Roll a D&D Adventure

Your ADVENTURE GOAL is special. Retrieve an object from a caravan .
The VILLAIN of your adventure is a beast or monstrosity with no particular agenda . The PC's ALLY is a skilled adventurer, a Cleric, who wears formal, clean clothes and the PATRON (employer) is a military officer who has ragged, dirty clothes .
The STORY begins when our heroes are asked by an NPC the characters respect to go to the adventure location . The adventure LOCATION is in several connected mesas .
The dungeon CREATOR was a Dragon and it was used as a lair . In the past, the dungeon was well guarded and it's original creator is still in control .
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 face a threat more powerful than the adventurers, which destroys the main villain, and then turns its attention on the characters .
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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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