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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) 9 Rods: Young Lad or Child; a youth perhaps too young to know the danger he faces by conversing with the powerful (and always unpredictable) players. This Patron does not represent another (that's another selection); he is alone without Finances and in need of help. He may seek the players because of a family concern, but his father and mother will do not know and would not approve of his actions. Inverted, Orphan or Bastard; a child who is alone. Only in rare cases will the child be the heir to a fortune yet to be claimed ("this isn't a romance novel, and besides that correctly would be an Heir to Fortune pick"). Helping such a Patron may earn a Friend for life, and who knows what power and riches he may later obtain -- many a warlord king, began life with tragedy ("that's the stuff of legends and fantasy epics"). - (Inverted) Moon: From this point on, the Patron is trying to dupe the player. Referee should draw cards normally, but the Mission and Motive will not be made clear to the players. Inverted, Patron is deceptive only because of his mistrust. Later he will confide more as the players gain his confidence; at that time perhaps redetermine the exact Mission and Motive, but apply events to that point as tactfully as possible.
Mission: - (Inverted) Ace Cups: Kidnap someone. Inverted, divert or remove a person from a location for specified period of time.
Obstacle: - 4 Swords: World's most notorious lover, Don Juan or Casanova becomes involved opposed to mission. Inverted, players will mistakenly cross an area or interfere with the conjurations of a powerful enchantress; players attitudes will usually exacerbate the issue ("she's just blaming us for her poor female execution of otherwise male talents"). - 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. - Lovers: The main Rival is twins. Inverted, one of the player's closest relatives (possibly father, else son, wife or brother) has joined opposition.
Motivation: - 2 Coins: Control a regional area. Inverted, dominate a port's trade or shipping.
Finances: - (Inverted) 8 Cups: Acts extravagant and highly cultured; wears fine cloths and jewelry, but has nothing else. Inverted, Patron outwardly poses as a rich and cultured fellow; but though he has a few servitors who likewise dress well, he has no means of support for the mission.
Rival: - 3 Rods: Ship Owner or Ship Builder. Inverted, Master Navigator or Seamen. - (Inverted) Hierophant: Person has numerous allies in a religious sect. Inverted, among the worshipers of the One True God.
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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