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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) 3 Cups: Woman; Patron is a female, usually seeking the players in violation of established customs or practices. Now women's roles are not rare in a fantasy genre; any Patron (unless otherwise noted) could be of either sex (likewise their sex has little bearing on their abilities or roles). But here the cards prompt a meeting with a Patron who is female, and further, probably has a more stereotype role of "the weaker sex". Oh I can hear the screams now, "that sexist Bastard; if I meet the author, I'm gonna hurt him low (ouch)." Sometimes a story benefits from a bit of stereotype (giving the real world players a traditional social reference), and suffice to say, the Patron's lover, suitor, brother, father, clan, etc. will personally take offense when the players accept the Mission (in their eyes, they are the ones who should complete "milady's tasks"). Just another little obstacle for the players (jealous and overly protective males). Inverted, Lover of a Player; "love is a drug and I can't get enough . . . . " In this case, Patron is a person at least one player can't refuse. Often a request from a lover will cause a player to become at odds with his regular companions ("I think most of us know exactly the conflict I'm talking about").
UnderWorld Mission: - Knight Coins: Guard an important portal or passage during a planned meeting between forces of underworld and surface. Inverted, further prevent a known dissident group or power from interfering.
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?" - 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) Tower of Destruction: Horrifying non-living guardians protect the treasures; players should be warned to avoid greedy pilferage from crypts not related to their mission. If they enter simply to steal, like many before they face certain destruction. - Lovers: Complex clan structure has evolved in which several different lesser species and greater creatures have joined together in a loose organization of laws based on other than only the strongest survive. This is a culture that can organize retribution to party even after it returns to the surface. - (Inverted) Hierophant: Underworld has a portal that creates a terrible closeness to the terrible gods. - Force: Greater creature or cult has enslaved a lesser evil (dwarves or one of the many and twisted forms of goblin).
Motivation: - (Inverted) 8 Coins: Revenge and retribution for another's deed. Inverted, revenge an old deed long forgotten by all but Patron.
Finances: - (Inverted) 10 Coins: Wealthy, but untrusting of people; anything Patron provides will be acquired only after pleading and guaranteeing loyalty. Inverted, Patron is wealthy, but doesn't trust anyone of this country -- players must hire foreigners.
Rival: - (Inverted) 3 Rods: Ship Owner or Ship Builder. Inverted, Master Navigator or Seamen.
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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