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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:
- (Inverted) Ace Swords: Demi-Human; not a human, but not a monster (use your imagination, or flip randomly to a page in your favorite "creature" book). Before "cloaked" figures are found in every tavern, waiting to meet the players, the Patron will usually send an agent (human) with an offer to meet elsewhere. Missions with Patrons of this type have two Rivals (at least); select two cards for that category. Because the Patron sought the players and not one of his own race, the Mission should somehow either personally relate to the players or be something that only they can perform (at least the Patron thinks). Inverted, Intelligent Monster or Demon; not a human, not a humanoid, but an intelligent creature that needs human assistance in performing a task. Again, Patron will send an agent and ask to meet the players ("no, this agent will not say he represents a beast"); most messengers are magically enchanted (charmed) and simply follow orders ("much treasure, follow me"). Referee may have to modify Mission card selection if inappropriate (i.e. makes him say, "what?" or "I don't think so"). Only pick one Rival, but additionally all humans will oppose the Mission should they discover the players' Patron. Unfortunately, though the players may also oppose the Mission, they risk death by refusing ("worse it could be a long time before the demon lets you die"; thought respectfully borrowed from M A R Barker). Finally, some monsters (but seldom demons) will remember a job well done and repay the favor as a Friend -- "oh what a Friend!"
- Hierophant: Patron is deeply spiritual, a person of prayer and worship. Inverted, his belief and practices tend toward the dark, demonic, necromantic or perverse, and thus he may conceal his devotion to a forbidden religion.

UnderWorld Mission:
- Queen Coins: Take a weapon or relic into the underworld to discover its origin and powers. Inverted, device will turn out to be corrupting and must be destroyed.

Obstacles (UW):
- (Inverted) Ace Coins: Demon from Broken Pentacle. Signs that a ritual went awry, and presence of evidence that a demon survives in the world. Often the summoning man is taken prisoner (tortured for an eternity) by the demon. Demon wishes to return, but it lacks the ability, and trusts no mortal action. Inverted, Man Possessed. Demon has entered the body of a man (or child) and from its new sanctuary it seeks to spread misery on the world.

Motivation:
- 6 Rods: Heard of players' past adventures and reputations. Inverted, heard of players' past adventures and reputation in a negative way; thinks players are too stupid to betray the plan or easy to silence later if needed.
- Tower of Destruction: Patron knows mission will bring about a personal loss, but he is not deterred. Inverted, Patron knows mission will bring personal loss to at least one of the players' families or countries.
- (Inverted) Judgement: Patron will not be satisfied with the way players proceed or complete the mission (Patron's dissatisfaction in the aftermath will not result in him befriending the players). Inverted, if possible, Patron will want mission redone another way.

Finances:
- 7 Swords: Will give a one of a kind gift for services. Inverted, Patron will offer a one of a kind gift to the players for their services; however, after the mission, he will regret the loss and try to buy back this special gift. If players say "no deal", Patron becomes incensed.

Rival:
- (Inverted) 3 Swords: Warden of Realm. Inverted, Independent Bounty Hunter.

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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