Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Rescue a captive.
The VILLAIN of your adventure is a humanoid criminal mastermind. The PC's ALLY is a celestial and the PATRON (employer) is a local ruler, who bares many tattoos.
The STORY begins when our heroes are asleep one night. Then the characters all dream about entering the adventure location. The adventure LOCATION is in sea caves.
The dungeon CREATORs were Humans, who were , chaotic good, Wizards,, who had many piercings and it was used as a tomb. In the past, the dungeon was overrun by planar creatures.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have a time limit. 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.).
------------------------------------------------
Wanna try again? Please hit refresh button and see where it leads you and your friends this time...
-----------------------------------------------
Created by @dreadfuldungeon from the 5e Dungeon Masters Handbook tables. Please feel free to follow me and let me know how it turns out :)
Also please sign up to my Newsletter if you'd like to hear more about the 5e adventures and supplements I write and co-write -
http://bit.ly/DDAdventurersNewsletter
Unlock to Edit