Roll a D&D Adventure
Your ADVENTURE GOAL is a wilderness exploration., Discover the fate of a missing group of explorers.
The VILLAIN of your adventure is a humanoid cultist, from an Elemental Fire cult. The PC's ALLY is a skilled adventurer, , a Sorcerer,, who exhibits a nervous eye twitch and the PATRON (employer) is the villain posing as a patron.
The STORY begins when our heroes are asked by an NPC the characters respect to go to the adventure location. The adventure LOCATION is in a jungle.
The dungeon CREATORs were Dwarves and it was used as a mine. In the past, the dungeon was abandoned due to a plague or curse.
As the PLOT thickens, it takes an unexpected twist. Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy. 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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