Saturday, February 14, 2009

Friar Deep's Adventure Generator

Friar Deep's Adventure Generator

The following is a random adventure generator is an adventure in a story format where capitalized words are replaced with words from the corresponding tables. For example TABLE A : OCCUPATION is replaced by Mercenaries. Once each space has been filled a simple adventure skeleton will be formed. Put a little meat on the bones so to speak changing or adding to the words. For example TABLE F : TERRAIN is replaced by Hills then replaced with the Hillocks of the White Horse. As always alter as needed.

In a time long ago, a band of mighty heroes challenged both men and gods. An unlikely band of TABLE A : OCCUPATION where spurred into action by TABLE B : HOOK. The heroes are TABLE C : MOTIVE to go on a quest to TABLE D: ACTION the TABLE E : GOAL. They must travel trough TABLE F : TERRAIN to the TABLE G : PLACE. Along the way they must deal with TABLE H : HAZARD in a TABLE G : PLACE, TABLE I : MINOR VILLIAN in a TABLE G : PLACE, and TABLE K : MONSTER in a TABLE G : PLACE. In their travels they meet an TABLE K : ALLY. When they finally reach the destination they must deal with TABLE H : HAZARD, TABLE I : MINOR VILLIAN, and TABLE K : MONSTER. The ally they made arrives to help them. The heroes discover a TABLE L : TWIST which changes the situation. In a final scene of TABLE M : CLIMAX with the TABLE N : MAJOR VILLIAN they triumph and return the way they came and receive a TABLE O : REWARD. What became of the heroes is another tale yet to be told.

TABLE A : OCCUPATION
Roll 1d6
1. Mercenaries
2. Pirates
3. Thieves
4. Outlaws
5. Travelers
6. Prisoners

TABLE B : HOOK
Roll 1d6
1. An employer
2. An Event…
3. Personal Motives…
4. Rumor or Clue…
5. Strange event…
6. Chance encounter…

TABLE C : MOTIVE
Roll 1d6
1. Bribed
2. Hired
3. Blackmailed
4. Tricked
5. Threatened
6. Asked

TABLE D : ACTION
Roll 1d6
1-2. TABLE D1 : PERSON
3-4. TABLE D2 : GROUP
5-6. TABLE D3 : THING

TABLE D1 : ACTION : PERSON
Roll 1d6
1. Defeat
2. Slay
3. Capture
4. Kidnap
5. Rescue
6. Save

TABLE D2 : ACTION : GROUP
Roll 1d6
1. Expose
2. Break-up
3. Ally
4. Escort
5. Save
6. Defeat

TABLE D3 : ACTION : THING
Roll 1d6
1. Recover
2. Find
3. Destroy
4. Steal
5. Manipulate
6. Hide

TABLE E : GOAL
1-2. TABLE E1 : PERSON
3-4. TABLE E2 : GROUP
5-6. TABLE E3 : THING

TABLE E1 : GOAL : PERSON
Roll 1d6
1. Magic user
2. Prince/Princes
3. Warrior
4. Scholar
5. Thief
6. A Body

TABLE E2 : GOAL : GROUP
Roll 1d6
1. A Cult
2. Merchant House
3. Band of …
4. Magic Users
5. Assassins
6. Thieves

TABLE E3 : GOAL : THING
Roll 1d6
1. Artifact
2. Weapon
3. Armor
4. Idol
5. Treasure
6. Book/Scroll

TABLE F: TERRAIN
Roll 1d6
1-2 TABLE F1: TERRAIN
3-4 TABLE F2: TERRAIN
3-4 TABLE F3: TERRAIN

TABLE F1: TERRAIN
Roll 1d6
1. Hills
2. Forest
3. Grassland
4. Badlands
5. Lake
6. Moor

TABLE F2: TERRAIN
Roll 1d6
1. Mountain
2. Jungle/Rainforest
3. Moor
4. Desert
5. Sea
6. Swamp

TABLE F3: TERRAIN
1. Fields
2. Scrub
3. Tundra
4. Volcanic landscape
5. Coastal
6. River Delta

