Roll a D&D Adventure

Your ADVENTURE GOAL is a wilderness exploration., Establish trade with a distant town.
The VILLAIN of your adventure is a humanoid conqueror. The PC's ALLY is a villain posing as an ally and the PATRON (employer) is a respected elder, who has distinctive jewelry: earrings, necklace, circlet, bracelets.
The STORY begins when our heroes are traveling in the wilderness, and the characters notice the entrance to the adventure location/dungeon. The adventure LOCATION is in a chasm.
The dungeon CREATORs were worshippers of, a good deity and it was used as a stronghold. In the past, the dungeon was abandoned by it's creators.
As the PLOT thickens, it takes an unexpected twist. The adventurers become responsible for the safety of a noncombatant NPC. To COMPLETE the adventure successfully the heroes must escape a cataclysmic event which is the result of the adventurers or the villain actions., A volcanic eruption.
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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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