How to use the adventure generator
T
he adventure generator uses percentile The player starts by rolling a d100 and consulting the
tables to create a basic outline for an Adventure Type table. They then roll a d100 a second time
adventure. The player can then use this and consult the tables detailing the adventure type. These
outline as a starter for a campaign or as a tables contain a brief description of the adventure. Some
side quest. The adventure generator uses require the player to consult additional tables. Exploration
seven tables to create the plot for your game. adventures have an Exploration Location and
These seven tables, when combined with the Exploration Goal table. These tables describe where the
background lore of your setting, can provide many hours of adventure takes place and why the adventurers are
adventuring for the solo player. exploring that location.
If you need a quest giver, roll on the Who table. To find
out who opposes or works against you in an adventure, roll
Adventure type on the Opposition table. Then roll a 1d6 to determine how
The adventure generator uses four adventure types when powerful the opposition is that you’re facing.
generating a plot. Alternatively, instead of rolling on the various tables, the
Caught up in events. The adventurers are caught up in player can simply choose the options that appeal to them. If
events that are beyond their control. A character might be the player already has a quest giver in mind, then rolling on
struck down by a curse or a party member might’ve seen the Who table might not be necessary. Similarly, if the
something they shouldn’t have. player already has a suitable enemy in their campaign, then
Employment. The characters are hired by an employer to rolling on the Opposition table might not be needed.
do a job. They might have to look for a missing person, When the player has the various plot elements, the player
hunt down a dangerous creature, or mediate peace talks can adapt them to the campaign setting's lore and
between rivals. locations. The player then uses these plot elements to
Exploration. The party needs to explore a location to create a basic synopsis for an adventure.
achieve a goal. They might be looking for a lost treasure, a
creature’s lair, or a place of mystical power. Example
Civic affair. The adventurers are asked to help a I want to create an adventure for the Forgotten Realms
community in need. This might involve overthrowing a campaign setting using the adventure generator.
tyrant, investigating a cult, or saving a town from disaster.
On the Adventure Type table I roll a 57. My party needs to
explore an area. On the Exploration Location table I roll a 98.
The Who table The location is an ancient castle. To find out why my party is
The Who table details people who need help or are directly exploring this castle, I roll on the Exploration Goal table. I get
involved in the adventure. This table gives brief 80, my party needs to explore the castle to find a lost
descriptions of non-player characters that can act as quest treasure.
givers in a campaign. However, in certain adventures, the I dont have a quest giver for the adventure, so I decide to
Who table can also be used to generate enemies that work
against the player. roll on the Who table to see who hired the party. I roll 62, a
To discover how much power an individual wields within religious figure needs our help. To get an idea of how
the campaign (such as nobles, government officials, and powerful this religious figure is, I roll a 1d6 and get 4. The
military members) roll a 1d6. A result of 1 indicates a weak religious figure has some influence, but isn't that powerful
or low-ranking member. A result of 6, on the other hand, in their church.
indicates an extremely powerful individual, such as a king To finish of the adventure outline, I roll on the Opposition
or general.
table to find out who opposes my party. I roll 91. My party is
opposed by a mystical entity. To discover how powerful this
The Opposition table entity is, I roll a 1d6 and get 1, the entity is weak, but can
The Opposition table contains enemies that oppose the still cause problems.
adventurers in the campaign. These can range from Based on these plot elements and the Forgotten Realms
powerful entities to organizations that want to prevent the setting's lore, I write a brief synopsis for my adventure. My
party from reaching the quest objective. party is hired by a Dawnmaster of Lathander to find a lost
Roll a 1d6 to discover your opposition’s power. A result of
1 indicates a weak individual or group. However, a result of icon stolen by an imp. The imp is hiding in an ancient castle
6 indicates an extremely powerful enemy. How they oppose near the city of Baldur's Gate.
the adventuring party should be based on the campaign
setting and the player’s personal preference.
Using the adventure
generator
The player can use the adventure in one of two ways. The
first method involves rolling a d100 and consulting the
various tables.
1
The Adventure Generator
Adventure Type
d100 Result
1-25 Caught up in events. The adventurers are caught up in events outside of their control.
26-50 Employment. The party is hired to perform a task by an employer.
51-75 Exploration. The heroes must explore an area.
76-00 Civic affair. The adventuring party must assist a community.
Caught up in events
d100 Result
1-16 Marked for death. Someone wants the party dead or the party must help someone marked for death. If the
target is not a party member, roll on the Who table to find their identity. To find out who has ordered the
target’s death, roll on the Opposition table
17-33 Blackmail. A character is blackmailed by an enemy. Roll on the Who table for the identity of the blackmailer. To
find out what the character must do, roll on the Employment table.
34-50 Escape. The party has been captured and must escape or must help someone else escape capture. The
characters may have been drugged and held for ransom or they may need to help a kidnapping victim. Roll on
the Who table to determine who the party must assist in escaping. To determine the opposition roll on the
Opposition table.
