Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Find a particular item for a specific purpose.
The VILLAIN of your adventure is an aberration bent on corruption or domination. The PC's ALLY is actually a disguised monster and the PATRON (employer) is a mysterious fey.
The STORY begins when our heroes are traveling in the wilderness, and the characters notice the entrance to the adventure location/dungeon. The adventure LOCATION is in a glacier.
The dungeon CREATORs were worshippers of, a demon cult and it was used as a stronghold. In the past, the dungeon's creators were destroyed by magical catastrophe.
As the PLOT thickens, it takes an unexpected twist. The adventurers are now under magical compulsion (such as a geas spell) to complete their goal. To COMPLETE the adventure successfully the heroes must disrupt three rites at the same time, being performed separately by the villain and two or three lieutenants in a large room.
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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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