Roll a D&D Adventure

Your ADVENTURE GOAL is special., Seize control of a fortified location such as a fortress, town, or ship.
The VILLAIN of your adventure is a humanoid cultist, from a devil cult. The PC's ALLY is a sage, who has braided beard or hair and the PATRON (employer) is a military officer, who has an unusual hair color.
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 Mind flayers and it was used as a lair. In the past, the dungeon's creators were destroyed by a natural disaster.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have two different goals, but they can complete only one. The new goal is - , a wilderness exploration., Hunt a specific monster. 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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