Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Foil the villain's evil scheme, which is:, Influence - Seize a position of power or title.
The VILLAIN of your adventure is a humanoid raider or ravager. The PC's ALLY is a revenge seeker, a Wizard,, who is exceptionally beautiful and the PATRON (employer) is a mysterious fey.
The STORY begins when our heroes are traveling on a road, and the characters are attacked by monsters that flee into the nearby adventure location. The adventure LOCATION is underwater.
The dungeon CREATORs were Mind flayers and it was used as a temple or shrine. 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 now have a time limit. To COMPLETE the adventure successfully the heroes must choose whether to pursue the fleeing main villain or save an NPC they care about or a group of innocents.
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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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