Roll a D&D Adventure

Your ADVENTURE GOAL is a dungeon crawl. Slay a dragon or some other challenging monster .
The VILLAIN of your adventure is a humanoid criminal mastermind . The PC's ALLY is a soldier who has distinctive jewelry: earrings, necklace, circlet, bracelets and the PATRON (employer) is a former teacher who has missing fingers .
The STORY begins when our heroes are ordered by an NPC who the characters must obey to go to the adventure location . The adventure LOCATION is in a jungle .
The dungeon CREATORs were Dwarves 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 find out that they are prohibited from killing the villain, but the villain has no compunctions about killing them . To COMPLETE the adventure successfully the heroes must disrupt three rites at the same time, being performed separately by the villain and two or three lieutenants in a large room .
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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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