|
|
|
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) 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. - (Inverted) Judgement: Patron is shrewd judge of character, often superior in skill and level. Inverted, Patron is a drunkard or addicted to elixirs that impair most of his decisions.
UnderWorld Mission: - (Inverted) 5 Rods: Bring the notorious leader of a group of raiders to justice; players may wield justice with their swords (i.e. body is dead or alive). Inverted, leader must be subdued and returned for public trial (and subsequent execution); often players are given a magical device to aid them in their quest to capture a particularly nasty or violent renegade. - (Inverted) Fool: Players are faced with an overly dramatic and improbable time limit, perhaps underworld will only be magically opened for a few hours ("why don't we tunnel instead? I know, shut up"); else, vulnerability of Rival will only last a short period ("then why send us, break out the heavy artillery"). Time-limits are best measured in true time (i.e. six gaming hours); this makes players avoid prolonged combat or distracting discourse. Inverted, Mission is pretense to get the players to enter the underworld; once there Patron will describe his true Mission and Motives. Pick two cards for Mission, Referee decides which one he tells and the other becomes his true Mission (treat second pick as "MISSION??"). - Tower of Destruction: Violent tremors (perhaps directed by supernatural forces) will collapse parts or all of underworld during the Mission. Players are faced with unknown time-limit that can only be approximated based on intensity of quakes. Inverted, there will be no prior warnings; players are entering what may be their tomb. - Chariot: Both players and Rival move toward the same place or objective. If this is not a race to same goal, the players must also defend the place or item from the Rival and his forces. Inverted, Rival represents greatest of many various interest groups (various Motives) that seek the same item or result.
Obstacles (UW): - King Cups: Extraordinary Beast. Referee Card Blanche to create a splendidly wicked and unique monster, usually with special powers and vulnerabilities. Inverted, beast should have so many powers and special traits that it becomes invincible. Players should learn fear, and they have no business entering the creature's domain -- quickly learn to run away (in all directions). For those that scream no fair -- life can be brutal and so can this game.
Motivation: - Knave Swords: Mission not significant to justify Patron's direct involvement. Inverted, Mission is not important to justify Patron's direct involvement, so he sends a trusted NPC to accompany the players. - (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: - (Inverted) Ace Swords: Transfers ownership of his lands and property to one of the players for a length of mission or possibly permanent ("I will make you heir to all my wealth if you succeed"). Inverted, Patron fakes ownership of certain property and lands; these he gives to one player. Patron knows the true owner will be away for a certain amount of time. Hopefully not to return until long after the mission is done and Patron has fled.
Rival: - (Inverted) 6 Rods: Hero of Battle. Inverted, Pardoned Criminal.
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:
|
|
|