Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Rescue a captive.
The VILLAIN of your adventure is a humanoid conqueror. The PC's ALLY is a sage, who is bald and the PATRON (employer) is a deity or celestial.
The STORY begins when our heroes are reading a map they found on a dead body. In addition to the map setting up the adventure, the villain wants the map to the location. The adventure LOCATION is in sea caves.
The dungeon CREATORs were Elves (including drow) and it was used as a lair. 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. Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy. To COMPLETE the adventure successfully the heroes must choose whether to pursue the fleeing main villain or save an NPC they care about or a group of innocents.
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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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