donjon; Random Adventure Generator

donjon

#StandWithUkraine 🇺🇦

Random Adventure Generator

ThemeComedy
This adventure is fun for fun's sake. Its basic purpose is to provide humorous entertainment with a minimum of actual danger or tragedy.
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 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.
PlotEvent
For this plot, choose some sort of event -- a tournament, a holiday, a celebration called by the king, a masked ball, or whatever -- and set the commencement of the Master Villain's plan against that backdrop.
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 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 IMilitary Encampment
This is best used in an episode involving warfare; it could be the good-guy army's encampment, from which the heroes launch their adventures, or the villains' encampment, in which case the heroes might have to sneak in on a mission or escape from it if they're captured.
Specific Setting IICatacombs
These can be catacombs beneath a living city or a ruined one; they can be long-forgotten or still in use.
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 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 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/NeutralObsequious Merchant
This fellow is the owner of the caravan the heroes are protecting, or the merchant the heroes encounter when they desperately need to buy something. He is oily, ever-flattering, overly agreeable, and is a sharp bargainer; the heroes will not find him willing to give them a sale price.
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 EncounterOld Friend at the Wrong Time
When the heroes are trying to sneak through a guardpost, citadel, or city where they can't afford to be recognized, one of the characters' old friends recognizes him and loudly renews their acquaintance in full view of the guards looking for the characters. This usually leads to an exciting chase as the heroes must escape.
DeathtrapStampede
Should the heroes ever cross plains or prairies, their villainous enemies may wish to stampede a herd of large animals at them. Alternatively, beasts in the forest may be stampeded by fires set by the villains; in this case, it will not be one sort of animal charging through, but a mixture of terrified forest animals, from the smallest fox-cub to the largest bear.
ChaseSpecial Terrain
You can make any chase more memorable by having it take place in a setting to which it is utterly unsuited. For instance, horse chases are fine and dramatic when they take place through the forest, out in the open plains, or along a road -- but they become diabolical when they take place inside the Royal Palace or in dangerous, labrynthine, treacherous catacombs.
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 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 QuandryFriend Quandry
At a critical point in the story, one of the campaign's NPCs makes an impossible demand of one of the heroes.
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 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.