Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Retrieve a stolen item hidden in the dungeon.
The VILLAIN of your adventure is a humanoid criminal mastermind. The PC's ALLY is a soldier, who has a distinctive posture (crooked or rigid) and the PATRON (employer) is a embattled merchant, who wears flamboyant or outlandish clothes.
The STORY begins when our heroes are reading a map they found on a dead body. In addition to the map setting up the adventure, the villain wants the map to the location. The adventure LOCATION is in a glacier.
The dungeon CREATORs were Mind flayers 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. The adventurers now have a time limit. 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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