Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Clear a ruin so it can be rebuilt and reoccupied.
The VILLAIN of your adventure is a misguided humanoid zealot. The PC's ALLY is an inexperienced adventurer, , a Wizard,, who has a particular birthmark and the PATRON (employer) is an old friend, who has unusual eye color (or two different colors).
The STORY begins when our heroes are ordered by an NPC who the characters must obey to go to the adventure location. The adventure LOCATION is in a chasm.
The dungeon CREATORs were Dwarves and it was used as a tomb. In the past, the dungeon was the site of a great miracle.
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 race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed.
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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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