Roll a D&D Adventure

Your ADVENTURE GOAL is a wilderness exploration., Obtain information from a reclusive hermit.
The VILLAIN of your adventure is an aberration bent on corruption or domination. The PC's ALLY is actually a disguised monster and the PATRON (employer) is a retired adventurer, , a Sorcerer,, who has a distinctive nose.
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 , great hero/savior. The adventure LOCATION is in several connected mesas.
The dungeon CREATORs were Dwarves and it was used as a lair. In the past, the dungeon was conquered by invaders.
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 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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