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 Money
The heroes are intent on acquiring a fee or treasure. If it's a fee, you may wish to roll again on this page to learn the patron's goal. If it's a treasure, pay attention to the Settings section, which will dictate where the treasure is, if not who owns it.
Story HookOld Friend
Another classic story hook is the Old Friend, the childhood friend of our hero, who shows up in one of several ways to drag the hero into the story.
PlotAccumulation of Elements
In this sort of plot, the heroes have to go from place to place -- perhaps covering very little area like a city, perhaps roaming the known world -- and accumulate elements to be used against the Master Villain. These elements may be clues, pieces of an artifact, evidence, or allies.
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 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 ICaves of Magical Folk
These can be either beautiful, glittering homes of gorgeous magical peoples, or the dank and terrifying lairs of horrible monsters.
Specific Setting IICaves of Magical Folk
These can be either beautiful, glittering homes of gorgeous magical peoples, or the dank and terrifying lairs of horrible monsters.
Master VillainCorruptor
The Corruptor is the villain who wants to make something nasty out of something that is currently nice. He may be working on a small scale -- i.e., wish to corrupt one character or a few characters, particularly PCs and their favorite NPCs. Alternatively, he may be a big-scale villain trying to change an entire city or nation into a jaded, debased pit of sin, hatred and death.
Minor Villain IHard-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.
Minor Villain IISingle-Minded Soldier
This most trustworthy of villain minions is the experienced, competent, persistent soldier -- a field-trained officer who serves the villain with military precision. He is usually encountered in the field as leader of the villain's field operations. He is not encountered directly until the middle of or the latter part of the adventure; until then, the heroes encounter only his subordinates.
Ally/NeutralAbsent-Minded Expert
The characters find they need an expert in some fields -- pottery, alchemy, whatever -- but all they can find is a somewhat daffy and absent-minded master of that subject. He's useful when around his subject matter, but otherwise absent-minded, incautions, in frequent need of rescuing, etc.
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 EncounterSeducer
One of the characters is invited to a romantic liaison with an attractive local. This local can just be interested in a brief tryst, could fall madly in love with the hero and follow the hero through the rest of the adventure, could be a Loving Deceiver monster encounter, could be a thief and rob the hero blind, or could be a spy or assassin working for the Master Villain.
DeathtrapMutually Assured Destruction
In this very nasty deathtrap, the heroes are bound up in such a manner that any one of them may get free of his bonds -- but when he does, all his friends perish. Obviously, the heroes' task is to find some way for everyone to get out alive. Perhaps an intricate series of cooperative rope-cutting will defuse the trap; perhaps a coordinated maneuver will get everyone free as the trap is being sprung.
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 QuandryHonor Quandry
You want to use this on the character with the most strongly developed sense of personal honor -- someone who has lived all his life by a strict code. Toward the end of the adventure, this character realizes that the best way to defeat the Master Villain is a violation of that code. For instance, the character might be a paladin, who discovers that the only possible way for the heroes to defeat the Master Villain is to sneak up on him and stab him in the back.
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 TrickMission is a Ruse
In the course of their adventuring, the heroes discover they have been tricked into performing a mission which helps the Master Villain.

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