Roll a D&D Adventure
Your ADVENTURE GOAL is a wilderness exploration., Assess the size of an approaching army.
The VILLAIN of your adventure is a giant bent on plunder. The PC's ALLY is a villain posing as an ally and the PATRON (employer) is a local ruler, 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 an island.
The dungeon CREATORs were Dwarves and it was used as a tomb. 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 have received false or extraneous information. 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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