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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: - 4 Rods: Steward or Castellan; a person who manages the day-to-day affairs and business of a manor. He may act as an agent for his master (always a landed noble) or act independently of the same. However, the Patron 's personal life is so attached to the house he runs, the Mission will somehow relate to the manor, lands or lord he serves. Inverted, Slave Obeying Orders of Another; a servant relates a request from a master. Select a card for "WHO??", since his master, unlike the steward, could be anyone. Identity ("WHO??") of master often implies an explanation for why he did not come to the players in person. - (Inverted) World: Patron is free agent, loyal to no land or King. Inverted, Patron was banished from foreign land or fraternity (organization of those with the same special skills).
Mission: - (Inverted) 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. - Death: Fate decrees that no character can die on this Mission; no matter the circumstance, something happens to change what appears inevitable. Inverted, fate decrees a very bloody spectacle. Referee will slaughter as many servants as possible over the course of the Mission; most battle wounds will maim or slay. - (Inverted) Devil: No one must become aware of the full extent and purpose of the Mission, else disaster - Mission failure - will result. Inverted, if any player separates from the main group (i.e. forced to use the Digression tables), that character will not return to the group (events leading to this point should be left vague, but obviously player wishing to continue in the Mission must take another character). The characters separated will be detained and perhaps require rescue after the Mission is completed (i.e. player was ambushed and put aboard a galley ship as a rower slave).
Obstacle: - (Inverted) 2 Coins: Peasants ("common folk that normally aren't even noticed by the players") will misunderstand mission and become rowdy, disrespectful or dangerous if players' task is made known to them. Inverted, all peasants met seem indignant and a hindrance.
Motivation: - (Inverted) 2 Rods: Steady means of increasing glory or wealth. Inverted, Patron knows mission will increase wealth of all involved. - (Inverted) Wheel of Fortune: Reshuffle the deck and continue. - (Inverted) Star: Patron was convinced by another of mission's success. Inverted, Patron has an ulterior motive (pick an extra card "WHY??" to reflect this).
Finances: - (Inverted) 9 Cups: Fortune in art and jewelry, but limited hard coin. Inverted, though Patron has a fortune in jewelry, he will not sell any of his pieces. His finances are thus limited.
Rival: - (Inverted) King Swords: Army General or Marshal. Inverted, Officer Discharged in Disgrace.
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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