donjon; Random Adventure Generator

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Random Adventure Generator

ThemeEspionage
Espionage adventures are active, grim scenarios involving spying and perhaps other cloak-and-dagger deeds such as assassination or rescue.
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 HookLegend and Rumor
In this classic story hook, the hero stumbles across some new or long-forgotten knowledge that promises great treasure or gain.
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.
ClimaxThrone Room Duel
This is set up much like the Scattered Duels, except that you don't separate the heroes. It's harder to control whom fights who in this situation... but if it doesn't matter who has the final duel with the Master Villain, this is a classic climax choice.
General SettingExotic Distant Land
The adventure will take the heroes to some fascinating and exotic distant country, where they'll have to cope with new customs, monsters unfamiliar to them, and very colorful NPC encounters; choose one of the more fascinating foreign lands from your campaign world.
Specific Setting ILost City
This is the remnant of some lost civilization or expedition, still thriving in some forgotten corner of the world. Remnants of lost civilizations can even inhabit cavern systems beneath campaign cities, preying on the above-worlders for their goods, slaves, and sacrifices.
Specific Setting IIMagical Lake
This is the acquatic equivalent of the Legendary Forest, here beautiful and glistening, there treacherous and dangerous, filled with water-breathing magical folk.
Master VillainGod of Chance
Here you have two options. This Master Villain could be a real entity -- an actual god of mischief or silliness, who has intruded in the heroes' lives to cause chaos and have fun. Alternatively, this "villain" could actually be pure chance: The heroes are having a series of unrelated, accidental encounters which cause them fits. No real single villain is involved, although initially it looks as though there is.
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 IIMoronic Muscleman
This fellow is a huge, powerful monster of a fighter. His job is to smash anything the villain tells him to smash. He does that very well, but don't ask him to do any thinking; he has no time for such brainy stuff.
Ally/NeutralGibbering Madman
Some poor wretch blundered into part of the master villain's plan and saw too much. What he saw drove him crazy. He gibber and jabbers, occassionally uttering clues about what he's seen, but just isn't coherent. He knows enough that the heroes will need to take him along to comment on what they're encountering, though, so he can't just be met and forgotten.
Monster EncounterTerrain Monster
Don't forget the simple run-in with the animal belonging to the terrain where the heroes are: Every type of wilderness has its predators and big, nasty herbivores.
Character EncounterInquisitive Official
Some local authority has noticed the characters' presence and it makes her curious. She snoops around asking questions all the time. She may be a city guardsman or special agent of the ruler, but (functionally) she's a police lieutenant, asking the rong questions at the wrong time; the heroes have to work around her, sneaking where normally they'd be able to work in the open.
DeathtrapColiseum
If it's appropriate, you can have the heroes captured by the local authorities -- particularly when they're in an exotic land, lost world, or whatever -- and have them armed with gladiatorial gear and dropped into a coliseum for the entertainment of the locals. (Note that this works much better with fighting-type heroes than spellcasters.)
ChaseEndurance
The Endurance Chase is not some sort of climactic chase -- it's a rugged, tiring, persistent pursuit that tests the characters to their limits. In this chase, the heroes and villains are pursuing one another across a lot of territory and they're not catching up with one another very fast. This may be a horseback pursuit across a hundred miles of savannah, a camel chase across several days' worth of desert, or a chase across arctic tundra.
Omen/ProphesyFortune Teller Predicts Doom
This is an ominous encounter: A fortune-teller predicts doom for one of the heroes, or for some community menaced by the Master Villain. Shortly after, some calamity should befall the hero: He can be attacked by an assassin, be in a building when it is struck by fire or an earthquake, or suffer other danger. Investigation of the events can then point the heroes toward the Master Villain as the event's instigator.
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 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 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.