Roll a D&D Adventure

Your ADVENTURE GOAL is a wilderness exploration., Find an object that was lost in the wilds.
The VILLAIN of your adventure is a humanoid raider or ravager. The PC's ALLY is an inexperienced adventurer, , a Cleric,, who has a particular birthmark and the PATRON (employer) is a sage, who bares many tattoos.
The STORY begins when our heroes are exploring and find a mysterious magic item, or the cruel villain teleports the characters to the adventure location. The adventure LOCATION is in a City, in a , religious, abandoned shrine.
The dungeon CREATORs were Hobgoblins and it was used as a stronghold. In the past, the dungeon was abandoned due to a plague or curse.
As the PLOT thickens, it takes an unexpected twist. Completing the goal secretly helps the villain: , Wealth - Marry into wealth. To COMPLETE the adventure successfully the heroes must choose whether to pursue the fleeing main villain or save an NPC they care about or a group of innocents.
------------------------------------------------
Wanna try again? Please hit refresh button and see where it leads you and your friends this time...
-----------------------------------------------
Created by @dreadfuldungeon from the 5e Dungeon Masters Handbook tables. Please feel free to follow me and let me know how it turns out :)
Also please sign up to my Newsletter if you'd like to hear more about the 5e adventures and supplements I write and co-write -
http://bit.ly/DDAdventurersNewsletter


Unlock to Edit