donjon; Random Adventure Generator

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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.
GoalGain Power
The heroes are on this adventure to gain personal or political power for themselves. They may be looking for an artifact or weapon, or are performing a mission for someone who will reward them with political power (a higher social rank or lands, for instance). If the characters are doing someone else's bidding, you might want to roll again on this section to see what goal the patron will have assigned to the characters.
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.
ClimaxDivine Retribution
Here, the heroes' goal has been to alert the gods that the Master Villain threatens them or their plans; in the last scenes of the adventure, as our heroes face an overwhelming enemy force, the gods bring down their divine retribution on the villain, causing a massive earthquake, tidal wave, lightning storm, or flood of monsters. This is all well and good, but the heroes are too close and must escape the fringe effects of this awesome disaster. A variant on this is the Natural Disaster. No gods are actually involved, but the Master Villain has been tampering with the delicate forces of nature. He may, for instance, have been powering his master spell with the energies of a volcano. When the heroes attack the scene of his spellcasting, the spell goes out of control and so does the volcano. The villain is consumed in the eruption and the heroes must escape or be consumed themselves.
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 IMadman's Fortress
This is the citadel of a major enemy: Strong, unassailable, filled with soldiers and monsters, lined with secret passages and deathtraps; not a wholesome place for adventurers to spend their time.
Specific Setting IITavern/Inn
This is a classic fantasy setting, the residence of travelling heroes and the home of the tavern brawl.
Master VillainDestroyer
This villain is like the Corruptor, except that he likes destroying instead of corrupting. He operates like the Conqueror, moving in his armies -- often nonhuman or monstrous armies -- and destroying everything in sight. Again, the Destroyer could easily be an evil god or demon, meaning the heroes wil have to find his weakness in order to thwart his current plan.
Minor Villain IChildhood Friend with a Dark Secret
This Minor Villain is like the character of the same name from the Allies and Neutrals section. However, the heroes find out early on that he's really working for the Master Villain. He may not wish to be helping the villains; his family may be held hostage, or he may just be too frightened of the villain or otherwise weak-willed to refuse. Alternatively, he could actually be evil now.
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/NeutralGovernment Observer
For some reason, the heroes' ruler wants one of his own people accompanying them. Whatever the reason, the heroes are now stuck with a haughty, self-important royal observer, an expert in (probably) military tactics or espionage. He continually offers unwanted advice and tends to get the heroes into trouble by pulling rank whenever he's not satisfied.
Monster EncounterRavager
This is another classic monster encounter; the monster which is bedeviling a community or local area and will continue to do so unless the heroes destroy or defeat it. Yes, this is similar to the Master Villain of the same name, but the Ravager usually has no master plan -- it just wants to kill, destroy, or eat.
Character EncounterOld Friend at the Wrong Time
When the heroes are trying to sneak through a guardpost, citadel, or city where they can't afford to be recognized, one of the characters' old friends recognizes him and loudly renews their acquaintance in full view of the guards looking for the characters. This usually leads to an exciting chase as the heroes must escape.
DeathtrapDemolition Zone
In this classic deathtrap, the heroes are placed (usually bound and weaponless) in some building or area just as it's due to be destroyed.
ChaseWater
Don't forget the water chase: Whether it's a battle of seamanship between naval vessels, a chase of rafts toward the inevitable waterfall ahead, a contest of canoeing ability, or a chase between the villain and his giant shark vs. the heroes and their dolphin friends, the water chase can be a distinctive and dramatic one.
Omen/ProphesyTotem Animal
If a hero has an animal which is his totem, he may see the animal engaged in a fight to the death with another animal -- one which, coincidentally, is the totem of one of the villains. How his totem defeats the other -- or is defeated by it -- gives the hero some clues as how to fight his actual opponent when the time comes.
Secret WeaknessSecret Embarrassment
Finally, the villain may have some aberration or secret shame that will force him to flee when he is confronted with it. It could be something as simple as the fact that his nose is too big, or that he is a small and nebbishly wizard pretending to be some vast, powerful demonic power. When his shame is revealed, he is too humiliated to continue; this is a good option for comedy adventures.
Special ConditionMagic Doesn't Work Right
If the adventure is taking place on an alternate plane, then that plane's magic works oddly or not at all. (A spellcaster will find that just making himself useful is a challenge when none of his spells works.)
Moral QuandryRespect Quandry
This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of two (or more) powerful NPC allies. Now, in the course of the adventure, the heroes come across a task which can be accomplished in one of two ways -- say, through military intervention or by esoteric magic. The problem is, the NPC allies are arguing for different choices, and the one whom the heores choose against will no longer aid them.
Red HerringFalse Path to the Artifact
Once again, if the heroes have had too easy a time finding the artifact capable of destroying the villain, give them trouble this way: When they get to the place where the artifact is supposed to be contained, they find the coffer or chamber or whatever empty, obviously looted by robbers, who have scrawled such remarks as "Kelrog was here!" upon the walls.
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.