Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Clear a ruin so it can be rebuilt and reoccupied.
The VILLAIN of your adventure is a humanoid raider or ravager. The PC's ALLY is a revenge seeker, a Druid,, who wears flamboyant or outlandish clothes and the PATRON (employer) is a local ruler, who has a distinctive posture (crooked or rigid).
The STORY begins when our heroes are exploring and find a mysterious magic item, or the cruel villain teleports the characters to the adventure location. The adventure LOCATION is in a chasm.
The dungeon CREATORs were worshippers of, an Elemental Earth cult and it was used as a mine. In the past, the dungeon's creators were destroyed by attacking raiders.
As the PLOT thickens, it takes an unexpected twist. The adventurers find out that they are prohibited from killing the villain, but the villain has no compunctions about killing them. To COMPLETE the adventure successfully the heroes must race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed.
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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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