Roll a D&D Adventure
Your ADVENTURE GOAL is special., Retrieve an object from a caravan.
The VILLAIN of your adventure is a humanoid schemer seeking to rule. The PC's ALLY is an enthusiastic commoner, who has ragged, dirty clothes and the PATRON (employer) is a respected elder, who has pronounced scars.
The STORY begins when our heroes are exploring and find a mysterious magic item, or the cruel villain teleports the characters to the adventure location. The adventure LOCATION is beneath or on top of a mesa.
The dungeon CREATORs were Elves (including drow) and it was used as a stronghold. In the past, the dungeon was conquered by invaders.
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 - , special., Find the source of strange occurrences in a haunted house or other location. 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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