donjon; Random Adventure Generator

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Random Adventure Generator

ThemeRevenge
In this adventure, some villain has so offended one or more of the characters that he cannot be suffered to live. (Alternatively, the injured party could hire the characters to avenge his honor.) The villain must be found or otherwise gotten at, setting up the final duel or showdown between villain and characters.
GoalEscape
Early in the adventure, the heroes are captured. The remainder of the adventure consists of them learning enough so that they can escape. They have to get to know their fellow prisoners, learn the prison's routine, inventory their possessions, acquire other possessions they need, plan an escape, and execute it.
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.
PlotAccumulation of Elements
In this sort of plot, the heroes have to go from place to place -- perhaps covering very little area like a city, perhaps roaming the known world -- and accumulate elements to be used against the Master Villain. These elements may be clues, pieces of an artifact, evidence, or allies.
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 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 IMansion of a Lord
This can be the home of a villain -- the characters may have to break in and rescue someone or steal evidence, or break out if they've been captured -- or of a heroic ally, in which case it may be used as the headquarters for the heroes' plans and activities.
Specific Setting IIMansion of a Lord
This can be the home of a villain -- the characters may have to break in and rescue someone or steal evidence, or break out if they've been captured -- or of a heroic ally, in which case it may be used as the headquarters for the heroes' plans and activities.
Master VillainLovable Rogue
This Master Villain isn't really evil -- he's just chaotic and fun. Cheerful bandits in the forest who rob from the rich and give to the poor, singing and rope-swinging pirate kings, and romantic, sophisticated duellists all belong to the category of the Lovable Rogue. Often, the Rogue will not be behind the nastiness the heroes are encountering; he may be in competition with them for the prize they're seeking. Often the heroes and the Rogue (and his minions) will have to team up to succeed at their task. Just as often, the Rogue will try to get away with the whole treasure.
Minor Villain ILovable 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.
Minor Villain IIMoronic 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.
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 EncounterBeast Amok
Some time when the heroes are in a village or city, an animal, probably an otherwise tame or captured beast, is set loose by the villain's minions or driven mad by the Master Villain. The beast goes berserk in the crowds; if the heroes aren't inclined to capture or kill it, it goes after them.
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.
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.
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/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 WeaknessLack of Familiarity
The Master Villain, if he comes from the past or another dimension, or belongs to an alien race, might be sufficiently unfamiliar with this world that he essentially defeats himself. How? By making incorrect guesses about human behaviour. One classic error involves underestimating the human capacity for self-sacrifice.
Special ConditionNo Lawbreaking
For some reason, at one point in the story, the heroes cannot allow themselves to break the law -- even when it would help them greatly to do so. For instance, the heroes may be asking for the help of a king whose word is law and whose power is immense. When they arrive for their audience, an emissary of the Master Villain is making a similar plea for help. If the heroes attack and kill that emissary, they will lose any chance at the king's help -- in fact, he may order their execution.
Moral QuandryRespect Quandry
This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of two (or more) powerful NPC allies. Now, in the course of the adventure, the heroes come across a task which can be accomplished in one of two ways -- say, through military intervention or by esoteric magic. The problem is, the NPC allies are arguing for different choices, and the one whom the heores choose against will no longer aid them.
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 TrickMission is a Ruse
In the course of their adventuring, the heroes discover they have been tricked into performing a mission which helps the Master Villain.

Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.