Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Rescue a captive.
The VILLAIN of your adventure is a humanoid raider or ravager. The PC's ALLY is a raving lunatic, who wears formal, clean clothes and the PATRON (employer) is a retired adventurer, , a Wizard,, who has pronounced scars.
The STORY begins when our heroes are approached by an NPC the characters care about, who needs them to go to the adventure location. The adventure LOCATION is in a forest.
The dungeon CREATORs were worshippers of, an Elemental Earth cult and it was used as a planar gate. In the past, the dungeon was conquered by invaders.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have two different goals, but they can complete only one. The new goal is - , special., Defend a location from attackers. To COMPLETE the adventure successfully the heroes must discover the main villain's secret weakness before they can hope to defeat that villain. , The villain is weakened in the presence of a particular artifact.
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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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