Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Discover why a villain is interested in the dungeon.
The VILLAIN of your adventure is a humanoid cultist, from an Elemental Air cult. The PC's ALLY is a raving lunatic, who has a particular birthmark and the PATRON (employer) is a sage, who bares many tattoos.
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 , patriotism. The adventure LOCATION is in or on a cliff face.
The dungeon CREATORs were Dwarves 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 face a threat more powerful than the adventurers, which destroys the main villain, and then turns its attention on the characters.
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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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