Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Rescue a captive.
The VILLAIN of your adventure is a humanoid schemer seeking to rule. The PC's ALLY is a revenge seeker, a Sorcerer,, who bares many tattoos and the PATRON (employer) is a respected elder, who has a particular birthmark.
The STORY begins when our heroes are ordered by an NPC who the characters must obey to go to the adventure location. The adventure LOCATION is in a jungle.
The dungeon CREATORs were Dwarves and it was used as a temple or shrine. In the past, the dungeon's creators were destroyed by a natural disaster.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have two different goals, but they can complete only one. The new goal is - , a wilderness exploration., Assess the scope of a natural or unnatural disaster. To COMPLETE the adventure successfully the heroes must close a portal which opens to another plane of existence and deal with the villain at the same time. Creatures on the other side spill out .
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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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