Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Acquire treasure.
The VILLAIN of your adventure is a fey with a mysterious goal. The PC's ALLY is a priest, who is exceptionally ugly and the PATRON (employer) is a embattled merchant, who wears flamboyant or outlandish clothes.
The STORY begins when our heroes are traveling on a road, and the characters are attacked by monsters that flee into the nearby adventure location. The adventure LOCATION is in a swamp.
The dungeon CREATORs were Humans, who were , lawful good, Rogues,, who all exhibited a nervous eye twitch and it was used as a tomb. In the past, the dungeon's creators were destroyed by attacking raiders.
As the PLOT thickens, it takes an unexpected twist. The adventurers find out they are racing against other creatures with the same or opposite goal. 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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