donjon; Random Adventure Generator

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Random Adventure Generator

ThemeHorror
This type of adventure is designed to scare both the characters and the players. Just having a monster attack is not enough for a horror theme; the monster must first frighten the characters.
GoalClear Name
The name of one of the characters or an NPC has been sullied and the characters must clear it. The characters must find out a) why the name has been smeared, b) who is responsible, and c) why the responsible party is doing it; then they must find evidence to convince everyone they're telling the truth.
Story HookGrim Necessity
If the hero doesn't involve himself with this adventure, he's going to find himself suffering or dead -- period. That's the hook to bring him into the adventure... but you have to determine why he'll suffer or die if he doesn't become involved.
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.
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 SettingOn the Sea
Most of the action occurs on the sea -- the heroes are shipborne for some reason, docking in lots of ports. Again, this is good for adventures where the heroes are investigating clues left all over the map, are part of some trading enterprise, or are being pursued by villains.
Specific Setting IClassic Dungeon
This would be the standard monster-filled labyrinth; perhaps it's a nesting ground for the master villain's monster troops.
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 VillainZealot
This villain is like the Conqueror, but he's not trying to conquer to own; he's trying to purge the world of something he feels is pure evil (another religion, a human, demi-human, or nonhuman race of sentient beings, a custom). He operates just like the Conqueror, enslaving or killing all those who belong to the "wrong" race or philosophy.
Minor Villain IHard-Eyed Advisor
This is the sort of villain whom the heroes see in the Master Villain's throne room. He's hard-eyed and scary; life means nothing to him and he enjoys killing. He's also a good advisor to his master.
Minor Villain IICorrupted Hero
This villain was once a hero, possibly one known to the players. He was seduced by the dark side of the dungeon master. Because of his own weakness, or of a curse, he has become a villain, a pawn of the Master Villain.
Ally/NeutralGrumpy Old Professional
Again, the heroes need an expert in a certain field -- this time a craft or art, such as blacksmithing, engineering, horse-training, or whatever. The only or best professional they can find is an aged expert. He's grumpy, cranky, and sharp-tongued; he constantly complains about the food, the weather, his companions, the decline in skill of his co-workers since he was a young man, the road conditions, the rotten pay he's receiving, and so on.
Monster EncounterLoving Deceiver
One of the player-characters, specifically one of the better-looking ones, attracts the attentions of a very attractive local of the opposite sex. This local person, encountered in unthreatening surroundings, invites the hero off to a liason away from his friends and other people. Of course, this person is a human-appearing monster of some sort; once alone with the character, he/she will attack the character with monstrous intent.
Character EncounterPress Gang
In any port city, the heroes, in a tavern or hostel, may find themselves set upon by ruffians employed by the city; these ruffians use clubs and strike to subdue. If the heroes fight and beat the ruffians, they find themselves wanted by the law for assaulting officers of the peace. And if they fight and lose, they wake up to find themselves sailors, headed far away from their quest! Now they must decide whether they're going to jump ship, mutiny, or just settle down toa few years of seafaring life.
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.
ChaseFootrace
The chase involves the characters on foot, probably through such terrain as city streets or the corridors of a palace. One hero may realize that the's being pursued by a party of enemies and choose to run for it; the heroes may have caught up to the Master Villain, prompting him to run for his life.
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 Hurting the Villain
For some reason, the heroes cannot afford to fight the villain directly. For instance, what if a demon possesses the body of the child of one of the characters, or a very important child spoken of in prophecy, one without whom the world will perish?
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 HerringFalse Path to the Artifact
Once again, if the heroes have had too easy a time finding the artifact capable of destroying the villain, give them trouble this way: When they get to the place where the artifact is supposed to be contained, they find the coffer or chamber or whatever empty, obviously looted by robbers, who have scrawled such remarks as "Kelrog was here!" upon the walls.
Cruel TrickNPC Turns Traitor
He may alert the enemy when the heroes are planning a raid; he may steal the artifact and take it to the villain; he may stab a hero or important NPC in the back (literally) before departing.

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