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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: - 8 Rods: Letter, Note or Message; someone seeks to meet with the players, but not at their present location. The note may specify some details (perhaps flip Mission card and tell players), but leave most of the specifics open, until the players agree to go to a rendezvous point. Once the players meet with their Patron, then flip the rest of the Mission cards, including a pick to answer "WHO??" for Patron. Almost never will this take the players to an ambush, unless "WHO??" flip reveals a past Rival ("but that's a one in seventy-eight"). Inverted, Royal Proclamation or Summons; talk about cliche' ("I'm embarrassed to even list this as an option"). The overused "court call" before the ol' "HRH" ("that's 'his royal highness' for you slow boys") presents the Patron. However, never will the king or emperor himself be the Patron; the vulgar affairs of state that require hiring "men such as these" (player characters) will be tasked to a courtier or chamberlain ("if you're lucky you'll briefly see the chancellor"). Face it again my overly romantic fools; kings in a fantasy worlds do not hold their thrones when they constantly summon misfits ("dangerous misfits") like player characters into their courtrooms. Who knows what assassin (or demon) may instead appear disguised as the players. Likewise, little nice homey kingdoms in which the king ("or often faery queen") knows all of her goody-two-shoes subjects don't exist -- they get eaten by the goblin hordes and wasted by the necromancers who control the realms of fear ("yes, probably another player character"). Sure at most conventions, you often see "Missions" that have the players first meet the "king" and go do these "great and wonderful things". Yet, I always ask myself, "doesn't this Bozo got an army? Hey, if I was king and the matter was that important, I surely wouldn't send some dufess (like the character I always end up getting to play) on the Mission; I'd go myself." Right, enough ranting (for now); suffice to say the Patron was some sort of legal mandate like the draft -- "what do you mean we got a summons to appear?" - Empress: Patron has strong presence, persuades with voice. This is the type of person that the players usually can not refuse; for even if his Mission seems counter to that the players would perform, he will inspire (often convert) them to his cause. Inverted, Patron is overly cautious, sometimes to detriment; he will appear as though he does not want the Mission to succeed. - Sun: Patron is statesman, practiced in politics and law. Since normally he would use the political forces of the state, by soliciting the players, the Patron is usually over stepping his authority or going outside of the law. Inverted, Patron is a pretender or usurper to a throne (seeks to take control from present ruler). - Temperance: Patron is patient and humble. Another person that the players will find easy to respect and follow. Inverted, Patron is quick tempered and emotional, often goes berserk in battle.
Mission: - (Inverted) Ace Coins: Supervise mundane tasks or duties (i.e. oversee the painting of a wagon). Inverted, supervise mundane tasks or duties, at least duties that appear mundane; they in fact cover a greater plot (i.e. painting of wagon ensures it will not be moved; in fact, the wagon covers a hole under the city wall that will be used at nightfall to secretly bring a spy into the city). - Judgement: Mission will cause a secondary event which must be corrected in order for the primary Mission to succeed. Inverted, Mission will cause an event that is both bad or distasteful to the players; but, it must be ignored in order for the primary Mission to succeed.
Obstacle: - (Inverted) Ace Cups: high ranking priest becomes involved opposed to mission. Inverted, leader of a demonic cult becomes involved opposed to mission -- magician who can summon weird creatures to attack the players during travel. - (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) Force: Players must face Rival in a Climax battle that they are the least prepared or weakest to fight (i.e. ship's crew must fight on land or horsemen must go to sea; storming a siege is always difficult). Inverted, Climax battle is in players' strongest means (their choice).
Motivation: - (Inverted) 5 Rods: Family matters bring about the mission. Inverted, Patron's family is motive, yet his mind and heart are not behind the task.
Finances: - 3 Rods: Owner of many small shops, but limited usefulness. Inverted, owns a tavern or specialty shop; though little profit, he offers to make players his partners for backing mission.
Rival: - (Inverted) Queen Rods: Powerful Woman. Inverted, Notorious for Crimes.
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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