Roll a D&D Adventure

Your ADVENTURE GOAL is a wilderness exploration., Escort an NPC to a destination.
The VILLAIN of your adventure is an undead with any agenda. The PC's ALLY is a celestial and the PATRON (employer) is the villain posing as a patron.
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 demiplane or in a pocket dimension..
The dungeon CREATORs were Kuo-toa and it was used as a planar gate. In the past, the dungeon was conquered by invaders.
As the PLOT thickens, it takes an unexpected twist. Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy. 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.
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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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