Roll a D&D Adventure
Your ADVENTURE GOAL is a wilderness exploration., Obtain information from a reclusive hermit.
The VILLAIN of your adventure is a humanoid cultist, from an Elemental Earth cult. The PC's ALLY is a celestial and the PATRON (employer) is a respected elder, who is exceptionally ugly.
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 , on an island in an underground sea..
The dungeon CREATORs were Kuo-toa and it was used as a stronghold. In the past, the dungeon's creators were destroyed by internal conflict.
As the PLOT thickens, it takes an unexpected twist. Completing the goal secretly helps the villain: , Magic - Obtain an ancient artifact. To COMPLETE the adventure successfully the heroes must confront the main villain and a group of minions in a bloody battle to the finish.
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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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