donjon; Random Adventure Generator

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Random Adventure Generator

ThemeHorror
This type of adventure is designed to scare both the characters and the players. Just having a monster attack is not enough for a horror theme; the monster must first frighten the characters.
GoalThwart Monstrous Plan
This is a classic fantasy-adventure plot: The characters learn of some horrible plan made by a monstrous enemy, and must thwart it before the kingdom is lost or the world is destroyed. This is an epic goal, and usually requires that the characters go to all sorts of places, rounding up allies and artifacts, before being strong enough to face their enemy.
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.
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.
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 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 IShacktown of the Oppressed
Part of the action centers around the tenements or shacks of the worst part of town; perhaps an allied NPC lives here or the characters are fugitives hiding out in the nasty part of town.
Specific Setting IIMansion of a Lord
This can be the home of a villain -- the characters may have to break in and rescue someone or steal evidence, or break out if they've been captured -- or of a heroic ally, in which case it may be used as the headquarters for the heroes' plans and activities.
Master VillainAgent Provocateur
This Master Villain is a clever spy who inflitrates an organization, order, or army, and tries to effect its destruction by getting it to perform actions which will cause others to oppose it directly. The identity of this Master Villain is usually a closely-guarded secret; the heroes will encounter his cover identity, but will not suspect that he's responsible for all this chaos until they start adding up clues. Females in this role can be very, very effective.
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 IIMistress with a Heart of Gold
This character is much like the "Lover or Daughter of Villain" type of Mystery Woman from the Story Hooks section. In this case, she usually accompanies the Master Villain, but sometimes goes on missions of her own, where she runs into and develops affection for one of the player-characters.
Ally/NeutralTalkative Barkeep
This classic encounter is the garrulous innkeeper who has information the characters want; trouble is, they'll have to bribe him to get it, or agree to stay at his inn, or buy a lavish meal, or listen to his incessant stories about his career in the army, or whatever.
Monster EncounterPowerful Tester
Here, some powerful, intelligent monster with shapechanging ability turns into a human form. When the heroes encounter him, he is in need of help or having trouble. He also obviously can't reward the heroes for their help, and will only serve to slow the heroes down from their quest. If the heroes help him anyway, the Powerful Tester reveals himself in his true form and offers to aid the heroes in their quest.
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.
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.
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/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 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 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 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 TrickWanted by the Law
One final complication, one which occurs pretty frequently, is when the heroes are wanted by the law. When they're wanted by the law, they have to travel in secret and very limited in the resources they can acquire.

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