Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Pursue fleeing foes taking refuge in the dungeon.
The VILLAIN of your adventure is a fey with a mysterious goal. The PC's ALLY is actually a disguised monster 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 , piety. The adventure LOCATION is in a chasm.
The dungeon CREATOR was a Beholder and it was used as a tomb. In the past, the dungeon was overrun by planar creatures.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have a time limit. To COMPLETE the adventure successfully the heroes must chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain's refuge.
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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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