donjon; Random Adventure Generator

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Random Adventure Generator

ThemeHorror
This type of adventure is designed to scare both the characters and the players. Just having a monster attack is not enough for a horror theme; the monster must first frighten the characters.
GoalSurvive Environment
The characters could end up in a hostile environment which they must cross -- a desert, a jungle, or other hostile setting. In the course of the adventure they'll need to find food and water, resist the elements, and perhaps fight off attacks of the natives.
Story HookMissing Memories
One or more of the PCs wakes up with no memory of the recent past, and now they find themselves in some kind of trouble they don't understand. The PCs must find the reason for the memory lapse, and solve any problems they uncover in the meantime.
PlotSeries of Villains
This is a very dramatic plot, and very well-suited to oriental campaigns. In it, the heroes have undertaken a quest, usually the finding and defeat of the Master Villain. They may have to travel to his citadel, or head off in another direction to find some artifact capable of defeating him, or run away from pursuing villains until they can figure out what's going on. All along their route, they are set upon by villains -- each villain has a name and distinct personality, and each encounter is life-or-death for the heroes and villains; the villain never escapes to safety if the tide turns against him, he fights unto death.
ClimaxThrone Room Duel
This is set up much like the Scattered Duels, except that you don't separate the heroes. It's harder to control whom fights who in this situation... but if it doesn't matter who has the final duel with the Master Villain, this is a classic climax choice.
General SettingCosmopolitan City
Most of the story takes place in a large, sophisticated city; center the villain's plot and activities around that city. This setting is best suited to adventures involving more people than monsters; most of your villains should be human or demi-human.
Specific Setting IMilitary Encampment
This is best used in an episode involving warfare; it could be the good-guy army's encampment, from which the heroes launch their adventures, or the villains' encampment, in which case the heroes might have to sneak in on a mission or escape from it if they're captured.
Specific Setting IILegendary Forest
This classic adventure site is the sometimes dark and fearsom, sometimes light and cheerful, always magical and incomprehensible forest inhabited by the oldest elven trives and most terrifying monsters.
Master VillainSufferer
This Master Villain disguises himself as some other sort of villain. Long ago, he was given an ugly curse -- he longs for death but can never die unless slain by heroes unaware of his curse. (Naturally, the way the curse works, he has to defend himself when attacked by the heroes.) So this villain works hard to make sure the best heroes in the world have sufficient cause to want to come and kill him. He'll insult them, ruin them, kidnap or murder their loved ones, whatever it takes to bring them against him. Often, he can only die -- his curse can only be undone -- in one specific holy place, so he'll have to lure the heroes to that place to face him. If the heroes are doing research on the villain all this time, they may find out his secret, leading to a sad and painful end to the episode as the unkillable villain has to leave and find someone new to kill him.
Minor Villain IMoronic Muscleman
This fellow is a huge, powerful monster of a fighter. His job is to smash anything the villain tells him to smash. He does that very well, but don't ask him to do any thinking; he has no time for such brainy stuff.
Minor Villain IIHard-Eyed Advisor
This is the sort of villain whom the heroes see in the Master Villain's throne room. He's hard-eyed and scary; life means nothing to him and he enjoys killing. He's also a good advisor to his master.
Ally/NeutralCongenial Madman
This fellow is a pleasant, happy lunatic whom the heroes encounter; after the initial encounter, he follows them wherever they go, commenting on their plans, behaving strangely, getting underfoot, and -- very occassionally -- proving to be a real help.
Monster EncounterNoble Beast
With this encounter, the heroes find that they have to capture -- but not injure -- some sort of powerful, noble beast in order to accomplish their mission. For instance, to reach a mountain-top aerie, they must capture pegasi and ride them up to their enemy.
Character EncounterTruthful Accuser
This encounter is like the Lying Accuser except that the accuser is telling the truth. Dig through your characters' pasts, uncover a misdeed or two, and, when the heroes are at a critical point in their adventure, confront them with someone they actually have wronged. This person has found them and appealed to sympathetic local authorities. The heroes will have to make good or have the authorities on their backs for some time to come.
DeathtrapPit and the Pendulum
Actually, we're applying this term to any of many time-delay deathtraps. In this sort of trap, the villains capture the heroes and place them in a trap which will soon kill them -- it operates on a delay, often based on a timing device or a burning fuse.
ChaseEndurance
The Endurance Chase is not some sort of climactic chase -- it's a rugged, tiring, persistent pursuit that tests the characters to their limits. In this chase, the heroes and villains are pursuing one another across a lot of territory and they're not catching up with one another very fast. This may be a horseback pursuit across a hundred miles of savannah, a camel chase across several days' worth of desert, or a chase across arctic tundra.
Omen/ProphesyHero Fulfills Prophecy
This is the most useful sort of prophecy. In the early part of the adventure, one of the heroes discovers that he fulfills some ancient prophecy.
Secret WeaknessLack of Familiarity
The Master Villain, if he comes from the past or another dimension, or belongs to an alien race, might be sufficiently unfamiliar with this world that he essentially defeats himself. How? By making incorrect guesses about human behaviour. One classic error involves underestimating the human capacity for self-sacrifice.
Special ConditionTime Limit
Finally, the most obvious condition to place on an adventure is to give it a time limit. If the Master Villain is going to conclude his evil spell in only three days, and his citadel is three hard days' riding away, then the heroes are going to be on the go all throughout the adventure -- with little time to rest, plan, gather allies, or anything except get to where they're going.
Moral QuandryFriend Quandry
At a critical point in the story, one of the campaign's NPCs makes an impossible demand of one of the heroes.
Red HerringArtifact that Doesn't Work
Often, epic quests against powerful Master Villains require that the heroes find some legendary artifact, the only object which can defeat the villain. If your heroes have had no trouble getting to the artifact -- they've effortlessly sliced through every obstacle you've put in their path and are confidently advancing on the resting place of the magical item -- you can have it not work.
Cruel TrickVillain is Related to Hero
In this very irritating complication, one of the heroes discovers that the Master Villain is related to him. The villain might be his long-lost father or twin; perhaps this relative is not long-lost after all, but has secretly been a Master Villain for years, and only now has the hero discovered it.

Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.