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.
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 HookDying Delivery
On some occassion when the hero is out wandering the streets or is otherwise all alone, a dying man bumbs into him, hands him something, says a few words, and dies.
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.
ClimaxDivine Retribution
Here, the heroes' goal has been to alert the gods that the Master Villain threatens them or their plans; in the last scenes of the adventure, as our heroes face an overwhelming enemy force, the gods bring down their divine retribution on the villain, causing a massive earthquake, tidal wave, lightning storm, or flood of monsters. This is all well and good, but the heroes are too close and must escape the fringe effects of this awesome disaster. A variant on this is the Natural Disaster. No gods are actually involved, but the Master Villain has been tampering with the delicate forces of nature. He may, for instance, have been powering his master spell with the energies of a volcano. When the heroes attack the scene of his spellcasting, the spell goes out of control and so does the volcano. The villain is consumed in the eruption and the heroes must escape or be consumed themselves.
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 ITavern/Inn
This is a classic fantasy setting, the residence of travelling heroes and the home of the tavern brawl.
Specific Setting IITavern/Inn
This is a classic fantasy setting, the residence of travelling heroes and the home of the tavern brawl.
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 IMoronic 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.
Minor Villain IIInquisitor
This villain is the one who interrogates the heroes and NPCs captured by the villains. He accompanies the other Minor Villain out into the field and works on anyone captured; he enjoys inflicting pain and suffering.
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 EncounterKing Beast
At some point in their adventure, the heroes run across a King Beast -- some enormous, intelligent monster (which speaks the Common tongue) which is the leader of its species. Perhaps it needs help; if the heroes help it they'll earn themselves a favor which the King Beast will repay at some later time in the adventure. Perhaps the heroes are in deadly danger and need help; the King Beast can be persuaded to help, but only in return for a deed or favor in the future.
Character EncounterBelligerent Soldier
The billigerent one has just had his ears pinned back by his commanding officer and is anxious to take it out on some hapless civilian. If this is a city gate, he claims that the hero's papers are wrong or that he recognizes the hero from descriptions of a wanted criminal; if this is the streets, he insults the hero's lack of military bearing, pretty looks, clothes, smell, companion, or whatever it takes to provoke a reaction.
DeathtrapRock and a Hard Place
This trap starts out as an Animal Pit, Pit and the Pendulum, or Tomb Deathtrap, but an obvious escape suggests itself very early on. Trouble is, it leads into even worse danger. The hole out of the animal pit may lead to the lair of an even worse animal; it may lead through a succession of dangers (collapsing old catacombs, into an underground river, into a den of zombies) before the heroes reach the light.
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/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 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 ConditionCoping with a Curse
The curse might be making the hero progressively uglier, might be draining out his life-force (he's losing experience which will be retruned if he succeeds), or might be making him progressively insane. Each day, as he sees his reflection in a mirror or pond or fountain, he'll know himself to be less than he used to be.
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 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.