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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) 2 Rods: Merchant Ship Captain; a private ship owner. This is another common man at odds with the established laws. Privately owned vessels are rare; most ships are controlled by only a handful of men. The risk of owning just one vessel, combined with the logistics of keeping it seaworthy (in lands where monsters do roam the seas), usually means the Patron only recently acquired his vessel. The Mission will relate somehow to his keeping the ship, and add automatically an extra Opponent Merchant-Prince. Inverted, Smuggler; a person who illegally ships restricted or forbidden cargoes. This fact should remain secret from the players. So much for the honest ship merchant, this fellow increases his economic survival by risking discovery of his cargoes. However, by transporting cargoes that pay better, the Patron can secure a nest-egg that will buy him another ship and crew when his present craft inevitably sinks ("look at the Encounter charts for most games and you'll see why I say 'inevitably'"). Mission will again relate to his ship, the smuggled cargo just another "oh, did I forget to tell you why also you were hired . . . ."
Mission: - 7 Cups: Perform treasonable acts against the players' own leader, ruler or government. Inverted, uncover a traitor in the Patron's government, organization, business or family.
Obstacle: - 8 Swords: Players will feel constantly cheated during scenario. Inverted, if scenario reaches Climax, players will feel so violated in their trust, that they must forever change the attitude in which they role-play their characters.
Motivation: - (Inverted) 7 Coins: Political guile and intrigue. Inverted, political intrigue against a foreign land. - (Inverted) Sun: Patron was recently promoted or recognized by the monarch; reason relates to this change of position. Inverted, Patron was recently discredited or refused promotion by his monarch; reason relates to this loss. - (Inverted) Judgement: Patron will not be satisfied with the way players proceed or complete the mission (Patron's dissatisfaction in the aftermath will not result in him befriending the players). Inverted, if possible, Patron will want mission redone another way.
Finances: - 9 Coins: Can steal or illegally acquire anything needed for job. Inverted, Patron can steal anything for the players, but the item must be available (i.e. in the area) to steal; Patron will not leave area to meet players demands.
Rival: - (Inverted) King Cups: Royalty. Inverted, Deposed or Exiled Noble.
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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