Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Foil the villain's evil scheme, which is:, Power - Conquer a region or incite a rebellion.
The VILLAIN of your adventure is a humanoid cultist, from a devil cult. The PC's ALLY is a villain posing as an ally and the PATRON (employer) is a mysterious fey.
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 forest.
The dungeon CREATORs were Giants and it was used as a lair. In the past, the dungeon was conquered by invaders.
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 survive an ally betraying the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.).
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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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