Roll a D&D Adventure

Your ADVENTURE GOAL is a dungeon crawl., Pursue fleeing foes taking refuge in the dungeon.
The VILLAIN of your adventure is a giant bent on plunder. The PC's ALLY is actually a disguised monster and the PATRON (employer) is a local ruler, who has distinctive jewelry: earrings, necklace, circlet, bracelets.
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 mountain pass.
The dungeon CREATORs were worshippers of, an Elemental Fire cult and it was used as a death trap. 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 race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed.
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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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