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 fey with a mysterious goal. The PC's ALLY is an inexperienced adventurer, , a Druid,, who has missing fingers and the PATRON (employer) is a sage, who has a distinctive nose.
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 in a swamp.
The dungeon CREATORs were Mind flayers and it was used as a tomb. In the past, the dungeon's creators were destroyed by attacking raiders.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have two different goals, but they can complete only one. The new goal is - , a wilderness exploration., Arrive at a destination without being seen by the villain's forces. To COMPLETE the adventure successfully the heroes must chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain's refuge.
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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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