Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Stop the dungeon's monstrous inhabitants from raiding the surface world.
The VILLAIN of your adventure is a humanoid cultist, from an Elemental Fire cult. The PC's ALLY is a sage, who has a particular birthmark and the PATRON (employer) is a temple official, who is bald.
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 on a promontory.
The dungeon CREATORs were Humans, who were , chaotic evil, Wizards,, who bared many tattoos 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. Completing the goal secretly helps the villain: , Mayhem - Overthrow a government. 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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