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Spacegamer.com - Barony Underworld Mission:
This uses the Tarot Card to Generate a "Underworld" Mission on the Fly as described in Designing Fantasy Missions as part of the Barony Set. (Underworld means it is focused 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.
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).
UnderWorld Mission: - (Inverted) 8 Cups: Explore a newly discovered underworld. Inverted, explore but do not disturb or meddle in any great forces that may exist within (players are spies only).
Obstacles (UW): - (Inverted) 8 Swords: Hideous Insanity. Creatures that cause insanity, causing viewer to react randomly or hysterically. Inverted, Roaring Insanity. Same result, different method. Anyone hearing the shrieks or enchanting pleas of these creatures will react randomly, often attacking his companions ("cause that makes for good suspense").
Motivation: - (Inverted) Ace Rods: Thwart another's plans. Inverted, disgrace a Rival's position. - (Inverted) Magician: Patron sees opportunity now, because an overshadowing important event has brought a chance of success. Inverted, event is in another land. - Moon: Patron sends the player on the mission for his motive, but later will reverse his desires. Inverted, he will perhaps truly not wish the mission to succeed and either joins the opposition or supports the opposition with covert acts (treat all Queen Encounters as inverted, per Encounters pamphlet). - (Inverted) 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.
Finances: - 10 Swords: Double wages to all men, but no other items. Inverted, Patron says he'll pay double the standard wage and becomes irate if any other request is made. - Hanged Man: Patron is providing more than he can truly afford to offer. Inverted, Patron only offers that which means little; in reality he could give quite more. - (Inverted) Wheel of Fortune: Reshuffle the deck and continue.
Rival: - (Inverted) Queen Coins: Female Warrior. Inverted, Foppish Dandy. - (Inverted) Death: Person is currently wounded or ill. Inverted, will die from wound sometime during scenario.
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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