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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.
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 HookHero Offended
Someone greatly offends the hero, so much so that he'll pursue his offender right into the adventure. (Note that this usually means that the offender is a minion of the Master Villain. You'll have to decide whether the minion offended the hero precisely to bring him into the adventure or just as a side-effect of his ordinary villain activities.)
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.
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 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 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 IITemple/Church
This can be either the church of some lofty and good diety, or the dark and grisly temple of some horrid deity (doubtless filled with evil soldiers and monsters), or even the temple that the madman villain has dedicated to himself for when he becomes a god.
Master VillainRavager
This Master Villain is like the Destroyer, except that he terrorizes a very limited area -- such as a village, island, castle, or clan stronghold. (He may want to destroy the whole world but be trapped where he is; perhaps his efforts to free himself constitute the adventure's plot.) He stays in his area and terrorizes whatever comes into it.
Minor Villain IMistress 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.
Minor Villain IIHard-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.
Ally/NeutralTragic Fellow Hero
The heroes are in the company of some hero well-known to them; he may have been a companion or ally, or they may just know him by reputation. He is a tragic figure; he may have lost his family to the master villain, or lost his properties and titles, or be afflicted with a curse he cannot be rid of, or be committed to a quest he knows will take his life. He's dour, and gloomy, prophesying doom and having no fun at all.
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 EncounterBureaucrat
Some time in their adventure, the heroes must deal with the local government and run into that most horrible of nuisance monsters, the bureaucrat and his red-tape dispenser. The heroes don't have the right forms. When they have the right forms, they forgot to fill them out in triplicate. And so on.
DeathtrapDemolition Zone
In this classic deathtrap, the heroes are placed (usually bound and weaponless) in some building or area just as it's due to be destroyed.
ChaseHorseback
This is a relatively short chase -- it only needs to go on for a mile or so before even the best horses are winded. If it goes on longer than that, the horses may collapse and perhaps die.
Omen/ProphesyReincarnation
The hero, seeing the portrait of some long-dead nobleman, may be surprised to see his own face staring back at him. All evidence points to the fact that our hero is the reincarnation of this person, and the Master Villain may desire to destroy any trace of that nobleman's existence. Just as appropriately, this long-dead nobleman may have died after making some important choice -- such as choosing love over career or career over friends; and the choice he faced is identical to the one the hero now faces. Will our hero defy the prophecy and choose as he did in a previous life, or will he choose the other option and see what happens?
Secret WeaknessSecret Embarrassment
Finally, the villain may have some aberration or secret shame that will force him to flee when he is confronted with it. It could be something as simple as the fact that his nose is too big, or that he is a small and nebbishly wizard pretending to be some vast, powerful demonic power. When his shame is revealed, he is too humiliated to continue; this is a good option for comedy adventures.
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 QuandryAlly Quandry
You set up the situation so that the heroes have a good chance at defeating the Master Villain if they get the aid of two specific individuals, probably experts in fields relating to the villains' activities. But the two experts hate one another and refuse to work together, even if it costs them their world.
Red HerringLying Rumor
This is the worst and most useful type of red herring -- the interesting rumor which just happens to be false. In adventures of this sort, the best Lying Rumor concerns the Master Villain; it gives the heroes some "important" information about him which later turns out to be useless.
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.