Roll a D&D Adventure

Your ADVENTURE GOAL is a wilderness exploration., Establish trade with a distant town.
The VILLAIN of your adventure is a humanoid criminal mastermind. The PC's ALLY is a skilled adventurer, , a Cleric,, who has an unusual skin color and the PATRON (employer) is a deity or celestial.
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 a gorge.
The dungeon CREATORs were Yuan-ti and it was used as a tomb. In the past, the dungeon's creators were destroyed by a natural disaster.
As the PLOT thickens, it takes an unexpected twist. Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy. To COMPLETE the adventure successfully the heroes must discover the main villain's secret weakness before they can hope to defeat that villain. , The villain is weakened in the presence of a particular artifact.
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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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