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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: - 2 Rods: Merchant Ship Captain; a private ship owner. This is another common man at odds with the established laws. Privately owned vessels are rare; most ships are controlled by only a handful of men. The risk of owning just one vessel, combined with the logistics of keeping it seaworthy (in lands where monsters do roam the seas), usually means the Patron only recently acquired his vessel. The Mission will relate somehow to his keeping the ship, and add automatically an extra Opponent Merchant-Prince. Inverted, Smuggler; a person who illegally ships restricted or forbidden cargoes. This fact should remain secret from the players. So much for the honest ship merchant, this fellow increases his economic survival by risking discovery of his cargoes. However, by transporting cargoes that pay better, the Patron can secure a nest-egg that will buy him another ship and crew when his present craft inevitably sinks ("look at the Encounter charts for most games and you'll see why I say 'inevitably'"). Mission will again relate to his ship, the smuggled cargo just another "oh, did I forget to tell you why also you were hired . . . ." - Death: Patron is proficient in personal arms and has killed before in self defense. Inverted, Patron has killed ruthlessly; killed an unarmed victim in cold blood, or perhaps mutilated or ritualistically butchered past opponents. - 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: - 7 Cups: Support one side in an internal feud between factions that divide the underworld (usually means two dwarf clans or dwarves vs goblins). Inverted, lead an attack by a force of outcasts or refugees (often dwarves) returning to retake their rightful home; players are usually expected to take care of the large problems ("it's only one dragon").
Obstacles (UW): - (Inverted) 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: - (Inverted) 10 Coins: Needs trusted outsider, since traitor suspected in his own troops or companions. Inverted, seeks to discover traitor and force him to action.
Finances: - (Inverted) 6 Rods: Worthless lands, fraudulent coins, worthless items of jewelry. Inverted, Patron has worthless lands, fraudulent coins, worthless items, but this is unknown to him -- he is a bit naive on money matters, and leaves his finances to an embezzling major domo.
Rival: - (Inverted) 5 Coins: Servitor, Slave or Major Domo. Inverted, Gladiator.
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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