Roll a D&D Adventure
Your ADVENTURE GOAL is a wilderness exploration., Map a new land.
The VILLAIN of your adventure is a giant bent on plunder. The PC's ALLY is an enthusiastic commoner, who has a distinctive nose and the PATRON (employer) is a former teacher, who has distinctive jewelry: earrings, necklace, circlet, bracelets.
The STORY begins when our heroes are ordered by an NPC who the characters must obey to go to the adventure location. The adventure LOCATION is in a desert.
The dungeon CREATORs were Humans, who were , lawful good, Warlocks,, who had unusual eye color (or two different colors) and it was used as a stronghold. In the past, the dungeon was conquered by invaders.
As the PLOT thickens, it takes an unexpected twist. The adventurers find out they are racing against other creatures with the same or opposite goal. 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 loses its power if a mystic bargain it struck long ago is completed.
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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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