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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) 10 Coins: Innkeeper; players will normally spend much of their time in taverns ("until they strike it rich"). Often modestly successful adventurers will retire by opening inns ("rather than conquering land"). When asked by one of these former warriors to attempt a task, the players usually in respect will not refuse. Patron may also have access to information form numerous people who makes his Mission seem fool proof ("yet the players should know better"). Inverted, Harlot or Prostitute; an independent trollop or wench, who entertains herself and earns her living by selling sexual favors. Like Patron Lover of Player, one of the players may have been seduced into accepting a Mission. Like Barkeeps, these ladies often are very well informed on local intrigue and opportunities ("the sip of ale and growl of passion can reveal secrets that even the rack might fail to extract").
- (Inverted) Hierophant: Patron is deeply spiritual, a person of prayer and worship. Inverted, his belief and practices tend toward the dark, demonic, necromantic or perverse, and thus he may conceal his devotion to a forbidden religion.
- World: Patron is free agent, loyal to no land or King. Inverted, Patron was banished from foreign land or fraternity (organization of those with the same special skills).

UnderWorld Mission:
- 2 Rods: Travel to a place in the underworld seeking a cure for a disease or curse that affects an area; usually at this place players must perform a ritual, recover an item or slay a powerful force (or all three). Inverted, players also are afflicted by powerful curse, so time is short.
- Temperance: An object is involved, that should not be removed from the underworld without grave consequences to the present powers. Players may even bring this item with them into the mines, and it will become clear during travel that the item should be left, hidden or abandoned, before they leave. Inverted, Mission will require players to make a moral decision that violates their beliefs. When in doubt, players must not kill a traitor or lesser creature (minor evil) that proves a difficulty. To do so brings later hardship or future ramifications ("my precious").
- Lovers: Players during the course of adventure will defeat (or drive off) guards on a group of rather helpless prisoners. Players will be faced with escorting these noncombtants to the surface ("we can't risk such delay"), taking them along and protecting them from danger ("too weak to use as slaves, and there goes surprise") or telling them to fend for themselves, a certain death ("they're gonna dog us; we might as well put them to the sword -- ain't no innocents or mercy in a place like this"). Inverted, worst nightmare may be revealed as these seemingly innocent bystanders are actually illusionary deception for spies or perverse monsters (" another hideous and twisted form of the goblin").

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.

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

Finances:
- (Inverted) Ace Cups: Owns a vessel, but otherwise with limited finances. Inverted, though Patron owns a ship, the craft is damaged, and he hasn't enough for repairs -- seeks players as partners. Either case, mission should be modified to involve travel on the water.
- Hanged Man: Patron is providing more than he can truly afford to offer. Inverted, Patron only offers that which means little; in reality he could give quite more.
- (Inverted) Devil: Patron's troops, equipment and finances are exaggerated, broken, faulty, unloyal, poorly organized and disciplined, etc. Inverted, Patron's troops, equipment and finances are exaggerated, broken, faulty, unloyal, poorly organized and disciplined, etc; this becomes apparent at the worst of times.

Rival:
- 3 Cups: Guildmaster. Inverted, Craftsman.

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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