Random tables are a great traditional way to generate an adventure. Often, I prefer random tables to my own thoughts because it forces me to break out of my habits and regular adventure beats. (When left to my own devices, there will ALWAYS be a necromancer, a dragon, and the Dragonorbs from Dragonlance).
There are a set of PDFs out there called PlaneShift, put out by WotC. They are mini-settings that give a lot of good lore if you want to play in a MTG setting, but these are only so good as what you can mine from it. So instead of yet another setting book you have to parse through, I am going to provide a better way to use magic
However, I want to provide an alternative to the traditional text-based random tables. - Using a Magic: the Gathering booster pack as a visual random adventure generator. Obvisously, this works best in the MTG-D&D crossover settings, however MTG settings lean heavy on unique themes, vibes, and stereotypes it is easy to pick a MTG set that fits your setting's vibe.
The best part is, you don't even have to spend any real money on these cards if you don't want to. There are websites that simulate opening packs for you. I like to use this one: https://mtgen.net/
Disclaimer: This is not a hard and fast rule. There are not guarantees when it comes to what you will get in a pack but it can be a fun way to kick off your imagination through visuals. I do believe it is explained best through an example. For this example, I am going to use the low hanging fruit: The D&D Sets, specifically, Commander Legends: Battle for Baldur's Gate. To set this up I went to the link above, selected 1 Set Booster and clicked generate my sets.
My Cards:
Immediately to many things pop out. There are three main ways to look at these for inspiration; the actual card name, the card art, and the flavor text in italics at the bottom of the cards. Let's outline the key parts to any adventure and see how we can fill these out.
I am first going to walk through each card and draw out something from it.
Ambition's Cost: Seems like a good risk/reward interaction with a sketchy vendor NPC.
Arms of Hadar: Spell prepared by an enemy.
Atrocious Experiement: Potentially the end of the dungeon, the problem of the adventure. Maybe this Jon Irenicus figure could be the main villain.
Bane's Invoker: Easy villain faction.
Chain Devil: Big Boss Monster.
Fireball: Fireball Trap!
Guildsworn Prowler: Allied NPC who is going to help you out during the bar fight.
Jaheira, Friend of the Forest: Allied NPC who gives you the quest. Works for the Harpers.
Luxury Suite: Dungeon location.
Passageway Seer: There is definitely a secret passage in this dungeon!
Plains: Journey to the dungeon.
Scion of Halaster: Necrotic swinging blade trap!
Stoneskin: Spell prepared by an enemy.
Tavern Brawler: Bar fight where we meet Jaheira and are aided by the Guildsworn Prowler.
You're Confronted by Robbers: Encounter on the way to the dungeon.
Now that we have the initial thoughts, lets boil it down to some usable DM Notes.
Quest Hook: Jaheira, a member of the Harpers has contacted the group of adventurers for a job that both she and the guild needs help with.
Complication 1: A cultist of Bane enters into the bar, Jaheira recognizes this, tells the characters to duck, gives the signal and another Harper starts a bar fight, giving everyone the potential to escape without being seen.
Journey: You are in town, and need to journey about half a day to a noble manor on a farm. Along the way, you get ambushed by some bandits.
Location: The dungeon is in the basement of the farm manor.
5 Room Dungeon:
Guardian/Entrance: In the room of the manor that has the trap door that leads down: A group of cultists of Bane. The players should recognize that these are the threat. Cast that Arms of Hadar!
Puzzle and/or RP Challenge: Trap room! Fireballs and swinging blades. After it all, I would have the sketchy NPC come by, hailing has a friend who just got stuck down here and offers the risk/reward magic item.
Setback: A dead end! But wait, is that a secret passage?
Climax: A Chain Devil and a few cultists guard the Atrocious Experiment.
Loot: The Atrocious Experiment is the plot device that needs to be returned (or not). Sometimes these packs can provide cool artifacts and equipment for loot. I will go ahead and open a few more packs and see what I get. Goggles of Night and an Arcane Signet, perfect! Goggles of Night are already statted out, and you get to be creative with the ring. Maybe it provides an additional class resource once per day, leaning into the card's actual ability.
I do believe, this is runnable! It would probably last 3-4 hours of play, for whatever level you are. If you aren't playing in the realms but something a litte more thematic like Ravenloft, don't fret there are packs you can open. Here is a list of sets to open depending on the theme of your D&D game. The plane will be in parenthesis.
Traditional Fantasy - (Dominaria) - Dominaria, Dominaria Remastered, Dominaria United
Gothic Horror - (Innistrad) - Innistrad: Crimson Vow, Innistrad: Midnight Hunt, Avacyn Restrored, Dark Ascension, Innistrad
Eldritch Horror - (Innistrad) - Eldritch Moon, Shadow's over Innistrad
Fairy Tales - (Eldraine) - Throne of Eldraine, Wilds of Eldraine
Greek Mythos - (Theros) - Theros, Born of the Gods, Journey into Nyx, Theros: Beyond Death
Giant Cities - (Ravnica) - Ravnica, Guildpact, Dissension, Return to Ravnica, Gatecrash, Dragon's Maze, Guilds of Ravnica
Norse/Vikings - (Kaldhiem) - Kaldhiem
Monster Hunting - (Ikoria) - Ikoria: Lair of Behemoths
Magic School - (Strixhaven) - Strixhaven
Noir - (New Capenna) - Streets of New Capenna
Steampunk - (Kaladesh) - Kaladesh, Aether Revolt
Desert - (Amonkhet) - Amonkhet, Hour of Devastation
Pirates - (Ixalan) - Ixalan, Rivals of Ixalan
Dragons and Tribes - (Tarkir) - Khans of Tarkir, Fate Reforged, Dragons of Tarkir