Roll a D&D Adventure
Your ADVENTURE GOAL is special., Escape from a jail or prison camp.
The VILLAIN of your adventure is a humanoid criminal mastermind. The PC's ALLY is a fey creature and the PATRON (employer) is a parent or other family member, who has missing fingers.
The STORY begins when our heroes are traveling in the wilderness, and the characters fall into a sinkhole that opens beneath their feet, dropping them into the adventure location/dungeon. The adventure LOCATION is in a desert.
The dungeon CREATORs were worshippers of, an evil deity and it was used as a planar gate. 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 the main villain as the dungeon begins to collapse, who then attempts to escape in the chaos.
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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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