprise engagements will the players be completely victorious; every other engagement will be won only at great cost.

Motivation:
- (Inverted) 4 Cups: Fears something and wants another to perform task. Inverted, Patron fears something and wants another to perform task; this fear is all in his mind, but players sense fear.

Finances:
- 9 Rods: Can acquire anything through his dealings with the darker forces of magic, but to do so causes the Patron great pain and risk. Inverted, after the mission, the Patron will pay the players in illusionary wealth; they will be tricked.

Rival:
- (Inverted) Knave Coins: Merchant Prince. Inverted, Pirate or Viking Raider.
- Empress: Person is relative of another pick ("WHO??"). Inverted, illegitimate, but none the less blood relative.
- Death: Person is currently wounded or ill. Inverted, will die from wound sometime during scenario.
- High Priestess: Person controls great magic. Inverted, by reputation only, really has no ability out of the ordinary.

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!!!!!)




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