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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 Cups: Pilgrim on Trek; person traveling to another (often distant) place for ceremonial, religious or political purposes. During the journey a difficulty or opportunity has arisen that causes the Patron to halt his travel and recruit the players. Pilgrims are often simple souls, but to add some color the pilgrims created by this card flip always seem to be fanatics or cult members. Inverted, Religious Inquisitor; warrior who represents the One True Faith, but more so seeks to convert or destroy followers of any other religion ("there is only one God"). The Inquisitor will almost always oppose magical forces, though he may control devices (charms) that protect him from magic. Since he seeks the players (almost always unbelievers in the True God), he has encountered an opportunity to set aside his fanatic resolve and seek more worldly profit ("not many of us regrettably 'turn the other cheek'").
- Devil: Patron is evil, without pity, conscience or sense of loyalty; only in rare cases will the players know this fact. Inverted, further Patron will do anything to satisfy Mission goal -- anything.

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.

Obstacles (UW):
- 8 Coins: Gentle Giant. Creature that does not want to do harm, but doesn't know any better. Often driven by simple needs ("hungry, eat man"), but once these are supplied, becomes agreeable and tame. Inverted, Fake Giant. Something that is creating the illusion or fabricating the presence of a giant for personal gain; non-humans have been known to dress as giants (several standing on each other's shoulders) to scare away adversaries or unwelcome guests.

Motivation:
- (Inverted) 9 Coins: Openly or hidden religious purpose. Inverted, openly or hidden magical purpose.

Finances:
- (Inverted) King Swords: Organizes finances extremely well; delivers players a fine starting amount of gold, but they will spend this wealth (perhaps unexpectedly) to the point that only a modest amount remains after the mission -- "a few coins, that's all that remains of our starting chest of gold?" Inverted, Patron organizes finances to the single coin -- players' salaries.
- 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) 4 Swords: Dwarf. Inverted, Demi-Human or Monster.
- Hierophant: Person has numerous allies in a religious sect. Inverted, among the worshipers of the One True God.
- (Inverted) Empress: Person is relative of another pick ("WHO??"). Inverted, illegitimate, but none the less blood relative.
- (Inverted) Moon: Person is really not Rival, but Patron thinks he is (pick an extra card to discover real Rival. Real rival is "WHO??"). Sometime in the scenario, the players will learn the truth. Inverted, sometime in the scenario, the players will think they face the wrong Rival or search for the wrong person; this of course is incorrect.
- World: Person is ordained leader of secret group, troop, convoy, band, etc. Inverted, army, fleet, country, cause, etc.

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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