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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:
- 6 Coins: Philanthropist; a person who has made a fortune through adventure and conquest, and now spends his days in quiet administration, distributing his wealth (to those in need). Many of these men are Barons, but their area of control will be limited ("they no longer have the drive to expand"). Sometimes age, insanity or magical curse forces these men to squander away their wealth in charitable pursuit; otherwise, they genuinely believe that they do good. Fact the Patron seeks the players implies the usual state of affairs is rapidly changing -- he is faced with a threat that requires adventurers ("aggressive characters like the players"). Though Patron may be wealthy, his riches are used to aid others, not glorify a few mercenaries; pick normal card for his Finance commitment. Inverted, Miser or Pauper; a person without wealth; at least, if Patron had any wealth, he will not use it to pay the players. Players will almost always be recruited for promised shares of deed's profits. Do not draw a Finance card; though he offers nothing up front, Patron feels his information ("I know a secret") is worth a listen.

Mission:
- 8 Swords: Asked to perform a Mission in which at least one player is already involved; select a second card to detail this Mission (i.e. locate a thief; one that happen to have taken something earlier from the player). Inverted, perform a Mission in which one player is already involved, but he will not yet know the full impact. Player may personally benefit or lose from the Mission success (i.e. hide an item, that unknowingly was sought by a player's more knightly brother).

Obstacle:
- King Cups: Various local guilds that provide supplies or mercenaries becomes involved opposed to mission. Inverted, international guilds that control certain rare commodities becomes involved opposed to mission.
- (Inverted) Death: Untimely natural death will slay an important NPC during the mission (should not be Patron or Rival). Inverted, one player's favorite weapon will break during the Climax of this scenario.
- (Inverted) Temperance: Players' misunderstanding of the exact mission will cause it to fail on the first attempt; skip the Climax the first time the players would have been entered this stage of the scenario, and instead repeat the travel encounters. Players may otherwise quit and continue in epilogue. Inverted, during the mission a distracting element will continually make the players lose sight of their objective; double the number of encounters during travel (ignore the result of the first selected Tens in each Setting per Encounters pamphlet).

Motivation:
- (Inverted) 7 Rods: Single highly important or precious person, object, event or fact is at risk. Inverted, Patron fears for the security of something precious to him; success and Patron is elated -- permanent Friend.

Finances:
- 5 Coins: Breeds and owns five hundred horses -- extremely rich. Inverted, Patron owns many horses and will loan or perhaps give some to the players.

Rival:
- 8 Rods: Notorious Gambler. Inverted, Speculator or Prospector.
- (Inverted) High Priestess: Person controls great magic. Inverted, by reputation only, really has no ability out of the ordinary.
- Tower of Destruction: Person was a victim of untrained torture or vigilante torment (split lip, slit tongue, blinded, maimed, etc.). Inverted, player's Patron was the persecutor -- revenge is always on this person's mind.

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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