|
|
|
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: - 8 Coins: Dwarven Craftsman; near-human of diminutive size (in some game systems, the term goblin may better apply). Not evil nor good, dwarves inhabit the mines and underworlds away from man. By Norse legend, dwarves were banished to the task of hiding gold and precious metals deep in mountains. Rumplestiltskin (another dwarf) had wondrous powers ("spin straw into gold"), but he also was a creature that enjoyed eating human flesh (especially babies). Note, in Barony system, dwarves are basically viewed as repugnant and base -- greedy, undependable, sarcastic and moody. They normally do not associate with the "tall humans", a minor evil chased away by dogs or thrown stones. Players should be fore-warned, never to fully trust a dwarf. However, Mission will almost always involve great riches (or opportunity to gain such). Do not pick a card (or ignore picks) for Motive (that can be assumed to be greed) or Finances (dwarf will offer nothing, but promise to share in fortune). Inverted, Dwarven Mercenary; a warrior for hire of dwarven race. If dwarves are untrustworthy, why use them in battle? Well, as long as they are not detailed for routine guard duty ("grow bored easily"), they are courageous fighters -- single-minded in purpose and bloodthirsty, often later feasting on the remains of the dead (from either side). Also, greed drives them to do anything, and they are easily manipulated by magic (amplifying their desires). Dwarves have fought en masse in many wars on the surface. Legends describe their prowess in these battles as unmatched; key battles have been turned from stalemate to victory, after the dwarves hammered into the fray. Dwarf Mercenary is almost always on assignment from another (pick "WHO??", but he will never directly reveal such); yet, he is faltering in his assigned task ("I need your help"). Players join knowing not to seek reward from the dwarf, but instead later from true Patron ("you should have hired a man in the first place"). Again do not pick a card for Motive or Finances (or ignore picks).
UnderWorld Mission: - Knave Swords: Defeat a beast ("defeat" is used, because beast itself may be as indestructible as Dark One) by performing some deed or ritual in underworld. Inverted, slay the great beast's offspring, which may take a form other than a diminutive beast (use some imagination -- Beowulf's Dragon had a son that was a Troll). - High Priestess: Players will Encounter, use or face, magical forces or special devices (relics) that are unique and special to the underworld and Mission. Often means technology (like subway) is present and used, though not understood. Inverted, regardless of seemingly altruistic intent, Dark One also desires the Mission to succeed (but he will never offer direct aid -- "that spoils the fun"). - 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. - Hanged Man: During process of Mission, players will accidentally release (or awake) a beast originally imprisoned in an area. Inverted, beast will not influence present task, but players must later return to correct this mistake (another Mission) or live with the consequences (campaign events or Enemies seeking "clumsy oafs that released such terror").
Obstacles (UW): - (Inverted) 7 Swords: Unholy Priest. Usually a devotee to a corrupting force (lust, greed, vanity) or perhaps the remnants of a previous colony that tried to live below ground ("what folly"). Inverted, Wraith. Person of great power (often evil) that refused to die. It exists as a rotting visage of human form. Often convincing the wraith that in fact it has died is the key to defeating the creature.
Motivation: - (Inverted) Knave Cups: Confusing or obscure motives. Inverted, motive deliberately made to appear obscure, actually quite clear. Pick another card to answer "WHY??". - (Inverted) Lovers: Patron's reasons are that of another; his motives are unimportant. Inverted, although Patron supports another, he has his own motives (pick an extra card "WHY??" to represent his own motives). - Justice: No matter how evil the motives or mission, the Patron has legal authority for any actions. Inverted, reverse is true; no matter how pure or simple, the motive and actions are illegal.
Finances: - Knight Coins: Gives only an amulet and says "gods will provide the rest" (Referee decides to what degree the amulte "provides"). Inverted, Patron gives only a "word of magical power" and says magic forces will protect the players (whether they do is at Referee's discretion). - (Inverted) Sun: Another source of wealth becomes available to the Patron after the start of the scenario (pick an extra card to reflect this new finance. Treat second pick as "FINANCES??"). Inverted, another source of wealth becomes available to the Patron after the mission; this might be given to the players as a bonus reward for success.
Rival: - 2 Swords: Gentleman. Inverted, Foreign or Exotic Traveler.
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:
|
|
|