TABLE G : PLACE
Roll 1d6
1. TABLE G1 : PLACE
2. TABLE G2 : PLACE
3. TABLE G3 : PLACE
4. TABLE G4 : PLACE
5. TABLE G5 : PLACE
6. TABLE G6 : PLACE

PLACE G1 : PLACE
Roll 1d6
1. Arena
2. Docks/Ship
3. Sewer
4. Prison
5. Academy
6. Village/town/city

PLACE G2 : PLACE
Roll 1d6
1. Graveyard/Necropolis
2. Lodge
3. Watchtower/Tower
4. Lighthouse
5. Pyramid/Ziggurat
6. Caravanserai

PLACE G3 : PLACE
Roll 1d6
1. Tomb/Monument
2. Temple/Shrine
3. Ruins
4. Fortress
5. Trading post/Outpost
6. Palace

PLACE G4 : PLACE
Roll 1d6
1. Oasis
2. Cave/Mines
3. Cliffs
4. Canyon/Rift
5. Volcano
6. Glacier

PLACE G5 : PLACE
Roll 1d6
1. Island
2. Fjord/Cove
3. Waterfall
4. Jetty/Spit
5. Coral Reef
6. Kelp Bed

PLACE G6 : PLACE
Roll 1d6
1. Peak/Mesa
2. Pass
3. Tar pit
4. Hot spring
5. Battlefield (abandoned)
6. Megalith Circle

TABLE H : HAZARD
Roll 1d6
1-2. TABLE H1 : Natural
3-4. TABLE H2 : Supernatural
5-6. TABLE H3 : Trap

TABLE H1 : NATURAL
Roll 1d6
1. Quick-sand
2. Water hazard
3. Weather
4. Obstacle
5. Landslide/earthquake/Avalanche
6. Plant/Animal

TABLE H2 : SUPERNATURAL
Roll 1d6
1. Ghosts
2. Magical
3. Curses
4. No magic zone
5. Elemental
6. Other …

TABLE H3 : TRAP
Roll 1d6
1. Water room
2. Ceiling and floor
3. Gas/Acid/Poison
4. Pits/shoots
5. Weapons
6. Magical

TABLE I : MINOR VILLIAN
Any Low-Medium level NPCs.

TABLE J : MONSTER
Any monsters.

TABLE K : ALLY
Roll 1d6
1-2 TABLE K1 : ALLY
3-4 TABLE K2 : ALLY
5-6 TABLE K3 : ALLY

TABLE K1 : ALLY
Roll 1d6
1. Barbarian
2. Magic-user: Druid, Priest, Wizard
3. Mercenary
4. Nobleman
5. Scholar
6. Thief/Bandit/Outlaw

TABLE K2 : ALLY
Roll 1d6
1. Warrior
2. Peasant
3. Brute
4. Sailor
5. Hunter/Gather
6. Assassin/Thug

TABLE K3 : ALLY
1. Hedge-Mage: Witch, Witch doctor, Charlatan
2. Minstrel
3. Sage
4. Oracle
5. Animal
6. Monster

TABLE L : TWIST
Roll 1d6
1. The villain is not the true villain
2. The villain is related to the hero
3. The goal is a monster
4. The goal is the villain
5. The goal is a fake.
6. The monster is good.

TABLE M : CLIMAX
Roll 1d6
1. Magical Battle
2. Aerial fight
3. Aquatic fight
4. Sword fight
5. Food Fight
6. Moving Battle

TABLE N : MAJOR VILLIAN
Roll 1d6
1-3 TABLE N1
4-6 TABLE N2

TABLE N1 : MAJOR VILLIAN
1. Old Enemy
2. Warlord
3. Magic user
4. Nobleman
5. Thief
6. Monster

TABLE N2 : MAJOR VILLIAN
1. Pirate
2. Assassin
3. Barbarian
4. Merchant
5. Gladiator
6. Slaver

TABLE O : REWARD
Roll 1d6
1. Treasure/Wealth
2. Magical items
3. Titles
4. Boon
5. Their lives
6. Thanks

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