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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) 8 Rods: Letter, Note or Message; someone seeks to meet with the players, but not at their present location. The note may specify some details (perhaps flip Mission card and tell players), but leave most of the specifics open, until the players agree to go to a rendezvous point. Once the players meet with their Patron, then flip the rest of the Mission cards, including a pick to answer "WHO??" for Patron. Almost never will this take the players to an ambush, unless "WHO??" flip reveals a past Rival ("but that's a one in seventy-eight"). Inverted, Royal Proclamation or Summons; talk about cliche' ("I'm embarrassed to even list this as an option"). The overused "court call" before the ol' "HRH" ("that's 'his royal highness' for you slow boys") presents the Patron. However, never will the king or emperor himself be the Patron; the vulgar affairs of state that require hiring "men such as these" (player characters) will be tasked to a courtier or chamberlain ("if you're lucky you'll briefly see the chancellor"). Face it again my overly romantic fools; kings in a fantasy worlds do not hold their thrones when they constantly summon misfits ("dangerous misfits") like player characters into their courtrooms. Who knows what assassin (or demon) may instead appear disguised as the players. Likewise, little nice homey kingdoms in which the king ("or often faery queen") knows all of her goody-two-shoes subjects don't exist -- they get eaten by the goblin hordes and wasted by the necromancers who control the realms of fear ("yes, probably another player character"). Sure at most conventions, you often see "Missions" that have the players first meet the "king" and go do these "great and wonderful things". Yet, I always ask myself, "doesn't this Bozo got an army? Hey, if I was king and the matter was that important, I surely wouldn't send some dufess (like the character I always end up getting to play) on the Mission; I'd go myself." Right, enough ranting (for now); suffice to say the Patron was some sort of legal mandate like the draft -- "what do you mean we got a summons to appear?"

UnderWorld Mission:
- (Inverted) Ace Cups: Recover a special item that was stolen and hidden in the underworld. Inverted, item is now worshiped by some strange and twisted cult.
- (Inverted) Justice: Notorious criminal is also presently in the underworld on his own Motives or visiting the Rival. Inverted, Patron is pursued by an avenger or warden for past crimes (perhaps long forgotten misunderstanding). A confrontation (duel to arrest) will take place during Mission; players supporting their Patron after this point are guilty of conspiracy.
- (Inverted) World: Part of the Mission will involve the destruction, both extermination of denizens and physical collapse, of part of the underworld. Inverted, destruction will be caused by accident or a secondary event that happens after the Mission. In effect, underworld will no longer exist after this Mission.

Obstacles (UW):
- (Inverted) Knight Coins: Zombies. Clocklike automatons that were assembled from parts of dead men. These creatures are mindless (or simpletons) obeying most basic of orders for cruel masters. Do not misunderstand and think these are weaker than men -- Frankenstein's Monster falls under this category ("Victor made me strong"). Inverted, Hosts of Dead. Skeletal warriors conjured by powerful magicians to battle in the underworld or at times as organized companies on the surface. Most are of greater ability than mere mortals, but all have certain flaws or limitations ("I remember some that melted when sprayed with water").

Motivation:
- 6 Swords: Fame and wide recognition. Inverted, prevent fame of another or stop blackmail to himself or another.

Finances:
- 4 Swords: Wealthy, but hopes player will split cost of venture. Inverted, Patron is wealthy, but still would like players to split costs; however, all rewards are still the Patron's (this of course is revealed much later).

Rival:
- 7 Coins: Scholar or Sage. Inverted, Keeper of Magic or Guardian of a Power.

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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