donjon; Random Adventure Generator

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Random Adventure Generator

ThemeMystery
Here, the characters are presented with a mystery -- often a murder -- and have to find out who did what to whom.
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 HookDying Delivery
On some occassion when the hero is out wandering the streets or is otherwise all alone, a dying man bumbs into him, hands him something, says a few words, and dies.
PlotEvent
For this plot, choose some sort of event -- a tournament, a holiday, a celebration called by the king, a masked ball, or whatever -- and set the commencement of the Master Villain's plan against that backdrop.
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 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 IPalace of the King
The heroes could be here for many, many different reasons: Trying to get a favor from the ruler, part of some nobleman's retinue, members of the palace guard, sneaking in to save the ruler from assassins, sneaking in to assassinate the ruler, thrown into the dungeon for crimes they did or didn't commit, etc.
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 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 IChief Assassin
The Chief Assassin is the favorite killer of the Master Villain. The Assassin works mostly in the field, first killing witnesses who might prove harmful to his master, then zeroing in on the player-characters. He usually meets his end before the adventure's climax, but he may taken one of the heroes down with him.
Minor Villain IISnivelling Vizier
The Vizier is a throne-room villain. Functionally, he's rather like the Hard-Eyed Advisor, offering tactics and advice to his master; but he's an ooily, sleazy, cowardly sycophant. He's usually brilliant in his field of advice but has no combat abilities.
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 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 EncounterBelligerent Soldier
The billigerent one has just had his ears pinned back by his commanding officer and is anxious to take it out on some hapless civilian. If this is a city gate, he claims that the hero's papers are wrong or that he recognizes the hero from descriptions of a wanted criminal; if this is the streets, he insults the hero's lack of military bearing, pretty looks, clothes, smell, companion, or whatever it takes to provoke a reaction.
DeathtrapTomb Deathtraps
Another classic type of trap is the sort of triggered trap left behind in abandoned tombs, ruins, and catacombs. Here, a hero who touches the wrong step, floor tile, wall brick, torch bracket, mounted gemstone, or other device will trigger some sort of ancient trap designed to kill tomb-robbers and intruders.
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 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 HerringLoony who Has It Wrong
You can have the heroes "aided" by a so-called expert who is actually a lunatic who doesn't know anything about what he's talking about. Once he's led the heroes off to some remote part of the continent, his evasive answers and bizarre behaviour will alert them that he really doesn't know anything about what he's pretended to be an expert on.
Cruel TrickHeroes Must Work with Villain
If they have to work for the villain, it's due to some hold he has over them -- probably, he's kidnapped one of their NPCs and will kill this person if his demands aren't met. Put the heroes through the encounter where they have to do something they are loathe to do, such as sack and pillage a temple, before they have the opportunity to retrieve their friend.

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