Random Adventure Generator

ThemeAction/Adventure
This is the most common and straightforward sort of adventure there is. In the Action/Adventure scenario, you present your characters with a task and then confront them with obstacles to overcome in order to accomplish the task successfully.
GoalEscape
Early in the adventure, the heroes are captured. The remainder of the adventure consists of them learning enough so that they can escape. They have to get to know their fellow prisoners, learn the prison's routine, inventory their possessions, acquire other possessions they need, plan an escape, and execute it.
Story HookMystery Woman
Create an NPC "mystery woman" sure to be fascinating to your hero and have her keep appearing inexplicably in his life. As he becomes interested and investigates her, he keeps stumbling across the villain's plans and becomes inextricably mired in the plot. (For female player-characters, the Mystery Man is just as useful.)
PlotSeries of Villains
This is a very dramatic plot, and very well-suited to oriental campaigns. In it, the heroes have undertaken a quest, usually the finding and defeat of the Master Villain. They may have to travel to his citadel, or head off in another direction to find some artifact capable of defeating him, or run away from pursuing villains until they can figure out what's going on. All along their route, they are set upon by villains -- each villain has a name and distinct personality, and each encounter is life-or-death for the heroes and villains; the villain never escapes to safety if the tide turns against him, he fights unto death.
ClimaxDivine Retribution
Here, the heroes' goal has been to alert the gods that the Master Villain threatens them or their plans; in the last scenes of the adventure, as our heroes face an overwhelming enemy force, the gods bring down their divine retribution on the villain, causing a massive earthquake, tidal wave, lightning storm, or flood of monsters. This is all well and good, but the heroes are too close and must escape the fringe effects of this awesome disaster. A variant on this is the Natural Disaster. No gods are actually involved, but the Master Villain has been tampering with the delicate forces of nature. He may, for instance, have been powering his master spell with the energies of a volcano. When the heroes attack the scene of his spellcasting, the spell goes out of control and so does the volcano. The villain is consumed in the eruption and the heroes must escape or be consumed themselves.
General SettingExotic Distant Land
The adventure will take the heroes to some fascinating and exotic distant country, where they'll have to cope with new customs, monsters unfamiliar to them, and very colorful NPC encounters; choose one of the more fascinating foreign lands from your campaign world.
Specific Setting ICatacombs
These can be catacombs beneath a living city or a ruined one; they can be long-forgotten or still in use.
Specific Setting IITemple/Church
This can be either the church of some lofty and good diety, or the dark and grisly temple of some horrid deity (doubtless filled with evil soldiers and monsters), or even the temple that the madman villain has dedicated to himself for when he becomes a god.
Master VillainSufferer
This Master Villain disguises himself as some other sort of villain. Long ago, he was given an ugly curse -- he longs for death but can never die unless slain by heroes unaware of his curse. (Naturally, the way the curse works, he has to defend himself when attacked by the heroes.) So this villain works hard to make sure the best heroes in the world have sufficient cause to want to come and kill him. He'll insult them, ruin them, kidnap or murder their loved ones, whatever it takes to bring them against him. Often, he can only die -- his curse can only be undone -- in one specific holy place, so he'll have to lure the heroes to that place to face him. If the heroes are doing research on the villain all this time, they may find out his secret, leading to a sad and painful end to the episode as the unkillable villain has to leave and find someone new to kill him.
Minor Villain IMisguided Moralist
This fellow has been convinced that only by helping the villain achieve the Master Plan can he improve the world. He tends to be encountered all through the adventure's plot, usually escaping from the heroes and taunting them for their wrong thinking. Fortunately, he's no more effective as a villain than he is as a thinker.
Minor Villain IIMoronic Muscleman
This fellow is a huge, powerful monster of a fighter. His job is to smash anything the villain tells him to smash. He does that very well, but don't ask him to do any thinking; he has no time for such brainy stuff.
Ally/NeutralIngenue in Distress
The heroes must protect some defenseless young innocent who is in danger from the villains. This person, perhaps the sheltered son or daughter of a nobleman or merchant, has no abilities at all but is sweet, charming, and in great need of help.
Monster EncounterRavager
This is another classic monster encounter; the monster which is bedeviling a community or local area and will continue to do so unless the 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.
Character EncounterBelligerent Soldier
The billigerent one has just had his ears pinned back by his commanding officer and is anxious to take it out on some hapless civilian. If this is a city gate, he claims that the hero's papers are wrong or that he recognizes the hero from descriptions of a wanted criminal; if this is the streets, he insults the hero's lack of military bearing, pretty looks, clothes, smell, companion, or whatever it takes to provoke a reaction.
DeathtrapDemolition Zone
In this classic deathtrap, the heroes are placed (usually bound and weaponless) in some building or area just as it's due to be destroyed.
ChaseAerial
The heroes could be riding pegasi or friendly griffons or allied great eagles; the villains could be carried aloft by gargoyles or demons. The prospect of taking a mile-long fall if one's mount is hit is a very daunting and challenging one for the hero.
Omen/ProphesyInnocent Fulfills Prophecy
An innocent could fulfill a prophecy -- one which endangers his/her life. This innocent might, for instance, be the one who is supposed to slay the king, but is not a mighty adventurer able to protect himself from the king; the heroes may find themselves sheltering and helping this poor dupe.
Secret WeaknessHoly Symbol
The villain may have the traditional weakness to a specific holy symbol -- but don't choose just an ordinary one. It may be a holly symbol no longer used by the church, or may be some forgotten variation of the current symbol. (For instance, the cross may not work, but a variation -- such as the Roman cross -- might; alternatively, it might have to be a holy symbol which has undergone some unfamiliar ritual.)
Special ConditionNo Weapons Allowed
At some point in the story, the heroes must surrender their weapons. Perhaps they're visiting some quarter of the city where weapons are not allowed; or a particularly peace-loving temple. In any case, once they're there, they are attacked by enemies belonging to the Master Villain.
Moral QuandryRespect Quandry
This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of two (or more) powerful NPC allies. Now, in the course of the adventure, the heroes come across a task which can be accomplished in one of two ways -- say, through military intervention or by esoteric magic. The problem is, the NPC allies are arguing for different choices, and the one whom the heores choose against will no longer aid them.
Red HerringLying Rumor
This is the worst and most useful type of red herring -- the interesting rumor which just happens to be false. In adventures of this sort, the best Lying Rumor concerns the Master Villain; it gives the heroes some "important" information about him which later turns out to be useless.
Cruel TrickNPC Turns Traitor
He may alert he enemy when the heroes are planning a raid; he may steal 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.