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Generate Underworld Mission

What is this Madness!!!

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:
- Knave Rods: Foppish Warrior; a warrior who has many effeminate characteristics. This Patron can still be an excellent fighter (most are), but his mannerisms are such that he enjoys personal adornment -- perfume, jewelry, colorful garments. A fop is not always a dandy; remember, magic has a way of perverting the most rugged of fellows. Inverted, Dandy Disguised as Female; a man who dresses as a female can only be two things -- perverse or plotting intrigue. Assuming the Patron is not a homosexual, the fact he deceives the players should influence future picks with additional deceit. The disguise can be very good (players honestly think they discuss employment with a woman), or else, the Patron will look and act like a man who wishes he was female ("okay, I'll say it; the guy's a tad queer, but that don't make his Mission any less valid -- come on guys role-play or give this dandy the boot").

UnderWorld Mission:
- Knave Coins: Pursue and stop Rival from acquiring a device of power from the underworld; device should not be taken or used by group either. Inverted, pursue a Rival who grows in magical power more and more while he is alive in the underworld; underworld acts as a catalyst for his powers, so time is short.

Obstacles (UW):
- Knight Rods: Regenerating Beast. Creature that once killed will heal quickly and recover to fight again ("now usually in rear of party"). These regenerations should occur subtly, and cause players to search for a method of permanent destruction ("besides cliche' dousing with flaming oil"). Inverted, Action-Reaction. Creature that seems to start weak, but appears stronger and smarter after each killing. Players must quickly realize they face an increasing threat and finish their quest in do haste (before creature becomes to powerful to face"). All of these creatures die in light of day; otherwise, they would have ravaged the surface long ago -- "or has players met the first of its kind?"

Motivation:
- 6 Cups: Thrill, drive to experience a challenge. Inverted, actual mission is secondary to the glory of battle.

Finances:
- (Inverted) 2 Coins: Can only pay in obscure coins or property that lies in foreign lands. Inverted, Patron can only pay in obscure coins; these are of high value, but players will remain dubious.
- Hermit: By accepting any of the Patron's finances, the opposition will know the players' plans -- spies exist. Inverted, by accepting any of the Patron's finances, the opposition will know the players' plans; however, Patron knows this and will warn the player. He'll promises to repay handsomely later any expense the players fronts.

Rival:
- (Inverted) 10 Swords: Siege Craftsman or Sapper. Inverted, Master Strategist.

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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