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.
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 HookOld Friend
Another classic story hook is the Old Friend, the childhood friend of our hero, who shows up in one of several ways to drag the hero into the story.
PlotSeries of Villains
This is a very dramatic plot, and very well-suited to oriental campaigns. In it, the heroes have undertaken a quest, usually the finding and defeat of the Master Villain. They may have to travel to his citadel, or head off in another direction to find some artifact capable of defeating him, or run away from pursuing villains until they can figure out what's going on. All along their route, they are set upon by villains -- each villain has a name and distinct personality, and each encounter is life-or-death for the heroes and villains; the villain never escapes to safety if the tide turns against him, he fights unto death.
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 IShacktown of the Oppressed
Part of the action centers around the tenements or shacks of the worst part of town; perhaps an allied NPC lives here or the characters are fugitives hiding out in the nasty part of town.
Specific Setting IILaboratory
This can be alchemical lab of a friendly wizard, or the horrible experimental chamber of the villain where new monsters are created and relased upon the world.
Master VillainOrganizer
This Master Villain is the head of the local criminal syndicate -- the Thieve's Guild or slaver ring, for instance. He's cold-hearted and unsympathetic, and human life means nothing to him. He employs assassins and musclemen against the heroes, and can only be reasoned with when it's going to profit him more to cooperate with the heroes than kill them.
Minor Villain ISnivelling Vizier
The Vizier is a throne-room villain. Functionally, he's rather like the Hard-Eyed Advisor, offering tactics and advice to his master; but he's an ooily, sleazy, cowardly sycophant. He's usually brilliant in his field of advice but has no combat abilities.
Minor Villain IILovable 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.
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 EncounterForeshadowing Monster
With this monster encounter, combat may not be necessary. This monster encounter exists to alert the characters to the fact that something unusual is going on, a foreshadowing of their upcoming conflicts with the Master Villain.
Character EncounterNew Enemy
In the course of his ordinary activies, one of the heroes can make a New Enemy. Hurrying along the street, he can bump into a disagreeable fighter for whom an apology isn't enough; in a tavern, he can make some innocuous remark that you deliberately have the irritable fellow misconstrue as an insult. The New Enemy will only exchange heated words with the hero at this point, but will appear again later in the adventure and will eventually have to fight the hero.
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.)
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 ConditionOmnipresent Observer
If a wizard, demigod or god has forced the heroes to undertake this quest, he may be with them continually -- in spirit. He can't help them, but does magically watch everything they do. And when they do something he doesn't like, he tells them about it -- loudly and nastily. (This is distressing when they're trying to break into a fortress or sneak through enemy lines.)
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 HerringArtifact that Doesn't Work
Often, epic quests against powerful Master Villains require that the heroes find some legendary artifact, the only object which can defeat the villain. If your heroes have had no trouble getting to the artifact -- they've effortlessly sliced through every obstacle you've put in their path and are confidently advancing on the resting place of the magical item -- you can have it not work.
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.