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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) 7 Coins: Forester or Ranger; a person whose assigned duties are to protect a forest, either on orders of a baron or from higher pledge. Though cliche', such a Patron will be an incredible bowman -- silent, deadly, unforeseen. Since position may be an appointment, Patron may be biding his time ("watchin' the trees for poachers or fires"), until a greater position becomes available. Mission may thus not relate to forest; Patron has personal affairs that he can not accomplish himself. Inverted, Druid or Elf; magical human or near-human that rejoices and worships nature. These are either men who gave up everything and went to commune with nature (discover the magic); else, spirited creatures that are themselves part of nature. Norse myths describe the elves as the simple spirits that make flowers bloom or teach birds to fly. Mission will always be related to a forest; stopping a danger or ensuring threat is not carried out. Referee may need to modify Mission to fall in line with Patron; however, when faced by violence, Patron has no inhibitions about responding with the same ("I love the trees; that's why I want you to savagely murder the baron cutting them down"). Similarly, Patron will never have a materialistic Motive. In fact, Motive can be almost always considered obscure (non-worldly); do not pick a card for Motive (or ignore pick). Finally, Finances of Patron will almost always be handed fully over to players as payment ("here I still own land, even though I left it long ago; it is yours"), but as well, such will almost always be controlled by another relative, caretaker or steward.
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.
Obstacle: - 7 Cups: Large estate owner with many servants and slaves becomes involved opposed to mission. Inverted, players must cross an area of impending revolt -- many runaway slaves or fleeing soldiers (both desperate enough to try stealing food or arms from the more powerful players).
Motivation: - Queen Rods: Needs cronies and lackeys to praise his actions. Inverted, thinks players too insignificant to threaten his stature or too stupid to command.
Finances: - (Inverted) 10 Coins: Wealthy, but untrusting of people; anything Patron provides will be acquired only after pleading and guaranteeing loyalty. Inverted, Patron is wealthy, but doesn't trust anyone of this country -- players must hire foreigners. - (Inverted) World: Whatever the Patron has, becomes world scale in magnitude. If possible, add the word world into the statement of his finances. Inverted, all of the Patron's finances are in another country. Any aid Patron gives must be received during travel encounters. - Chariot: Patron sends additional guards along in support of the player; possibly led by an NPC. Inverted, Patron sends guards as watchdogs on the player's actions; these will insure job is completed or players suffer accordingly.
Rival: - 6 Rods: Hero of Battle. Inverted, Pardoned Criminal. - (Inverted) Hermit: Person is a relative of the Patron. Inverted, illegitimate, disowned or black-sheep.
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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