Roll a D&D Adventure

Your ADVENTURE GOAL is a dungeon crawl., Discover the fate of a previous adventuring party.
The VILLAIN of your adventure is an aberration bent on corruption or domination. The PC's ALLY is a villain posing as an ally and the PATRON (employer) is a local ruler, who has many piercings.
The STORY begins when our heroes are approached by an NPC the characters care about, who needs them to go to the adventure location. The adventure LOCATION is underwater.
The dungeon CREATORs were Elves (including drow) and it was used as a death trap. In the past, the dungeon's creators were destroyed by internal conflict.
As the PLOT thickens, it takes an unexpected twist. The adventurers have received false or extraneous information. To COMPLETE the adventure successfully the heroes must discover the main villain's secret weakness before they can hope to defeat that villain. , A hidden object holds the villain's soul.
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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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