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 giant bent on plunder. The PC's ALLY is actually a disguised monster and the PATRON (employer) is a respected elder, who wears flamboyant or outlandish clothes.
The STORY begins when our heroes are witness to a ghost which appears and terrorizes a village. Research reveals that it can be put to rest only by entering the adventure location. The village is well known for its, great hero/savior. The adventure LOCATION is in a jungle.
The dungeon CREATORs were worshippers of, an Elemental Water cult and it was used as a temple or shrine. In the past, the dungeon's creators were destroyed by a natural disaster.
As the PLOT thickens, it takes an unexpected twist. The adventurers find out that they are prohibited from killing the villain, but the villain has no compunctions about killing them. To COMPLETE the adventure successfully the heroes must confront the main villain and a group of minions in a bloody battle to the finish.
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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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