Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Escape from captivity in the dungeon.
The VILLAIN of your adventure is a humanoid seeking revenge. The PC's ALLY is a celestial and the PATRON (employer) is a local ruler, who has ragged, dirty clothes.
The STORY begins when our heroes are traveling in the wilderness, and the characters notice the entrance to the adventure location/dungeon. The adventure LOCATION is in a chasm.
The dungeon CREATORs were Humans, who were , chaotic evil, Rogues,, who had an unusual hair color and it was used as a maze. In the past, the dungeon's creators were destroyed by magical catastrophe.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have two different goals, but they can complete only one. The new goal is - , a dungeon crawl., Retrieve a stolen item hidden in the dungeon. 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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