Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Win a bet or complete a rite of passage by surviving in the dungeon for a certain amount of time.
The VILLAIN of your adventure is a humanoid under a curse. The PC's ALLY is actually a disguised monster and the PATRON (employer) is a desperate commoner, who has a distinctive nose.
The STORY begins when our heroes are witness to a ghost which appears and terrorizes a village. Research reveals that it can be put to rest only by entering the adventure location. The village is well known for its, rude people. The adventure LOCATION is underwater.
The dungeon CREATOR was a Dragon and it was used as a stronghold. In the past, the dungeon was well guarded and it's original creator is still in control.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have a time limit. To COMPLETE the adventure successfully the heroes must escape a cataclysmic event which is the result of the adventurers or the villain actions., A storm (hurricane, tornado, tsunami).
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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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