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Random Fantasy

Adventure Generator By Gareth-Michael Skarka

Introduction
This generator is intended as a tool that gives a Game
Master the bare outline of an adventure. A quick series
of die rolls will give you the basic theme of an adventure,
which can then by be tailored for your specific campaign
style. For example, a campaign centered in the High
Fantasy tradition will have very specific needs, and differ
greatly from a swords-and-sorcery campaign which is run
with Conan as its primary inspiration.

Learning from Screenwriting


The basic format for the random adventure seed is the
dramatic core taken from screenwriting: all plots can be
boiled down the following sentence:

The main characters must [DO SOMETHING], but have to


contend with [COMPLICATIONS] while being confronted
by [OPPOSITION].

This is the basic structure of any story, whether it is filmed,


written, presented in a comic book, or roleplayed. The
variables change, providing a wide array of possibilities.
For this Adventure Seed Generator, however, well expand
that basic structure even further, allowing for a wider
variation. So, the basic dramatic structure of our RPG
adventures will read more like this:

The main characters must [DO] [SOMETHING], at


[LOCATION], but have to contend with [COMPLICATIONS]
while being confronted by [OPPOSITION].
The main difference between the standard format and the
one presented above is that the location of the adventure
How to Use this Generator
This type of system provides the Game Master with a
has been added as a variable, and, more importantly, [DO
framework...a springboard for the development of the
SOMETHING] has been split into [DO] [SOMETHING].
Game Masters own ideas. The adventure concepts
generated by this system will still need to be fully fleshed
Lets explain that a little bit further.
out, populated with statted NPCs, etc...but this system will
give you a starting point from which to work.
The do something is the focus of the adventure -- its
what drives the action. Making it a single category under
To use the Random Adventure Seed Generator, the Game
this system will only result in 64 possibilities (by cross
Master rolls two eight-sided dice, and cross-referencing
referencing two d8 rolls). However, after splitting the
the results on each of 5 category tables: Do, Something,
do (the verb) and the something (the subject) into two
Location, Complications and Opposition.
categories, that means that each have 64 possibilities, and
can combine for a total of 4096 different results.
As stated before, Do provides you with the verb,
Something provides you with the subject. Together, they
For example, take these: Rescue the Princess, Find
form the focus of the adventure. Location gives you
the Treasure, and Defeat the Demon. Under this new
where the adventure takes place, Complications are
system, these three focii can be split, giving you those
those things that arise during the adventure to hinder the
same results, but also additional ones such as Find the
player-characters progress, and Opposition is the force or
Princess, Rescue the Demon etc.
individual that is actively going against the PCs efforts.
This can, admittedly, lead to some odd results, such as
Each category has 64 possibilities, so this system allows
Rescue the Demon....but fantasy stories are filled with
for 1,073,741,824 different combinations...more than
strange stories and bizarre plots. As a GM, that phrase,
enough to give any fantasy campaign ideas to last for its
which on its surface seems odd, begins to generate all
entire run.
sorts of ideas for me. Why would the PCs have to rescue
a demon? Who would they be rescusing it from? Is the
demon truly evil? What of his captors?
Do
1 2 3 4 5 6 7 8
1 Assassinate Assist Find Retrieve Race Negotiate with Join Steal

2 Combat Discover Protect Attack Serve Defend Take Escape From

3 Guide Avenge Liberate Foil Guard Explore Journey to/with Create

4 Chase Quest For Escort Rescue Meet Resist Repel Safeguard

5 Disguise Travel with Deliver Defeat Investigate Support Destroy Battle

6 Move Track Aid Assault Get Past Fight Protect Trap

7 Conceal Obliterate Encounter Oppose Speak with Observe Fight Locate


8 Strike Reveal Beset Shield Contend with Infiltrate Kill Save

Something
1 2 3 4 5 6 7 8
1 Angel Demon Treasure Wizard God Army Monster New Race
2 Princess Magical Event Barbarian Warrior Magic Dragon Guards Government
3 Thief Organization Merchant Stranger Artifact Dungeon Humanoid Abberation
4 Friend Giant Secret Woman Noble Kingdom Castle Outsider
5 Magical Beast Enemy Warlord Item Man Child Weapon Love Interest
6 Soldiers Undead Gem or Jewel Secret Construct Creature Animal Sorcerer
7 Bard Villain Ally Rival Priest Ruler Magic Item Humanoid

