Roll a D&D Adventure

Your ADVENTURE GOAL is special. Retrieve an object from a caravan .
The VILLAIN of your adventure is a misguided humanoid zealot . The PC's ALLY is a fey creature and the PATRON (employer) is a respected elder who has missing fingers .
The STORY begins when our heroes are reading a map they found on a dead body. In addition to the map setting up the adventure, the villain wants the map to the location . The adventure LOCATION is in the Feywild. .
The dungeon CREATOR was mother nature (natural caverns) and it was used as a tomb . 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 now have a time limit . To COMPLETE the adventure successfully the heroes must race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed .
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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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