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 humanoid cultist, from an Elemental Air cult. The PC's ALLY is a revenge seeker, a Wizard,, who bares many tattoos and the PATRON (employer) is an old friend, 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 underwater.
The dungeon CREATORs were Humans, who were , chaotic evil, Clerics,, who had an unusual skin color and it was used as a death trap. In the past, the dungeon location was cursed by the gods and shunned.
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., Find a particular item for a specific purpose. 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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