Roll a D&D Adventure

Your ADVENTURE GOAL is a dungeon crawl., Hide from a threat outside the dungeon.
The VILLAIN of your adventure is a humanoid cultist, from a demon cult. The PC's ALLY is a villain posing as an ally and the PATRON (employer) is a temple official, who is exceptionally beautiful.
The STORY begins when our heroes are asked to volunteer to go to the adventure location by a town or village that is well known for its , great hero/savior. The adventure LOCATION is beneath or on top of a mesa.
The dungeon CREATORs were Humans, who were , lawful neutral, Wizards,, who had distinctive jewelry: earrings, necklace, circlet, bracelets and it was used as a treasure vault. In the past, the dungeon was well guarded and it's original creator is still in control.
As the PLOT thickens, it takes an unexpected twist. The adventurers become responsible for the safety of a noncombatant NPC. To COMPLETE the adventure successfully the heroes must choose whether to pursue the fleeing main villain or save an NPC they care about or a group of innocents.
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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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