Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Pursue fleeing foes taking refuge in the dungeon.
The VILLAIN of your adventure is a humanoid raider or ravager. The PC's ALLY is a raving lunatic, who has a distinctive posture (crooked or rigid) and the PATRON (employer) is a deity or celestial.
The STORY begins when our heroes are witness to a ghost which appears and terrorizes a village. Research reveals that it can be put to rest only by entering the adventure location. The village is well known for its, great hero/savior. The adventure LOCATION is , among the branches of a tree..
The dungeon CREATOR was a Beholder and it was used as a tomb. In the past, the dungeon's creators were destroyed by magical catastrophe.
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 - , a dungeon crawl., Win a bet or complete a rite of passage by surviving in the dungeon for a certain amount of time. To COMPLETE the adventure successfully the heroes must discover the main villain's secret weakness before they can hope to defeat that villain. , The villain is destroyed if it speaks its true name.
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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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