Roll a D&D Adventure

Your ADVENTURE GOAL is a wilderness exploration., Arrive at a destination without being seen by the villain's forces.
The VILLAIN of your adventure is a humanoid conqueror. The PC's ALLY is a raving lunatic, who has an unusual skin color and the PATRON (employer) is a temple official, who has many piercings.
The STORY begins when our heroes are traveling in the wilderness, and the characters fall into a sinkhole that opens beneath their feet, dropping them into the adventure location/dungeon. The adventure LOCATION is underwater.
The dungeon CREATORs were Humans, who were , neutral evil, Wizards,, who bared many tattoos and it was used as a tomb. In the past, the dungeon was the site of a great miracle.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have a time limit. To COMPLETE the adventure successfully the heroes must discover the main villain's secret weakness before they can hope to defeat that villain. , An ancient prophecy or riddle reveals how the villain can be overthrown.
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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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