Roll a D&D Adventure
Your ADVENTURE GOAL is special., Interfere with the operation of a business.
The VILLAIN of your adventure is a misguided humanoid zealot. The PC's ALLY is an inexperienced adventurer, , a Cleric,, who has distinctive jewelry: earrings, necklace, circlet, bracelets and the PATRON (employer) is a sage, who has unusual eye color (or two different colors).
The STORY begins when our heroes are approached by an NPC the characters care about, who needs them to go to the adventure location. The adventure LOCATION is on a promontory.
The dungeon CREATORs were Giants and it was used as a temple or shrine. In the past, the dungeon's creators were destroyed by discovery made within the site.
As the PLOT thickens, it takes an unexpected twist. The adventurers must cooperate with a known enemy to achieve the goal. To COMPLETE the adventure successfully the heroes must race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed.
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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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