Roll a D&D Adventure
Your ADVENTURE GOAL is a wilderness exploration., Assess the scope of a natural or unnatural disaster.
The VILLAIN of your adventure is a giant bent on plunder. The PC's ALLY is actually a disguised monster and the PATRON (employer) is a local ruler, who has distinctive jewelry: earrings, necklace, circlet, bracelets.
The STORY begins when our heroes are asleep one night. Then the characters all dream about entering the adventure location. The adventure LOCATION is in sea caves.
The dungeon CREATORs were Giants and it was used as a stronghold. In the past, the dungeon was conquered by invaders.
As the PLOT thickens, it takes an unexpected twist. The adventurers find out they are racing against other creatures with the same or opposite goal. To COMPLETE the adventure successfully the heroes must discover the main villain's secret weakness before they can hope to defeat that villain. , A special weapon deals extra damage when used against the villain.
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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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