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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) 8 Coins: Dwarven Craftsman; near-human of diminutive size (in some game systems, the term goblin may better apply). Not evil nor good, dwarves inhabit the mines and underworlds away from man. By Norse legend, dwarves were banished to the task of hiding gold and precious metals deep in mountains. Rumplestiltskin (another dwarf) had wondrous powers ("spin straw into gold"), but he also was a creature that enjoyed eating human flesh (especially babies). Note, in Barony system, dwarves are basically viewed as repugnant and base -- greedy, undependable, sarcastic and moody. They normally do not associate with the "tall humans", a minor evil chased away by dogs or thrown stones. Players should be fore-warned, never to fully trust a dwarf. However, Mission will almost always involve great riches (or opportunity to gain such). Do not pick a card (or ignore picks) for Motive (that can be assumed to be greed) or Finances (dwarf will offer nothing, but promise to share in fortune). Inverted, Dwarven Mercenary; a warrior for hire of dwarven race. If dwarves are untrustworthy, why use them in battle? Well, as long as they are not detailed for routine guard duty ("grow bored easily"), they are courageous fighters -- single-minded in purpose and bloodthirsty, often later feasting on the remains of the dead (from either side). Also, greed drives them to do anything, and they are easily manipulated by magic (amplifying their desires). Dwarves have fought en masse in many wars on the surface. Legends describe their prowess in these battles as unmatched; key battles have been turned from stalemate to victory, after the dwarves hammered into the fray. Dwarf Mercenary is almost always on assignment from another (pick "WHO??", but he will never directly reveal such); yet, he is faltering in his assigned task ("I need your help"). Players join knowing not to seek reward from the dwarf, but instead later from true Patron ("you should have hired a man in the first place"). Again do not pick a card for Motive or Finances (or ignore picks).
Mission: - (Inverted) 4 Swords: Perform an important or secret Mission for the ruler. Inverted, perform an important or secret Mission for the ruler, but task is described as a routine escort duty. - (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.
Obstacle: - 6 Rods: World's most famous general becomes involved opposed to mission. Inverted, players must cross an army on the move; marshal leading these troops will suspect the players as spies ("get those men for questioning"). - Emperor: Mission is treason in one (or all) player's homeland. Inverted, during the mission, all players with magical ability will temporarily lose these powers.
Motivation: - (Inverted) 5 Cups: Legal, moral or political motive. Inverted, secure rights that present rulers or governments do not recognize. - Star: Patron was convinced by another of mission's success. Inverted, Patron has an ulterior motive (pick an extra card "WHY??" to reflect this). - Empress: Patron's motives are so irresistible, that all the players will eventually adopt the same. Inverted, motive is so distasteful, that players will feel drawn to support opposition by scenario's end. - (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.
Finances: - 6 Coins: Carries simplest of items, but knows contacts and Friends to acquire anything else. Inverted, though having many contacts and friends, Patron dislikes using favors; he can get anything, but players' need better be justified. - (Inverted) Hierophant: Finances of Patron are related or controlled by a deity. Inverted, Patron's finances for the mission are tithes promised to a deity; he's using them in violation of religious doctrines or even against the god's wishes. - (Inverted) Wheel of Fortune: Reshuffle the deck and continue.
Rival: - Ace Rods: Innkeeper. Inverted, Barfly or Drunkard (usually minor rogue or hero fallen from grace).
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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