Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Escape from captivity in the dungeon.
The VILLAIN of your adventure is a fey with a mysterious goal. The PC's ALLY is an enthusiastic commoner, who has missing fingers and the PATRON (employer) is a sage, who is exceptionally beautiful.
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, political intrigue. The adventure LOCATION is underwater.
The dungeon CREATORs were Kuo-toa and it was used as a tomb. In the past, the dungeon was well guarded and it's original creator is still in control.
As the PLOT thickens, it takes an unexpected twist. The adventurers find out that they are prohibited from killing the villain, but the villain has no compunctions about killing them. To COMPLETE the adventure successfully the heroes must confront the main villain and a group of minions in a bloody battle to the finish.
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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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