donjon; Random Adventure Generator

donjon

#StandWithUkraine 🇺🇦

Random Adventure Generator

ThemeComedy
This adventure is fun for fun's sake. Its basic purpose is to provide humorous entertainment with a minimum of actual danger or tragedy.
GoalProtect Endangered NPC(s)
One or more NPCs are in danger, and the characters must protect them. They might be doing this for a reward, or because one or more of the NPCs is a friend or relative of the character. You need to decide what the characters are protecting the NPCs from. The NPC might be a wealthy or powerful person being sought by assassins or kidnappers. The NPC might be a whole village of peasants who are being terrorized by a bandit chieftan.
Story HookNot in Kansas
The PCs are minding their own business and find themselves transported to a strange place. They must figure out where they are, why they are there, and how to escape.
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.
ClimaxScattered Duels
In this climax, the heroes have gotten to the end of their quest -- they may have broken into, sneaked into, or escaped from imprisonment within the villain's citadel, or have marched into the little town where the villain is holed up -- and they become separated. You can separate them by having traps and tricks break the party apart, by having them see two or three things they must resolve (such as danger to innocents or the appearance of minion villains) pop up simultaneously; they'll have to run in all directions at the same time or suffer failure. Once the party is broken down into bite-sized chunks, you confront each individual or small group with the enemy or enemies he most deserves to face -- his personal enemy, the monster which defeated him before, etc. -- for a grand series of climactic duels.
General SettingOn the Sea
Most of the action occurs on the sea -- the heroes are shipborne for some reason, docking in lots of ports. Again, this is good for adventures where the heroes are investigating clues left all over the map, are part of some trading enterprise, or are being pursued by villains.
Specific Setting IClassic Dungeon
This would be the standard monster-filled labyrinth; perhaps it's a nesting ground for the master villain's monster troops.
Specific Setting IIMansion of a Lord
This can be the home of a villain -- the characters may have to break in and rescue someone or steal evidence, or break out if they've been captured -- or of a heroic ally, in which case it may be used as the headquarters for the heroes' plans and activities.
Master VillainZealot
This villain is like the Conqueror, but he's not trying to conquer to own; he's trying to purge the world of something he feels is pure evil (another religion, a human, demi-human, or nonhuman race of sentient beings, a custom). He operates just like the Conqueror, enslaving or killing all those who belong to the "wrong" race or philosophy.
Minor Villain ILovable Rogue
This character is like the Master Villain of the same name, except that he has no minions of his own and serves at someone else's bidding. However, he's very independent, not always working in his employer's best interests; he often makes fun of the Master Villain's pretensions and may suffer that villain's retaliation because of it.
Minor Villain IICorrupted Hero
This villain was once a hero, possibly one known to the players. He was seduced by the dark side of the dungeon master. Because of his own weakness, or of a curse, he has become a villain, a pawn of the Master Villain.
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 EncounterForeshadowing Monster
With this monster encounter, combat may not be necessary. This monster encounter exists to alert the characters to the fact that something unusual is going on, a foreshadowing of their upcoming conflicts with the Master Villain.
Character EncounterBandit Gang
When the heroes are en route from one place to another, have them run across one of the local bandit gangs. The bandits are faster and far more numerous than the heroes. But the bandits stay back. Basically, they're bandits who admire courage and prowess, and the bandit leader will challenge one or all of the heroes to a test of bravery or ability -- such as a horserace, a duel, a wrestling match, a joust, an arm-wrestling match where scorpions sting the loser, etc.
DeathtrapRock and a Hard Place
This trap starts out as an Animal Pit, Pit and the Pendulum, or Tomb Deathtrap, but an obvious escape suggests itself very early on. Trouble is, it leads into even worse danger. The hole out of the animal pit may lead to the lair of an even worse animal; it may lead through a succession of dangers (collapsing old catacombs, into an underground river, into a den of zombies) before the heroes reach the light.
ChaseAerial
The heroes could be riding pegasi or friendly griffons or allied great eagles; the villains could be carried aloft by gargoyles or demons. The prospect of taking a mile-long fall if one's mount is hit is a very daunting and challenging one for the hero.
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 WeaknessElement
The Master Villain can be banished, dispelled, killed, or otherwise defeated by some of element or item. The Master Villain tries to get rid of all the examples of this element in his vicinity; he doesn't let his minions carry it or bring it into his presence. But he's not stupid; he doesn't announce to the world what his weakness is. He tries to hide his concern within another command. If he's allergic to red roses, for instance, he orders all "things of beauty" destroyed within miles of his abode.
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 QuandrySaving Quandry
Finally, another classic quandry puts the heroes in the position of choosing between a grand opportunity to hurt the Master Villain -- or saving the lives of a number of individuals.
Red HerringLying Rumor
This is the worst and most useful type of red herring -- the interesting rumor which just happens to be false. In adventures of this sort, the best Lying Rumor concerns the Master Villain; it gives the heroes some "important" information about him which later turns out to be useless.
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.