Roll a D&D Adventure
Your ADVENTURE GOAL is a wilderness exploration., Escort an NPC to a destination.
The VILLAIN of your adventure is a humanoid criminal mastermind. The PC's ALLY is a revenge seeker, a Warlock,, who has an unusual skin color and the PATRON (employer) is a desperate commoner, who has braided beard or hair.
The STORY begins when our heroes are approached by a stranger in a tavern, who urges them toward the adventure location. The adventure LOCATION is in a City, in a , residence, , a middle-class home.
The dungeon CREATORs were Mind flayers and it was used as a stronghold. In the past, the dungeon's creators were destroyed by attacking raiders.
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 chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain's refuge.
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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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