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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: - 6 Rods: Officer from Victorious Army; a commander, though not necessarily the supreme commander, of an organized groups of soldiers, mercenaries or militia. Again, his Mission may not relate to his position, but the fact his army is victorious will add additional Rivals in the form of those he defeated. Inverted, Officer from Defeated Army; like before, except the person commands (if they even still exist as an organized unit) soldiers that went into battle, were defeated, and fled the field. Add Other Opponents in the form of soldiers, scouts and spies from the forces that defeated the Patron or even his own former soldiers ("where is that coward").
Mission: - 10 Coins: Travel as a companion or escort to foreign lands. Inverted, travel as a companion, but players and Patron travel incognito (assume a simpler role). - Empress: Mission will lead the players into private deals with nobles. Inverted, nobles not entirely loyal to a monarch's throne.
Obstacle: - 3 Rods: An alternate mission becomes available during the course of this mission -- a more profitable one. Inverted, after the players set off, their Patron will divide his efforts to pursue another mission. His help after the start or promised reward for finishing may be limited -- "my wealth is now committed to another quest; give me time to complete that deed and then I will give you want you need". - (Inverted) Sun: In an unrelated circumstance, one of the players will find a map to a buried treasure or ancient crypt (this map will become a distraction to the players plans). Inverted, during the encounters of travel one player will discover a secret fact or information of special value (spell of power or clue to a future mission or personal quest).
Motivation: - (Inverted) 4 Cups: Fears something and wants another to perform task. Inverted, Patron fears something and wants another to perform task; this fear is all in his mind, but players sense fear.
Finances: - (Inverted) 7 Rods: Controls a city and trade like a merchant-prince -- area's garrison, constables, ships and stores. Inverted, Patron can use his government connections to outfit and pay the party, but Rival is member of the opposing political party and restricts major expenditures. - Hermit: By accepting any of the Patron's finances, the opposition will know the players' plans -- spies exist. Inverted, by accepting any of the Patron's finances, the opposition will know the players' plans; however, Patron knows this and will warn the player. He'll promises to repay handsomely later any expense the players fronts.
Rival: - 2 Cups: Fanatic or Zealot of Cult. Inverted, Patriot or Renegade from Conquered Land.
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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