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Generate Underworld Mission

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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).
- Sun: Patron is statesman, practiced in politics and law. Since normally he would use the political forces of the state, by soliciting the players, the Patron is usually over stepping his authority or going outside of the law. Inverted, Patron is a pretender or usurper to a throne (seeks to take control from present ruler).

UnderWorld Mission:
- 3 Rods: Slay the Black Terror that arises from the tombs once a century to ravage the land. Inverted, creature, monster or force can not be defeated by armed action, and instead must be entombed or caged by magical means. Players are equipped with such power or must discover the creature's vulnerability.
- (Inverted) 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.

Obstacles (UW):
- (Inverted) 7 Rods: Mutations. Darwinism ("survival of fittest") gone wild. Combine best (or worse) features of normal animals (i.e. porcupine spines with turtle's ability to hide in shell), and of course increase their size. Inverted, Mutations of Mind. Regular animals of superior strength or magical ability. These usually have enslaved weaker minds (human slaves) to give them the arms and legs they lack.

Motivation:
- (Inverted) Knave Cups: Confusing or obscure motives. Inverted, motive deliberately made to appear obscure, actually quite clear. Pick another card to answer "WHY??".

Finances:
- (Inverted) 3 Cups: Father or spouse is powerful and wealthy; however, no guarantee anything can be obtained. Inverted, family is rich, but requires prior mission to extort or steal from home.

Rival:
- (Inverted) 3 Swords: Warden of Realm. Inverted, Independent Bounty Hunter.
- Temperance: Person is marked by a very distinctive feature (i.e. scars, hair color, missing fingers, etc.); anyone seeing the person will remember him. Inverted, not a physical appearance, but mannerism or accent that people can't forget.

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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