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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: - 2 Swords: Warship Captain; commander who often battles on the seas. A warrior who leads a crew that operates to secure trade -- destroy smugglers, pirates and monsters. None of these men own their ships, but instead operate with vessel provided to them by monarchs or merchant-princes. Mission in no way need relate to travel on sea ("but those are the most exciting"); as with other Patrons, his duties may keep him from personally taking care of "landed" matters. Inverted, Pirate or Viking Ship's Captain; a person who travels the seas seeking plunder and forbidden objects of trade. Pirates were originally simply men who traded goods in violation of established monopolies. Where did they get these cargoes? If not from more free trading peoples (like the dwarves), then from the obvious source -- theft. Mission Climax need not relate to battle on seas, but at least one setting of travel will take place on the water.
Mission: - (Inverted) Knave Swords: Threaten or maim someone. Inverted, threaten or maim an innocent person, a relative or lover of the Mission's Rival.
Obstacle: - Queen Cups: Final goal or situation not easy to define; several places or battles must be entered prior to Climax -- use double the travel encounters. Inverted, situation is a mystery -- clues point to Climax. - Chariot: Opposition will retreat and evade constantly from the players. Inverted, right before the Climax, the players receive word that the mission or Patron has changed slightly. Referee decides specifics, but increase or decrease magnitude of mission, finances, opposition, etc. - (Inverted) World: Natural forces will constantly cause problems -- bad weather, winds, terrain, heat, etc. (more a gripe for servants and slaves than any extra danger). Inverted, mission can only succeed by entering an underworld (perhaps Rival is in this place, or players' will require something that can only be found in the underworld).
Motivation: - (Inverted) 8 Swords: Avoiding responsibility or eliminating a burden. Inverted, punishing an individual in his family. - (Inverted) High Priestess: Patron believes he is invincible and rightly so; mere mention of his name brings terror to opposition. Inverted, Patron is a fanatic-zealot to his cause.
Finances: - Queen Rods: Influence in military; might enlist aid from army leaders or local garrisons. Inverted, Patron has connections in a foreign army; these may be politically dangerous to use.
Rival: - (Inverted) 4 Coins: Smuggling Merchant Captain. Inverted, Captain Monarch's Warship.
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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