Roll a D&D Adventure

Your ADVENTURE GOAL is a wilderness exploration., Obtain information from a reclusive hermit.
The VILLAIN of your adventure is a humanoid conqueror. The PC's ALLY is a skilled adventurer, , a Fighter,, who has unusual eye color (or two different colors) and the PATRON (employer) is a military officer, who bares many tattoos.
The STORY begins when our heroes are approached by a stranger in a tavern, who urges them toward the adventure location. The adventure LOCATION is in a swamp.
The dungeon CREATORs were Yuan-ti and it was used as a death trap. In the past, the dungeon was the site of a great miracle.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have two different goals, but they can complete only one. The new goal is - , special., Retrieve an object from inside a secure location in a settlement. To COMPLETE the adventure successfully the heroes must escape a cataclysmic event which is the result of the adventurers or the villain actions., Magic goes awry or a planar warp.
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Created by @dreadfuldungeon from the 5e Dungeon Masters Handbook tables. Please feel free to follow me and let me know how it turns out :)
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