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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) Knave Cups: Merchant Prince; a person who controls the ships and shipping from one or several ports. Though sometimes also a guildmaster of the important items, more importantly, as the owner of vessels (extremely expensive transport devices), this Patron's monopoly means he alone can ship goods in and out of a port(s). Face the simple fact, the fantasy world is not a free market world; people do not buy and sell as they desire. Rather, certain important figures control trade and tell others when to work, what to make, and where it will be sold. Luckily the players are often adventurers and are not caught in this grind. Yet, this order ensures trade amidst the unpredictable elements of men, nature and magic (or player characters). This Patron, with his monopoly of ships, controls where most crafted goods are sold. Inverted, Slaver or Taskmaster; a person who trades in a commerce of human chattel. Slavery in fantasy worlds is generally accepted; the need for large amounts of unskilled labor (even with prolific magic) can not be denied. To build empires takes muscle; to build monoliths of vanity to fantasy emperors also takes muscle. Many fantasy wars and numerous prisoners supplies these bodies. Slavers will either be the most respected or lowest ranking (depending upon the society) guildmaster; this dichotomy of extremes can change as quickly as rulers. Take for granted that every player character should despise these men (for their own unique reasons).

UnderWorld Mission:
- Knave Coins: Pursue and stop Rival from acquiring a device of power from the underworld; device should not be taken or used by group either. Inverted, pursue a Rival who grows in magical power more and more while he is alive in the underworld; underworld acts as a catalyst for his powers, so time is short.
- Force: Inside the underworld is a alter or device that prevents another item from having considerable power. Players may accidentally destroy or remove this device ("seems like a minor token; may be worth a tankard of ale") and thus unleash new and unexpected force into world -- campaign event. Inverted, player will innocently bring with them an object that can be combined with another device in the underworld to create an object of power. A third party aware of both the player's object ("hey, that's my lucky charm") and its counterpart (in underworld) may follow the group, awaiting the right opportunity to take both.

Obstacles (UW):
- 10 Coins: Illusions. Phantasm and hideous images, else decoys that lead the players to attack one another. Nothing is as it appears. Inverted, Pranksters. Dwarves that delight in causing mischief and accidents. These will usually be too numerous to eliminate, but might be bribed to leave (for a while).
- 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.

Motivation:
- 5 Cups: Legal, moral or political motive. Inverted, secure rights that present rulers or governments do not recognize.
- Temperance: Patron is not patient; motive is ill-thought, and time is not right. Inverted, sometime after the start of the scenario, Patron will break under stress and become worthless to the players.

Finances:
- (Inverted) 2 Rods: Limited wealth, but provides slaves as bearers or companions. Inverted, Patron has no wealth except an NPC slave, a master of all skills who will prove invaluable.

Rival:
- (Inverted) Ace Swords: Cut-Purse. Inverted, Pickpocket.

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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