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Generate Standard Mission

Generate Underworld Mission

What is this Madness!!!

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:
- 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 . . . ."
- (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) Knight Rods: Join a unit of soldiers and cause their moral to decline, eventually disorder and finally rebel. Inverted, go to sea and organize a mutiny of a ship's crew.

Obstacle:
- 4 Cups: Throughout mission, one player will be mistaken for someone else, a person the players don't know. Inverted, at least one player will be recognized and arrested for a previous crime.

Motivation:
- 6 Coins: Create a scarcity of a highly desired commodity. Inverted, create a scarcity of a highly desired commodity especially craved by Rival.
- Temperance: Patron is not patient; motive is ill-thought, and time is not right. Inverted, sometime after the start of the scenario, Patron will break under stress and become worthless to the players.

Finances:
- (Inverted) 6 Swords: Money is no obstacle -- job must be done. Inverted, money is no obstacle, job must be done; and better be done by a certain time or players' "heads will roll".

Rival:
- (Inverted) 4 Swords: Dwarf. Inverted, Demi-Human or Monster.

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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