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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:
- 8 Coins: Dwarven Craftsman; near-human of diminutive size (in some game systems, the term goblin may better apply). Not evil nor good, dwarves inhabit the mines and underworlds away from man. By Norse legend, dwarves were banished to the task of hiding gold and precious metals deep in mountains. Rumplestiltskin (another dwarf) had wondrous powers ("spin straw into gold"), but he also was a creature that enjoyed eating human flesh (especially babies). Note, in Barony system, dwarves are basically viewed as repugnant and base -- greedy, undependable, sarcastic and moody. They normally do not associate with the "tall humans", a minor evil chased away by dogs or thrown stones. Players should be fore-warned, never to fully trust a dwarf. However, Mission will almost always involve great riches (or opportunity to gain such). Do not pick a card (or ignore picks) for Motive (that can be assumed to be greed) or Finances (dwarf will offer nothing, but promise to share in fortune). Inverted, Dwarven Mercenary; a warrior for hire of dwarven race. If dwarves are untrustworthy, why use them in battle? Well, as long as they are not detailed for routine guard duty ("grow bored easily"), they are courageous fighters -- single-minded in purpose and bloodthirsty, often later feasting on the remains of the dead (from either side). Also, greed drives them to do anything, and they are easily manipulated by magic (amplifying their desires). Dwarves have fought en masse in many wars on the surface. Legends describe their prowess in these battles as unmatched; key battles have been turned from stalemate to victory, after the dwarves hammered into the fray. Dwarf Mercenary is almost always on assignment from another (pick "WHO??", but he will never directly reveal such); yet, he is faltering in his assigned task ("I need your help"). Players join knowing not to seek reward from the dwarf, but instead later from true Patron ("you should have hired a man in the first place"). Again do not pick a card for Motive or Finances (or ignore picks).

UnderWorld Mission:
- (Inverted) Knight Swords: Keep the Dark One from influencing the lesser evils (usually simple perversions that are lumped in the category of goblins) that exist in the underworld. Dark One wants to corrupt place and call it his own; players must stop this. Inverted, players must then lead the lesser host (dwarves or one of the many and twisted forms of the goblin) as they defend themselves from a powerful enforcer sent by the Dark One; to abandon them means Mission fails (though goblin numbers may drastically decline).

Obstacles (UW):
- Knight Rods: Regenerating Beast. Creature that once killed will heal quickly and recover to fight again ("now usually in rear of party"). These regenerations should occur subtly, and cause players to search for a method of permanent destruction ("besides cliche' dousing with flaming oil"). Inverted, Action-Reaction. Creature that seems to start weak, but appears stronger and smarter after each killing. Players must quickly realize they face an increasing threat and finish their quest in do haste (before creature becomes to powerful to face"). All of these creatures die in light of day; otherwise, they would have ravaged the surface long ago -- "or has players met the first of its kind?"

Motivation:
- (Inverted) 8 Rods: For various reasons, time is short -- this is Patron's final request or adventure. Inverted, he will collapse and die during course of scenario.

Finances:
- (Inverted) 10 Cups: Recent catastrophe exhausted wealth; funds are meager. Inverted, Patron covers the fact a personal disaster has consumed much of his wealth; he feigns a rich lifestyle.

Rival:
- 4 Rods: Magistrate or City Judge. Inverted, Justice Appointed by Monarch.

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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