51-66 A person in need. Someone runs up to the party and begs them for help. It could be a thief fleeing the wrath of
their guild, or a victim fleeing a kidnapper. To determine who the party needs to help, roll on the Who table. To
find out who the opposition is, roll on the Opposition table.
67-83 Magical affliction. A character or place is struck down by an enchantment, curse, or magical event. The party
must find out who is responsible and stop them before it’s too late. To determine who is responsible and roll
on the Who table. This person may not have cast the spell directly, but is ultimately responsible for the event.
Roll on the Opposition table to determine who is helping them.
84-100 Witnesses. The heroes witness a deed that has serious consequences. This could be a kidnapping, a secret
meeting, or a hunt for a fugitive. To find out what the player characters see roll on the Employment table. To
discover their enemies, roll on the Opposition table.
2
Employment
d100 Result
1-9 Escort. The party is hired to escort a person or object to another location. Roll on the Who table for the
employer. To find out who opposes the party, roll on the Opposition table. To determine the final location,
consult a map of your setting, make a list of possible locations and select one at random.
10-18 Missing person. A person has gone missing and the heroes have been asked to find them. This could be a lost
child, a kidnapped council member or any other missing person. Roll on the Who table to determine who has
gone missing and roll on the Opposition table to find out who was behind the disappearance.
19-27 Harm (or Kill). The player characters are hired to harm/kill someone or something. This includes monsters and
other creatures. To find out who opposes the party roll on the Opposition table.
28-36 Kidnap. The heroes must kidnap someone. This can range from a malicious kidnapping to saving someone from
a evil cult. Roll on the Who table to determine whom the party must kidnap. Then roll on the Opposition table
to determine who opposes the adventurers.
37-45 Manhunt. A person is on the run and the party is hired to bring them back. Possibilities can range from a
prisoner on the run from the law, to an heir fleeing his family responsibilities. To determine who is on the run,
roll on the Who table. To determine the fugitive’s loyalties or those helping them escape, roll on the
Opposition table.
46-54 Guard duty. The heroes are hired to protect a person, object or place. Roll on the Who to determine their
employer. Then roll on the Opposition table to determine their enemies.
55-63 Spying. The adventurers must gather information about a person or group and return with information. The task
can be as simple as following a person to infiltrating a powerful organization. Roll on the Who table to
determine the employer. Then roll on the Opposition table to discover who they are spying on.
64-72 Steal/Recover. The characters have been hired by their employer to steal an object. To find out who they are to
steal from, roll on the Opposition table. Alternatively, the party’s been hired to recover stolen property from a
thief. Roll on the Opposition table to find out who committed the theft.
73-81 Courier.The characters are hired to deliver a package.To find out who opposes them and wants to prevent the
delivery, roll on the Opposition table.
82-90 Infiltrate A group or organization has set a hideout or stronghold in an area. The adventurers must infiltrate the
organization and possibly destroy it. Roll on the Who table for the employer. Then roll on the Opposition table
to determine the target. To determine the strength or influence of the target, roll a 1d6.
91-00 Diplomacy. Two or more factions are engaging in a war or rivalry. To prevent things from escalating, the heroes
are needed to smooth things over. To determine who the aggrieved party is, roll on the Opposition table.
3
Exploration
Exploration Location
d100 Location
1-3 Ruin 51-53 Encampment
4-6 Mine 54-56 Swamp
7-10 Cave 57-60 Island
11-13 Sacred location 61-63 City sewer
14-16 Hideout 64-66 Graveyard
17-20 Tomb 67-70 Temple
21-23 Underground vault 71-73 Coastal area
24-26 Forest 74-76 Mansion
27-30 Desert 77-80 Cove
31-33 Prison 81-83 Tower
34-36 Fort 84-86 Battlefield
37-40 Tower 87-90 Magical laboratory
41-43 Mountain pass 91-93 Subterranean cavern
44-46 Small town 94-96 Lost city
47-50 Mystical Site 97-00 Ancient castle
Exploration Goal
d100 Goal
1-12 Knowledge. The adventurers are looking for knowledge. This knowledge could be the answer to a mystery, the
location of a treasure, or mystical knowledge.
13-25 Contact. The purpose behind exploring the area is to establish contact with a reclusive group such as a tribe or
other isolated community. The party’s employer may wish to trade with them or contact them for some other
purpose.
26-37 Scouting. The heroes are sent on a mission to find information about the location. This can include maps,
military intelligence or the location of important people. Roll on the Opposition table to find out who the
party’s adversaries are.
38-50 Person. The party must find a person at the location. It could be a thief in hiding, a kidnapped friend/loved one,
or any other person of importance.
51-62 Lair. The heroes must locate the hideout of a group or creature. They may have to infiltrate the group or slay
any creature they find. If the enemy isn't a creature, roll on the Opposition table to see who the party must find.
