Roll a D&D Adventure

Your ADVENTURE GOAL is a dungeon crawl., Rescue a captive.
The VILLAIN of your adventure is a fiend bent on corruption or destruction. The PC's ALLY is a raving lunatic, who exhibits a nervous eye twitch and the PATRON (employer) is a embattled merchant, who has distinctive jewelry: earrings, necklace, circlet, bracelets.
The STORY begins when our heroes are witness to a ghost which appears and terrorizes a village. Research reveals that it can be put to rest only by entering the adventure location. The village is well known for its, artists and writers. The adventure LOCATION is on a promontory.
The dungeon CREATORs were Dwarves and it was used as a lair. In the past, the dungeon's creators were destroyed by a natural disaster.
As the PLOT thickens, it takes an unexpected twist. Completing the goal secretly helps the villain: , Magic - Open a gate to another world. 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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