Roll a D&D Adventure

Your ADVENTURE GOAL is a dungeon crawl., Parley with a villain in the dungeon.
The VILLAIN of your adventure is a humanoid under a curse. The PC's ALLY is a skilled adventurer, , a Rogue,, who has an unusual hair color and the PATRON (employer) is a respected elder, who exhibits a nervous eye twitch.
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 , hordes of beggars. The adventure LOCATION is on a mountain peak.
The dungeon CREATORs were Humans, who were , lawful neutral, Sorcerers,, who had distinctive jewelry: earrings, necklace, circlet, bracelets and it was used as a lair. In the past, the dungeon's creators were destroyed by a natural disaster.
As the PLOT thickens, it takes an unexpected twist. Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy. 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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