Roll a D&D Adventure

Your ADVENTURE GOAL is a wilderness exploration., Find a place to establish a colony.
The VILLAIN of your adventure is a humanoid under a curse. The PC's ALLY is a sage, who bares many tattoos and the PATRON (employer) is a temple official, who has distinctive jewelry: earrings, necklace, circlet, bracelets.
The STORY begins when our heroes are traveling in the wilderness, and the characters notice the entrance to the adventure location/dungeon. The adventure LOCATION is in a mountain pass.
The dungeon CREATORs were Humans, who were , neutral evil, Rogues,, who had braided beard or hair and it was used as a temple or shrine. In the past, the dungeon was conquered by invaders.
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 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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