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 humanoid schemer seeking to rule. The PC's ALLY is an inexperienced adventurer, , a Wizard,, who exhibits a nervous eye twitch and the PATRON (employer) is a sage, who has unusual eye color (or two different colors).
The STORY begins when our heroes are asleep one night. Then the characters all dream about entering the adventure location. The adventure LOCATION is beneath a graveyard.
The dungeon CREATORs were Humans, who were , neutral evil, Bards,, who had ragged, dirty clothes 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 have received false or extraneous information. 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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