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.
GoalExplore a New Area
The heroes are hired or convinced to enter an unmapped area and explore it. They may be making a map; they may be trying to find someone who disappeared into this area in the past; they may be following legends that tell of treasure in the unexplored interior.
Story HookPressing Buttons
As a general story-hook approach, think about the player-character -- his personal goals and his personal dislikes. If the hero is pursuing a specific goal, you have one of the minor villains, as a side-effect of the villain's master plan, thwart the hero's latest step towards that goal. Alternatively, if there's something the hero truly hates to see, have it happen -- and have the villains be responsible.
PlotGeographic Progression
This is the simplest sort of adventure plot. The heroes have an area to investigate or travel through; they have encounters based on where they are. For instance, the traditional dungeon, where monsters are tied to specific rooms or areas. Or, if the heroes are travelling along a narrow valley or through an enchanted forest, they might suffer ambushes and other encounters fixed to various points along their travel plan. The plot, then, is getting to the villain by surviving the intervening obstacle encounters.
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 SettingTorturous Terrain
The adventure takes place in some sort of unsettled, uncivilized, dangerous terrain; in action stories, the desert and jungle work best; choose one of those two or decide on a setting that is similarly dangerous and exotic.
Specific Setting IDemi-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.
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 VillainDestroyer
This villain is like the Corruptor, except that he likes destroying instead of corrupting. He operates like the Conqueror, moving in his armies -- often nonhuman or monstrous armies -- and destroying everything in sight. Again, the Destroyer could easily be an evil god or demon, meaning the heroes wil have to find his weakness in order to thwart his current plan.
Minor Villain ILovable Rogue
This character is like the Master Villain of the same name, except that he has no minions of his own and serves at someone else's bidding. However, he's very independent, not always working in his employer's best interests; he often makes fun of the Master Villain's pretensions and may suffer that villain's retaliation because of it.
Minor Villain IIAvenger
This character is much like the Master Villain of the same name, but he's not in charge of all this villainy, and he's definitely an enemy of one of the player-characters. You'll have to decide who he is and why he hates one of the heroes; he could be anything from a recurring villain to someone who simply lost a fight to the hero once.
Ally/NeutralChildhood Friend with a Dark Secret
One of the heroes is accompanied by one of his childhood friends... but said friend now has a Dark Secret. He does strange and mysterious things (sneaks off to send messages, or behaves strangely around certain NPCs, or is scared to death of certain harmless animals or situations) and will not explain why to his PC friend until late in the story.
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 EncounterMean Drunk
The Mean Drunk works much like the Belligerent Soldier except that he's not as tough, is of course drunk, and is usually accompanied by other Mean Drunks.
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.
ChaseWater
Don't forget the water chase: Whether it's a battle of seamanship between naval vessels, a chase of rafts toward the inevitable waterfall ahead, a contest of canoeing ability, or a chase between the villain and his giant shark vs. the heroes and their dolphin friends, the water chase can be a distinctive and dramatic one.
Omen/ProphesyComet's Progress
Events during the adventure may be enlivened by a large and menacing comet which appears in the night sky for several days during the scenario; the locals take it for an omen of doom. The comet may be the result of magic being used by the Master Villain, or the comet's appearance can pertain to an old legend involving the Master Villain.
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 ConditionNo Lawbreaking
For some reason, at one point in the story, the heroes cannot allow themselves to break the law -- even when it would help them greatly to do so. For instance, the heroes may be asking for the help of a king whose word is law and whose power is immense. When they arrive for their audience, an emissary of the Master Villain is making a similar plea for help. If the heroes attack and kill that emissary, they will lose any chance at the king's help -- in fact, he may order their execution.
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 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.