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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: - Knave Coins: Journeyman, Tinker, Vendor or Monger; simple folks who make a living by trading in common wares. Do not pick a Finance card (or ignore picked card). This selection is similar to the peasant, another underdog. Inverted, Miner, Tradesman or Unskilled Laborer; an even more impoverished fellow who earns barely a living from working with his hands. Do not pick a Finance card (or ignore picked card), but also do not pick Other Opposition (or ignore pick). Missions from these folks tend to be direct, without many if any Encounters from travel. - Judgement: Patron is shrewd judge of character, often superior in skill and level. Inverted, Patron is a drunkard or addicted to elixirs that impair most of his decisions.
Mission: - 10 Cups: Spy, observe or obtain blackmail information. Inverted, recover evidence that can be used by someone to blackmail the Patron.
Obstacle: - 6 Cups: Sea travel, even short distances in shipping lanes, will result in the players being blown off course and shipwrecked far from home. Inverted, at least one challenging monster will be met by the players ("challenging monster is usually defined as one from which the smarter players flee"). - (Inverted) Wheel of Fortune: Reshuffle the deck and continue. - Devil: By completing the mission, one Friend of each player (at random) becomes an Enemy. Inverted, by some fluke, a player is secretly opposed to the mission; during travel encounters before the Climax, Referee will take a player (at random) as an NPC and play him for the remainder of the mission as part of the opposition (many a covert act, up to this point, can be attributed in retrospect on this player). Whether character ever returns to group depends on the mission outcome and how forgivable his acts (Referee and players together decide). - High Priestess: Other opposition (but perhaps not principle Rival) is completely aware of the players and mission. Inverted, players know all opposition (even non-person types). - 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. - Hermit: Some other important task distracts the Rival; ignore all agents sent by Rival to hinder the players during travel (Knave encounters, per Encounters pamphlet). Inverted, opposition has spies and agents everywhere setting ambush; ignore all agents from their Patron (Queen encounters, per Encounters pamphlet), since these never arrive. - World: Natural forces will constantly cause problems -- bad weather, winds, terrain, heat, etc. (more a gripe for servants and slaves than any extra danger). Inverted, mission can only succeed by entering an underworld (perhaps Rival is in this place, or players' will require something that can only be found in the underworld).
Motivation: - (Inverted) King Swords: Vanity and jealousy of another's deed. Inverted, bravado -- accepted mission's challenge as a wager. - (Inverted) Temperance: Patron is not patient; motive is ill-thought, and time is not right. Inverted, sometime after the start of the scenario, Patron will break under stress and become worthless to the players.
Finances: - 8 Coins: Controls city and trade like a merchant-prince, but most cargoes and ships are already committed. Inverted, though Patron is a master of a guild that once controlled trade in an area, he is now penniless; this fact may remain unknown to the players, who might agree to the task on the reputation of the guild's name alone. - Sun: Another source of wealth becomes available to the Patron after the start of the scenario (pick an extra card to reflect this new finance. Treat second pick as "FINANCES??"). Inverted, another source of wealth becomes available to the Patron after the mission; this might be given to the players as a bonus reward for success.
Rival: - (Inverted) Knave Swords: Spy or Foreign Agent. Inverted, Traitor or Informer.
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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