Roll a D&D Adventure
Your ADVENTURE GOAL is a wilderness exploration., Assess the scope of a natural or unnatural disaster.
The VILLAIN of your adventure is a humanoid schemer seeking to rule. The PC's ALLY is a celestial and the PATRON (employer) is a retired adventurer, , a Rogue,, who wears flamboyant or outlandish clothes.
The STORY begins when our heroes are exploring and find a mysterious magic item, or the cruel villain teleports the characters to the adventure location. The adventure LOCATION is in sea caves.
The dungeon CREATORs were Dwarves and it was used as a lair. In the past, the dungeon's creators were destroyed by attacking raiders.
As the PLOT thickens, it takes an unexpected twist. The adventurers must cooperate with a known enemy to achieve the goal. To COMPLETE the adventure successfully the heroes must survive an ally betraying the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.).
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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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