Random Adventure Generator
Romance
This sort of adventure (rarely played, but worthwhile anyway) has as its
Theme
central plot the romance between two characters, usually a playercharacter and an NPC.
Gain Money
The heroes are intent on acquiring a fee or treasure. If it's a fee, you may
Goal
wish to roll again on this page to learn the patron's goal. If it's a treasure,
pay attention to the Settings section, which will dictate where the treasure
is, if not who owns it.
Old Friend
Story Hook
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.
Accumulation of Elements
In this sort of plot, the heroes have to go from place to place -- perhaps
Plot
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.
Bloody Battle
This is the best Climax for an adventure involving the clash of mighty
armies -- or for any adventure where, toward the end, the Master Villain
Climax
and a large body of minions confront the heroes and their own troops.
This finale is characterized by a monstrous clash between the two forces,
with the heroes chewing through the enemy ranks to get at the Master
Villain and his elite guards. It's strenuous, exciting, and classically simple.
Torturous Terrain
The adventure takes place in some sort of unsettled, uncivilized,
General Setting dangerous terrain; in action stories, the desert and jungle work best;
choose one of those two or decide on a setting that is similarly dangerous
and exotic.
Mansion of a Lord
Specific Setting 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
I
captured -- or of a heroic ally, in which case it may be used as the
headquarters for the heroes' plans and activities.
Catacombs
Specific Setting
These can be catacombs beneath a living city or a ruined one; they can be
II
long-forgotten or still in use.
Conqueror
Master Villain This character is moving his army in to take over; that's what he lives for.
He's been the enemy of your characters' nation's ruler, and has launched a
full-scale invasion of your characters' favorite nation. The heroes have to
beat their way through or elude his hordes of soldiers in order to get at
him; better yet, they might lead their own nation's troops against his and
outthink him in military fashion.
Hard-Eyed Advisor
Minor Villain I 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.
Chief Assassin
The Chief Assassin is the favorite killer of the Master Villain. The
Minor Villain II Assassin works mostly in the field, first killing witnesses who might
prove harmful to his master, then zeroing in on the player-characters. He
usually meets his end before the adventure's climax, but he may taken one
of the heroes down with him.
Childhood Friend with a Dark Secret
One of the heroes is accompanied by one of his childhood friends... but
said friend now has a Dark Secret. He does strange and mysterious things
Ally/Neutral
(sneaks off to send messages, or behaves strangely around certain NPCs,
or is scared to death of certain harmless animals or situations) and will not
explain why to his PC friend until late in the story.
Ravager
This is another classic monster encounter; the monster which is
Monster
bedeviling a community or local area and will continue to do so unless the
Encounter
heroes destroy or defeat it. Yes, this is similar to the Master Villain of the
same name, but the Ravager usually has no master plan -- it just wants to
kill, destroy, or eat.
Lying Accuser
A captured thief may accuse the character of putting him up to the theft;
Character
an abandoned mother may accuse the hero of fathering the child; a
Encounter
reputable witness (working for the Master Villain) may accuse the hero of
a murder or robbery. The hero shouldn't know what he's accused of until
he's hauled in by the authorities.
Animal Pit
This is a classic trap of the adventure genre: The heroes (perhaps just one
hero) are dropped into a pit filled with dangerous animals -- snakes, lions,
Deathtrap
bears, whatever. They must either fight the beasts or delay them until they
can escape -- climb back out, open a secret door, break down a wall, have
a rope lowered by friends above, etc.
Horseback
This is a relatively short chase -- it only needs to go on for a mile or so
Chase
before even the best horses are winded. If it goes on longer than that, the
horses may collapse and perhaps die.
Omen/Prophesy Reincarnation
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?
Lack of Familiarity
The Master Villain, if he comes from the past or another dimension, or
Secret
belongs to an alien race, might be sufficiently unfamiliar with this world
Weakness
that he essentially defeats himself. How? By making incorrect guesses
about human behaviour. One classic error involves underestimating the
human capacity for self-sacrifice.
No Hurting the Villain
For some reason, the heroes cannot afford to fight the villain directly. For
Special
instance, what if a demon possesses the body of the child of one of the
Condition
characters, or a very important child spoken of in prophecy, one without
whom the world will perish?
Honor 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
Moral Quandry 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.
Loony who Has It Wrong
You can have the heroes "aided" by a so-called expert who is actually a
lunatic who doesn't know anything about what he's talking about. Once
Red Herring
he's led the heroes off to some remote part of the continent, his evasive
answers and bizarre behaviour will alert them that he really doesn't know
anything about what he's pretended to be an expert on.
NPC Turns Traitor
He may alert he enemy when the heroes are planning a raid; he may steal
Cruel Trick
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.