donjon; Random Adventure Generator

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Random Adventure Generator

ThemeRomance
This sort of adventure (rarely played, but worthwhile anyway) has as its central plot the romance between two characters, usually a player-character and an NPC.
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 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.
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.
ClimaxPrevented Deed
Here, the heroes have been defeated -- captured by the Master Villain, or so thoroughly cut up by his minions that all believe them to be dead. And the heroes have learned, from the bragging of the villain, loose talk of his minions, or examination of clues, what is the crucial event of his master plan. In any case, the battered and bruised heroes must race to this site and have their final confrontation with the villain, bursting in on him and his minions just as the knife or final word or key is poised, and prevent the awful deed from taking place -- and, incidentally, defeat the master villain and minions who beat them previously.
General SettingOn the Road
Most of the adventure takes place on the road, as the heroes are travelling from place to place. This is especially good for adventures where heroes are investigating a wide-ranging mystery, are part of a caravan, or are being pursued by loathesome villains.
Specific Setting IRuins
These can be the ruins of some ancient civilization, an abandoned temple or castle, incomprehensible blocks of stone arranged by ancient gods, etc. They can be magical or normal, inhabited by normal animals or by monsters, centers of magic or just tumbled-down buildings.
Specific Setting IIClassic Dungeon
This would be the standard monster-filled labyrinth; perhaps it's a nesting ground for the master villain's monster troops.
Master VillainAdvance Agent
This villain is the vanguard of some sort of invastion; often, he is trying to open up a portal to a dimension full of trapped demons and evil gods.
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 IIChildhood Friend with a Dark Secret
This Minor Villain is like the character of the same name from the Allies and Neutrals section. However, the heroes find out early on that he's really working for the Master Villain. He may not wish to be helping the villains; his family may be held hostage, or he may just be too frightened of the villain or otherwise weak-willed to refuse. Alternatively, he could actually be evil now.
Ally/NeutralCongenial Madman
This fellow is a pleasant, happy lunatic whom the heroes encounter; after the initial encounter, he follows them wherever they go, commenting on their plans, behaving strangely, getting underfoot, and -- very occassionally -- proving to be a real help.
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 EncounterSeducer
One of the characters is invited to a romantic liaison with an attractive local. This local can just be interested in a brief tryst, could fall madly in love with the hero and follow the hero through the rest of the adventure, could be a Loving Deceiver monster encounter, could be a thief and rob the hero blind, or could be a spy or assassin working for the Master Villain.
DeathtrapPit and the Pendulum
Actually, we're applying this term to any of many time-delay deathtraps. In this sort of trap, the villains capture the heroes and place them in a trap which will soon kill them -- it operates on a delay, often based on a timing device or a burning fuse.
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/ProphesyTotem Animal
If a hero has an animal which is his totem, he may see the animal engaged in a fight to the death with another animal -- one which, coincidentally, is the totem of one of the villains. How his totem defeats the other -- or is defeated by it -- gives the hero some clues as how to fight his actual opponent when the time comes.
Secret WeaknessHoly Symbol
The villain may have the traditional weakness to a specific holy symbol -- but don't choose just an ordinary one. It may be a holly symbol no longer used by the church, or may be some forgotten variation of the current symbol. (For instance, the cross may not work, but a variation -- such as the Roman cross -- might; alternatively, it might have to be a holy symbol which has undergone some unfamiliar ritual.)
Special ConditionNo Weapons Allowed
At some point in the story, the heroes must surrender their weapons. Perhaps they're visiting some quarter of the city where weapons are not allowed; or a particularly peace-loving temple. In any case, once they're there, they are attacked by enemies belonging to the Master Villain.
Moral QuandrySaving Quandry
Finally, another classic quandry puts the heroes in the position of choosing between a grand opportunity to hurt the Master Villain -- or saving the lives of a number of individuals.
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.