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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: - 9 Cups: Debt Collector or Enforcer; a person employed by a guildmaster as a strongarm or agent. Note, Mission need not relate to Patron's job (though it might). Often, this man (or creature) is so occupied with his own tasks, that he hires the players to accomplish personal business. Yet equally true, the Patron's "honest" profession will attract Enemies galore, who will now also oppose the players not because of direct involvement, but simply on principle and in hatred for Patron. Pick two cards for Rival (2nd rival is "WHO??"). Inverted, Tax or Tithe Collector; a person who is literally an enforcer or debt collector for the government, ruler, society or religion. Again, the Mission need not relate to the Patron's position; instead, these are legalized strongarms and agents who might have personal affairs that the players can set right. Such Patrons are perfect NPCs that the players should do their best to help (befriend); these are men in the service of rulers who can personally intervene on a later Mission to aid the players (not of too lofty a position to remain aloof of the normal problems the players get their characters into). - Fool: Patron is indecisive (or simply a flake) and would rather have the mysterious forces of fate (or luck) decide most actions; he will be vague on details and often detrimental to the players' strategy. Though as is normally the case, this indecision (or failure to provide the players with all the details of their quest) will become apparent after the players accept and begin their challenge -- else why would they follow the orders of a fool? Inverted, Patron is grossly reckless or adventuresome; again, this will cause mishap that could have been avoided. Such a Patron often sends the players on a Mission, then boldly boasts of doing so - players lose surprise - or worse aggravates the Rival increasing his ire for those the Patron employs (like the players). Fool (inverted or not) picked at the start of the scenario generation is, in a word, bad; the sooner the players discover this flaw in their Patron, the safer they will be. If they enter the Climax without knowledge of their Patron's incompetence, they will most likely walk straight into a trap ("may the gods be with them then").
UnderWorld Mission: - (Inverted) 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): - (Inverted) 6 Coins: Powerful Protector. Guardian that served a purpose long ago, but now only poses a challenge for the players. Protectors usually were created to destroy an evil force, but after doing so they are lost without purpose in underworld. Inverted, Powerful Ward. Strong magic that was unleased in the underworld long ago to eliminate a threat. Since that time, it has continued its function of protecting. Players may suffer curses or weakness as they travel trying to discover sign, key or word to end the ward. - Magician: Riches of underworld don't just cause usual greed; they cause players to attempt the cross and double-cross. The greatest treasures will appear to be of the type that only one person may truly have. - (Inverted) Hermit: Underworld hides a secret, often so bad that most care never to remember the details. - (Inverted) World: Underworld is immense in scale with tunnels, caverns, corridors and buildings that form an underground city and complex that wanders for miles and miles. A once great city may have been covered by earthquake or dust of millenniums.
Motivation: - (Inverted) 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: - Ace Coins: Maintains a reasonable allowance from lands, creditors and royalties on investments. Inverted, modest wealth, but Patron gambles all his wealth on this venture.
Rival: - Knave Cups: Crusader for the One True God. Inverted, Priest or Inquisitor of One True God.
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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