Roll a D&D Adventure

Your ADVENTURE GOAL is a dungeon crawl., Retrieve a stolen item hidden in the dungeon.
The VILLAIN of your adventure is a dragon bent on domination and plunder. The PC's ALLY is a priest, who is exceptionally ugly and the PATRON (employer) is a retired adventurer, , a Warlock,, 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 City, in a , residence, , an upper-class home.
The dungeon CREATORs were worshippers of, an Elemental Water 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 have received false or extraneous information. To COMPLETE the adventure successfully the heroes must disrupt three rites at the same time, being performed separately by the villain and two or three lieutenants in a large room.
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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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