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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").
Mission: - 10 Rods: Scout for an army. Inverted, spy in foreign lands.
Obstacle: - (Inverted) Knave Coins: Mission succeeds only if a player performs a ruthless deed or action out of character. Inverted, for the mission to succeed at least one player must perform a ruthless deed against another player.
Motivation: - (Inverted) 2 Swords: Acquire a monopoly on a certain trade item. Inverted, take monopoly of trade from someone else. - Hermit: Patron's motive will change by scenario's end (pick an extra card "WHY??" to represent this change); this change in motive will influence his commitment of finances and the degree of opposition. Inverted, Patron's motives are secondary to a world impact that will result.
Finances: - 5 Cups: Plenty of coin and material items, but no troops; additionally, Patron wants to keep those involved to a minimum. Inverted, Patron can provide ample reward and material items, but insists that absolutely no others be added to the party -- players start alone.
Rival: - (Inverted) King Rods: Monarch's Wizard or Vizier. Inverted, Independent Magician.
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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