donjon; Random Adventure Generator

donjon

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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 HookOld Enemy
This is a straightforward story hook; the hero learns that his oldest enemy is back and is very active in the campaign, up to something. The hero will naturally want to investigate and will walk right into the story.
PlotA-B-C Quest
This is an epic sort of plot. In it, the heros are given (or undertake) a task to perform: The taking of a city, the rescue of an innocent, the destruction of a monster, the creation of a magical item, the defeat of a Master Villain, etc. But the path to victory is not a simple one. To get to their goal, Event A, they find that they must first accomplish some other task -- Event B. But when they undertake the task of accomplishing Event B, they find that they must first accomplish Event C. This goes on for several encounters, until the heroes accomplish all the obstacle events which prevent them from returning to Event A, their original goal.
ClimaxPrevented Deed
Here, the heroes have been defeated -- captured by the Master Villain, or so thoroughly cut up by his minions that all believe them to be dead. And the heroes have learned, from the bragging of the villain, loose talk of his minions, or examination of clues, what is the crucial event of his master plan. In any case, the battered and bruised heroes must race to this site and have their final confrontation with the villain, bursting in on him and his minions just as the knife or final word or key is poised, and prevent the awful deed from taking place -- and, incidentally, defeat the master villain and minions who beat them previously.
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 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 IIDemi-human Community
In wilderness areas, this will be a large community of demi-humans -- elves, dwarves, halflings, whatever -- or intelligent nonhumans such as orcs. If your action is taking place in a city, this could be a hidden community (such as a secret underground dwarf community) or a section of the city inhabited mostly by demi-humans.
Master VillainOrganizer
This Master Villain is the head of the local criminal syndicate -- the Thieve's Guild or slaver ring, for instance. He's cold-hearted and unsympathetic, and human life means nothing to him. He employs assassins and musclemen against the heroes, and can only be reasoned with when it's going to profit him more to cooperate with the heroes than kill them.
Minor Villain IMisguided Moralist
This fellow has been convinced that only by helping the villain achieve the Master Plan can he improve the world. He tends to be encountered all through the adventure's plot, usually escaping from the heroes and taunting them for their wrong thinking. Fortunately, he's no more effective as a villain than he is as a thinker.
Minor Villain IIChief 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 take one of the heroes down with him.
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 EncounterKing Beast
At some point in their adventure, the heroes run across a King Beast -- some enormous, intelligent monster (which speaks the Common tongue) which is the leader of its species. Perhaps it needs help; if the heroes help it they'll earn themselves a favor which the King Beast will repay at some later time in the adventure. Perhaps the heroes are in deadly danger and need help; the King Beast can be persuaded to help, but only in return for a deed or favor in the future.
Character EncounterThief
At some point in their adventure, the heroes have a run-in with thieves.
DeathtrapAnimal Pit
This is a classic trap of the adventure genre: The heroes (perhaps just one hero) are dropped into a pit filled with dangerous animals -- snakes, lions, bears, whatever. They must either fight the beasts or delay them until they can escape -- climb back out, open a secret door, break down a wall, have a rope lowered by friends above, etc.
ChaseFootrace
The chase involves the characters on foot, probably through such terrain as city streets or the corridors of a palace. One hero may realize that the's being pursued by a party of enemies and choose to run for it; the heroes may have caught up to the Master Villain, prompting him to run for his life.
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 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 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 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.