63-75 Creature. The party's been sent to kill or capture a creature. It may be a dragon guarding a hoard or a unicorn for
a nobleman’s collection.
76-87 Lost treasure. The heroes or their employer have uncovered rumors of a treasure or artefact at the location. The
adventurers must locate the treasure or escort their patron to it’s location.
87-00 Supernatural site. The party must locate a place of supernatural power. It could be a lost city, mystic portal or
any other site of spiritual or magical power.
4
Civic affair
d100 Result
1-11 Plague. A disease is spreading through an area and the heroes must find a cure. The disease could be as simple
as a seasonal flu or a terrible plague of arcane origin.
12-22 Natural disaster. A fire, earthquake, flood or other natural disaster has claimed a settlement. The players must
deal with the disaster and aid those in need.
23-33 Revolution. A tyrannical leader is being overthrown and the heroes are involved in the events. Alternatively, the
players are asked to restore the rightful ruler to the throne.
34-44 Criminal gangs. Brigands, bandits, and other criminal gangs are terrorizing a community. The players need to
drive out the gangs and find out who's behind them.
45-55 Mystical threat. A community is under threat from a spell, curse, or ritual gone awry. The players must lift the
spell to save them.
56-66 New religion/cult. A new cult has emerged in a town or city and the party must investigate it. It could be the
religion of a newly risen deity or the machinations of evil entities.
67-77 A valuable resource runs out. Food, medicine or any other vital resource has run out and the heroes must
retrieve some for a community. Roll on the Opposition table to see who wants to prevent the party from
gaining the resource.
78-88 Political upheaval. A major political upheaval is taking place and the heroes become involved. It could be the
assassination of a king, a war among heirs, or a political movement seeking power.
89-00 Foreign threat. A community is threatened by hostile outsiders. The threat can range from a hostile
neighbouring kingdom to a group of creatures out for destruction.
Who
d100 Result
1-9 Foreigner. This person is from a distant land. They might be a diplomat on official business, an agent travelling
incognito, or a villain enacting a dark plan.
10-18 Ordinary person. An ordinary person like a farmer, tradesman, or any other regular member of society. This also
includes informal community leaders that don’t hold a political office.
19-27 Friend or lover. A friend or lover of a party member, or a friend/lover of the employer.
28-36 Group or organization. A person that represents a group of people or an organization. This can be a legal guild,
such as a tradesmen’s guild, or a more clandestine organization.
37-45 Family member. The family of a party member or their employer is involved.
46-54 Mysterious figure. No one knows who this individual is, and they are involved in the adventure for mysterious
reasons. They could be a prince from another land, an agent in exile, or a powerful being walking among
mortals.
55-63 Religious figure. A priest, preacher or religious leader is involved in the adventure. They might be a servant of
the light or a corrupt cult leader.
64-72 Magic user. A magic user is involved. It can be a wizard, cleric, druid, or any other spellcaster, regardless of
class. This includes magic users who are good and upstanding as well as evil and tainted.
73-81 Noble. A member of the ruling class is involved. To find out how influential the noble is roll a 1d6. A result of 1
might indicate a baron with almost no influence, while a result of 6 might be a queen or empress.
82-90 Government official. This person works for the government. Roll a 1d6 to find out how powerful the official is.
A roll of 1 indicates a small town official, while a roll of 6 indicates a very powerful individual.
91-00 Military. The character works for the military. To discover how much military power the individual wields, roll a
1d6. A result of 1 indicates a simple soldier serving in the army, while a result of 6 is a general or commander
in chief.
5
Opposition
d100 Result
1-12 Cultists. Cultists are adherents to forces of a dark or dangerous nature. However, not all cults are created equal.
Roll a 1d6 to determine the relative strength of the cult that opposes the party.
13-25 Mercenaries. Mercenaries are swords for hire that serve the highest bidder. The mercenaries might be a small
band or a massive mercenary company. To discover the strength and influence of the mercenaries opposing
the adventurers roll a 1d6.
26-37 Brigands/Gangs. Brigands and gangs that control an area through violence and fear. The brigands can range
from humans and similar races to creatures such as goblins and orcs.
38-50 Noble. A noble or group of nobles oppose the adventurers in reaching their objective. Roll a 1d6 to determine
the power and influence the noble wields.
51-62 Organization. A group or organization opposes the heroes or their employer. Roll a 1d6 to determine the power
and influence of the organization opposing the party.
63-75 Magic user. A wizard, sorcerer, cleric, or any other suitable magic user opposes the party. This also includes
groups of magic users such as schools and covens.
76-87 Creature. An intelligent creature opposes the party in their quest. The creature might be working alone or be
working with others.
88-00 Mystical entity. A god, demon or any other mystical entity opposes the heroes in their task. To discover the
power the entity wields, roll a 1d6.