donjon; Random Adventure Generator

donjon

#StandWithUkraine 🇺🇦

Random Adventure Generator

ThemeAction/Adventure
This is the most common and straightforward sort of adventure there is. In the Action/Adventure scenario, you present your characters with a task and then confront them with obstacles to overcome in order to accomplish the task successfully.
GoalRescue NPC(s)
The characters must rescue one or more kidnapped NPCs, probably from the stronghold of the kidnapper. Obviously, they must get to said stronghold, break in, rescue the kidnappee, break out, and escape back to safety; this usually requires careful and clever planning and a large dose of luck.
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.
ClimaxChase to Ground
First, you have the Heroes Chasing the Villain. The villain, after a series of encounters with the heroes, is running to safety, to some place where he can acquire more power, or to somehwere he can accomplish some dread purpose such as assassination or mass murder. The heroes chase him, have to deal with the obstacles he leaves behind, and finally catch up to him before or just as he reaches his goal. Here, we have the final duel between the villains forces and the heroes. Second, you have the Villain Chasing the Heroes. Often, in a story like this, the heroes have found out how to defeat the villain -- such as getting to a particular temple and conducting a particular ritual. The villain chases them all through their quest, catching up to them just as they're commenciing their ritual; they must, with heroic effort, conclude the ritual while suffering his attacks. Third, you have the Master Villain's Sudden Escape Attempt. This takes place in adventures where the Master Villain's identity is unknown until the end. His identity is revealed and he makes a sudden bolt for freedom; the heroes give chase. This usually results in a dangerous foot-chase through nasty terrain -- such as across rooftops, through the dungeons, or across an active battlefield.
General SettingUnder the Ground
In this variety of adventure, the heroes descend into vast cavern networks beneath the earth's crust. There, they can encounter bizarre races and primitive tribes, hitherto-unknown monsters and strange landscapes.
Specific Setting ILaboratory
This can be alchemical lab of a friendly wizard, or the horrible experimental chamber of the villain where new monsters are created and relased upon the world.
Specific Setting IILost City
This is the remnant of some lost civilization or expedition, still thriving in some forgotten corner of the world. Remnants of lost civilizations can even inhabit cavern systems beneath campaign cities, preying on the above-worlders for their goods, slaves, and sacrifices.
Master VillainLovable Rogue
This Master Villain isn't really evil -- he's just chaotic and fun. Cheerful bandits in the forest who rob from the rich and give to the poor, singing and rope-swinging pirate kings, and romantic, sophisticated duellists all belong to the category of the Lovable Rogue. Often, the Rogue will not be behind the nastiness the heroes are encountering; he may be in competition with them for the prize they're seeking. Often the heroes and the Rogue (and his minions) will have to team up to succeed at their task. Just as often, the Rogue will try to get away with the whole treasure.
Minor Villain IInquisitor
This villain is the one who interrogates the heroes and NPCs captured by the villains. He accompanies the other Minor Villain out into the field and works on anyone captured; he enjoys inflicting pain and suffering.
Minor Villain IIMoronic 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.
Ally/NeutralIngenue in Distress
The heroes must protect some defenseless young innocent who is in danger from the villains. This person, perhaps the sheltered son or daughter of a nobleman or merchant, has no abilities at all but is sweet, charming, and in great need of help.
Monster EncounterTerrain Monster
Don't forget the simple run-in with the animal belonging to the terrain where the heroes are: Every type of wilderness has its predators and big, nasty herbivores.
Character EncounterNew Enemy
In the course of his ordinary activies, one of the heroes can make a New Enemy. Hurrying along the street, he can bump into a disagreeable fighter for whom an apology isn't enough; in a tavern, he can make some innocuous remark that you deliberately have the irritable fellow misconstrue as an insult. The New Enemy will only exchange heated words with the hero at this point, but will appear again later in the adventure and will eventually have to fight the hero.
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.
ChaseSpecial Terrain
You can make any chase more memorable by having it take place in a setting to which it is utterly unsuited. For instance, horse chases are fine and dramatic when they take place through the forest, out in the open plains, or along a road -- but they become diabolical when they take place inside the Royal Palace or in dangerous, labrynthine, treacherous catacombs.
Omen/ProphesyBirthmark
One of the heroes has a birthmark that pertains to the adventure in some way. He may have a birthmark identical to some NPC -- for instance, some person endangered by the Master Villain. This mystery can give the hero his reason to become involved. Alternatively, his birthmark may mark him as a hero fulfilling some ancient prophecy.
Secret WeaknessHoly Symbol
The villain may have the traditional weakness to a specific holy symbol -- but don't choose just an ordinary one. It may be a holly symbol no longer used by the church, or may be some forgotten variation of the current symbol. (For instance, the cross may not work, but a variation -- such as the Roman cross -- might; alternatively, it might have to be a holy symbol which has undergone some unfamiliar ritual.)
Special ConditionCoping with a Curse
The curse might be making the hero progressively uglier, might be draining out his life-force (he's losing experience which will be retruned if he succeeds), or might be making him progressively insane. Each day, as he sees his reflection in a mirror or pond or fountain, he'll know himself to be less than he used to be.
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 TrickNPC Turns Traitor
He may alert the enemy when the heroes are planning a raid; he may steal the artifact and take it to the villain; he may stab a hero or important NPC in the back (literally) before departing.

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