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 fey with a mysterious goal. The PC's ALLY is a raving lunatic, who has many piercings and the PATRON (employer) is a local ruler, who is exceptionally ugly.
The STORY begins when our heroes are ordered by an NPC who the characters must obey to go to the adventure location. The adventure LOCATION is in a jungle.
The dungeon CREATORs were Humans, who were , lawful neutral, Rogues,, who had a distinctive posture (crooked or rigid) and it was used as a mine. In the past, the dungeon was abandoned by it's creators.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have a time limit. To COMPLETE the adventure successfully the heroes must chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain's refuge.
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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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