Roll a D&D Adventure

Your ADVENTURE GOAL is a dungeon crawl., Clear a ruin so it can be rebuilt and reoccupied.
The VILLAIN of your adventure is a beast or monstrosity with no particular agenda. The PC's ALLY is a revenge seeker, a Barbarian,, who wears flamboyant or outlandish clothes and the PATRON (employer) is a respected elder, who wears formal, clean clothes.
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 , tough warriors. The adventure LOCATION is in a City, in a , , weapons/armor shop.
The dungeon CREATOR was a Lich 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. Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy. To COMPLETE the adventure successfully the heroes must survive an ally betraying the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.).
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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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