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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) 9 Rods: Young Lad or Child; a youth perhaps too young to know the danger he faces by conversing with the powerful (and always unpredictable) players. This Patron does not represent another (that's another selection); he is alone without Finances and in need of help. He may seek the players because of a family concern, but his father and mother will do not know and would not approve of his actions. Inverted, Orphan or Bastard; a child who is alone. Only in rare cases will the child be the heir to a fortune yet to be claimed ("this isn't a romance novel, and besides that correctly would be an Heir to Fortune pick"). Helping such a Patron may earn a Friend for life, and who knows what power and riches he may later obtain -- many a warlord king, began life with tragedy ("that's the stuff of legends and fantasy epics"). - (Inverted) Moon: From this point on, the Patron is trying to dupe the player. Referee should draw cards normally, but the Mission and Motive will not be made clear to the players. Inverted, Patron is deceptive only because of his mistrust. Later he will confide more as the players gain his confidence; at that time perhaps redetermine the exact Mission and Motive, but apply events to that point as tactfully as possible.
UnderWorld Mission: - (Inverted) 4 Cups: Follow a map to a powerful item. Inverted, not a map, but a complex puzzle, set of clues or diving rod of sorts ("funny how it seems to take the hardest route through all the monsters"). - Death: Underworld is famous for a magical vault rumored to contain vast riches; past attempts to enter this vault have been (to put it mildly) unsuccessful. Inverted, Patron knows how to unlock the secret or puzzle of this vault, but refuses to reveal to the players such knowledge until after his own affairs have been completed ("Mission first guys"). Before Referee is "rule-baggered" into revealing such secrets through player use of amateur magics ("I, Netty-Egbert, use my spell of reading all minds"), this knowledge may only be completed successfully by step-wise opening the vault ("watching the mechanism move"); Patron must take an active part in the opening. He may even be the only person able to open the lock ("divine fate"). This doesn't stop players from coercion (forcing Patron into a change of priority), but it can deter the "anxious" players from gaming the rules instead of playing the game.
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: - Ace Swords: Insane, distraught, obsessed with action. Inverted, visibly apparent to all he meets that he is obsessed.
Finances: - 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) 7 Rods: Lord of Port. Inverted, Urban Aristocrat.
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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