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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:
- 8 Swords: Divine Test or Demigod; similar to a divine summoning, but in this case players' Patron will be a lesser (or before unknown) force of divinity. The demigods aspire to be gods; players may be instructed to accept a test ("to prove their worth") or spread word of new power ("by controlling worldly affairs"). In a fantasy world, men are screaming divine prophesy everyday. Players must capture power, control region and eliminate competition to truly establish a new religion or even cult, but in mean time the demigod needs something done. If the players refuse, demigods usually have very little power (at least now) in world ("no bolts of lightning crash from above"). At Referee's option (or when combined with major card Devil), these tests can be demonic deceptions ("must keep the players down to earth, not rampaging every time they have a dream"). Inverted, Wizard or Immortal; a person who controls a device, force or power, else has innate abilities beyond imagination. Problem with magic is that it is not absolutely predictable -- if so it would be science or cook-book. Magic is magical; mostly processes that were discovered by trial and error with cause and effect reasoning (i.e. flawed logic). Though these men at times can kill with a simple snap of the finger ("to heighten drama of story"), most of the time their abilities require considerable ritual (and lucky timing) before conjuring their greatest manifestations. Like tides of oceans, their power also crests and falls (in seemingly random cycles). Patron needs players for a task in a place or at a time that his power ebbs ("I'm immortal, but please no tests").
- Star: Patron is a famous person, widely known and familiar to players. Inverted, Patron is infamous, vicious, widely feared; in some cases the true Patron will not be human; thus, it will not appear in person (the players meet an agent or phantasm of this threatening creature or force).

UnderWorld Mission:
- (Inverted) Knight Rods: Destroy an item that can be found in the underworld, but first discover how to use it one last time to reverse the effects of its present power. Inverted, device can only be wielded by its present holder, who must be persuaded or tricked into activating the power another time.
- 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):
- (Inverted) 8 Cups: Great Giant. Creature that is worshiped and served by a cult. Inverted, Magical Giant. One that uses devices of magic, though it may not understand them ("lay me a golden egg").
- Temperance: Strange code of honor has developed among the inhabitants; they will usually try to capture the players or engage in one-on-one battle.

Motivation:
- Queen Cups: Capture love or attention of another mindful of mission. Inverted, trying to capture the attention of someone; but regardless of players' success, this will not happen, and players will be blamed.

Finances:
- (Inverted) 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.
- (Inverted) Empress: Nobles provided the Patron his finances. Inverted, finances were provided from peasants or humble city craftsmen or tradesmen.

Rival:
- Ace Swords: Cut-Purse. Inverted, Pickpocket.

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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