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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: - 7 Swords: Cut-Purse; a minor rogue who makes a living from theft. Patron may be attempting a Mission that does not involve criminal activities ("I'm cleaning up my act"). Inverted, Pickpocket; another criminal, but his method is more subtle. He relies on stealth and deception to gain his goals.
Mission: - Knave Coins: Organize improvements to a household or hire a new staff. Inverted, screen and select the new leaders of an area; players are assumed impartial in this task, but their decision will have implications that will follow them. They may need to defend their choice from the others. - Tower of Destruction: Almost all non-personal resources the players utilize on the Mission will be destroyed (or consumed) -- ships will scuttle, companies of soldiers rout or disband, wealth spent and gone. Referee should take them as subtly as possible, but at scenario's end, flukes will take the rest. Inverted, all major resources owned by the players will be destroyed or stolen (Referee decides what is lost, but even horded wealth may be taken, perhaps confiscated by a powerful ruler or even deity), but only if the Mission fails. By refusing the Mission, Referee can assume it fails.
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. - Fool: While on the mission, all gambling bets will be lost (even bets made by skilled characters). Inverted, a loyal NPC will prove a detriment somehow to the mission.
Motivation: - 3 Cups: Ruthless and will do any atrocity to obtain goal. Inverted, sadistic and commits crimes for sport or simple amusement.
Finances: - 6 Coins: Carries simplest of items, but knows contacts and Friends to acquire anything else. Inverted, though having many contacts and friends, Patron dislikes using favors; he can get anything, but players' need better be justified. - Hermit: By accepting any of the Patron's finances, the opposition will know the players' plans -- spies exist. Inverted, by accepting any of the Patron's finances, the opposition will know the players' plans; however, Patron knows this and will warn the player. He'll promises to repay handsomely later any expense the players fronts.
Rival: - (Inverted) 10 Coins: Secretive Sage. Inverted, Eccentric Collector.
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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