8 Monk Rogue Village Peasants Oracle Map Monster Prophecy


Location
1 2 3 4 5 6 7 8
1 Mountain Juntle Battlefield Frontier Wasteland Fortress City Underground
Nearby
2 The North Castle Villains Lair Desert Ocean Dungeon Plains
Kingdom
3 Another Plane Distant Kingdom Wizards Tower Ship City Cavern Monsters Lair Stronghold
Secret
4 Ruins Village Outlands
Location
Forest Palace Swamp Tomb

5 Bazaar Keep Temple Foreign Land Evil Land Tavern Guild Hall Dungeon
Subterranean
6 Road Hamlet Port Cave
City
Border Sepulcher Lost City

7 Underworld Trade Route Woods Hills Fane Town Across the sea Sky

8 Citadel The South Dungeon The West Manor Catacombs The East Vault

Complications
1 2 3 4 5 6 7 8
Royal
1 None Betrayal Rivalry Trap
influence
Magical Event Trickery Relgion

2 Travel Squabbling Distractions Abduction Barriers War Diplomacy Ambush

3 Magic Race Monsters Politics Theft Mystery Vendetta Fear


Mistaken Travel
4 Identity
Power Struggle Enemy
problem
Criminals Superstition Drugs Construct

5 Language Battle Weather Side-tracked Misdirection Bureaucracy Insanity Enemies


Equipment Military
6 Interference Attention Exploration
failure influence
God(s) Invasion Money
Interested Differing PC
7 Monsters Getting Lost Red Herring Disaster Guild Influence
Parties
Recurring NPC
motivations
8 Spies Legal Trouble Lack of trust Desperation Love Interest Puzzles Double-Cross Riddles
Opposition
1 2 3 4 5 6 7 8
Government
1 official
Barbarian Gang Mercenary Spy Sorcerer Construct Guild

2 Creature Enemy Villain Criminals Dragon Outsider Assassin Monster


Shadowy
3 Ruler
Figure
Wizard Warrior Humanoid Warlord Undead Abberation

4 Former Ally Stranger Watchmen Military Veteran None Giants Outlaw

5 Humanoid Priest Thief Magic-User Demon/Devil Merchant Invader Traitor

6 Dragon War Enemy Monster Lunatic Recurring NPC Gods Cult

7 Fanatic Conspiracy Nation Magical Beast Adventurer Enemy Humanoid Time


Hazardous
8 Friend Mastermind
Environment
Artifact Puzzle Champion Immortal Roll Twice
Examples The PCs are hired to bring supplies to a Fortress on
the frontier. When they arrive, they discover that the
Grabbing a couple 8-sided dice, I come up with the
following results using the Random Fantasy Adventure garrison posted at the fortress is preparing to abandon
Generator: their post. They have received word of a Barbarian horde
approaching, and that the Barbarian warlord is armed with
My first set of rolls: 1-4, 1-3, 2-6, 7-2, 6-1 an Artifact -- the Lance of Alatyr. There is a prophecy that
the wielder of the lance shall become the ruler of the world,
This gives me the following result: and as such, the soldiers are afraid to stand against the
horde.
The main characters must [RETRIEVE] [A TREASURE],
at [A DUNGEON], but have to contend with [GETTING The PCs must figure out a way to convince the soldiers to
LOST] while being confronted by [A DRAGON]. remain at their posts, and to defeat not only the oncoming
barbarians, but their artifact-wielding warlord as well.
Pretty straightforward fantasy adventure there -- the
standard dungeon-crawl for treasure, with the added One last set of rolls: 2-8, 4-7, 1-5, 8-3, 1-1
problems of the party getting lost, and the main opposition
of the dungeon being a Dragon. This gives me the following result:

Lets see if we can come up with something a bit more The main characters must [ESCAPE FROM [A CASTLE],
unusual. Our next set of rolls: 5-4, 8-8, 1-6, 3-4, 8-4. at [A WASTELAND, but have to contend with [LACK
OF TRUST] while being confronted by [GOVERNMENT
This gives me the following result: OFFICIAL].

The main characters must [DEFEAT] [A PROPHECY], This is a good alternative to the PCs meet in a tavern
at [A FORTRESS], but have to contend with [POLITICS] method of kicking off a campaign: The PCs are captives at
while being confronted by [AN ARTIFACT]. a prison on the middle of a wasteland, where the Kingdom
puts Enemies of the State. They must overcome their
Thats definitely more unusual! Giving some thought distrust of their fellow prisoners and figure out a way to
to the result, I come up with the following idea for an escape, all the while contending with the Governor of the
adventure: Prison.

So there you have it. Grab some dice and start rolling!
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
Rich Baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave
Arneson.
Random Fantasy Adventure Generator, Copyright 2007, Adamant Entertainment. Author: Gareth-Michael Skarka

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