Roll a D&D Adventure

Your ADVENTURE GOAL is a wilderness exploration., Discover the fate of a missing group of explorers.
The VILLAIN of your adventure is an undead with any agenda. The PC's ALLY is an inexperienced adventurer, , a Wizard,, who wears formal, clean clothes and the PATRON (employer) is a retired adventurer, , a Fighter,, who has an unusual hair color.
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, artists and writers. The adventure LOCATION is beneath a temple.
The dungeon CREATORs were Hobgoblins and it was used as a stronghold. In the past, the dungeon's creators were destroyed by internal conflict.
As the PLOT thickens, it takes an unexpected twist. Completing the goal secretly helps the villain: , Mayhem - Spread a vile contagion. 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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