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Generate Standard Mission

Generate Underworld Mission

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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) Ace Rods: Divine Omen or Summoning; the players will not meet a physical Patron, but instead are summoned to complete a task after seeing a vision, interpreted as a message from their god(s). In some cases, for players not inclined to listen to "bushes", an angel or similar divine messenger will confront the group and offer the details. Choose Mission plate as normal, but skip Motive. Finances as well should be modified as appropriate; in most cases, the omen will offer nothing up front (except magical forces that Referee deems appropriate -- "I bestow my blessing and this holy crown endowed with . . . "). After the Mission is completed, other rewards may be gained; however, please do not feel obligated to have the players experience a second "UFO" (oops wrong genre, I mean second "flash of light"). Use some tact; every Mission, no matter who instigated the result, will help some one. These other worldly people are the ones who usually provide the players with their worldly comforts (i.e. local lord confronts the players at Mission's end and states, "for defeating the beast, I grant you all a hundred acres of prime land. Well done lads; truly the gods were behind your actions"). Referee, such visions may in fact be only figments of the imagination, and the players will take a Mission that literally can not offer any reward (or yet bring detriment); such is often the fate of prophets. Inverted, Nightmare or Hideous Image; the players again have no physical Patron, but their spiritual Patron tends to be evil and magical -- often the Dark One itself. Ignoring such a vision will usually cause the players repeated nightmares and sufferings from strain. Since fantasy is fantastic, these images (or the force behind them) might seek their own revenge for failure. Otherwise, let the players have their chance (future play following this mission) to discover the mystic cult or mage who forced them into their task. Clues to such a person should be placed along the journey, but for now, the players are almost drones for a vicious master.

Mission:
- 2 Swords: Become personal bodyguard. Inverted, lead a company of soldiers into battle.
- (Inverted) Magician: At least one player must pretend to be something he is not, in order for the Mission to succeed. Inverted, this misconception must be played on the Patron as well.
- Temperance: Rival of Mission is a long forgotten Enemy of one player; this Rival is still eager to even the score (the player won't remember the transgression and further anger the Rival). Inverted, at least one player will become married on the Mission; Referee should integrate this as subtly as possible.

Obstacle:
- (Inverted) 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").

Motivation:
- Knight Coins: Detained by duties; player acts on his behalf. Inverted, Patron has other business and wishes players to act on his behalf, yet they will be observed by third party spy or enforcer.

Finances:
- 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) Justice: All the finances were secured as debt from a money-lender or guilds. Inverted, all finances were secured from thieves.

Rival:
- (Inverted) 10 Rods: Diplomat or Emissary (from another lord). Inverted, Overseer in a Truce.
- (Inverted) Death: Person is currently wounded or ill. Inverted, will die from wound sometime during scenario.

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!!!!!)




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