Roll a D&D Adventure

Your ADVENTURE GOAL is a dungeon crawl., Find information needed for a special purpose.
The VILLAIN of your adventure is a humanoid criminal mastermind. The PC's ALLY is a priest, who has a particular birthmark and the PATRON (employer) is a deity or celestial.
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 in sea caves.
The dungeon CREATOR was a Beholder and it was used as a tomb. 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 - , a wilderness exploration., Obtain information from a reclusive hermit. To COMPLETE the adventure successfully the heroes must avoid traps, hazards, or animated objects turning against the adventurers while the main villain attacks.
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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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