Using Random Hooks When Your AD&D Prep Hits a Wall
So I was sitting down, trying to come up with some ideas for a game, and I kind of hit a wall. I wanted to find something interesting for a hook. I remembered that Donjon had some random fantasy quests hooks. So I popped on over to the site, which I had bookmarked, https://donjon.bin.sh/fantasy/random/
I generated 10 quest hooks and decided to pick these two:
1. First hook. An elf druid named Scuxsa hires the party to destroy an evil artifact in the ruins of Warne Tower, and they have two days.
2. Second hook. A wealthy noblewoman named Hilie wants the same kind of artifact destroyed in the lost city of Gaham in the Khuramunz Mountains.First Hook:
Some notes I jotted down, were that the two day limit is the entire adventure. You do not need more. Travel speed matters. Rest matters. Wandering monster rolls matter. Do they push through the night or play it safe. Why does the druid care so much. Why canβt Scuxsa handle it alone. Is the tower already active again. You can run this straight out of the DMG with a small ruin map. Simple. Dangerous. Very much in the spirit of AD&D. I can work with this one.
Second Hook:
Notes I took away from this one was about the road. Distance. Supplies. Weather. Encounters that chip away at the party before they ever see the city. The artifact almost does not matter at first. The journey does. By the time they reach Gaham, they are already tired and low on options. That is classic play. This generator handed me a problem and a possible connection.
Which is why I picked these two, I can extend the first hook into the second, and keep things going. Party gets more adventure, players keep a focused goal for their character and now I as a DM have half the work done for the next handful of games.
I am sure as with random generators, things wonβt always work out like this, but then again you could get lucky.
Tell me what you think?



