Roll a D&D Adventure
Your ADVENTURE GOAL is a dungeon crawl., Foil the villain's evil scheme, which is:, Immortality - Become undead or obtain a younger body.
The VILLAIN of your adventure is a humanoid schemer seeking to rule. The PC's ALLY is a fey creature and the PATRON (employer) is a parent or other family member, who exhibits a nervous eye twitch.
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, decadence. The adventure LOCATION is beneath a farmhouse.
The dungeon CREATORs were Humans, who were , neutral good, Wizards,, who had an unusual skin color and it was used as a death trap. In the past, the dungeon was conquered by invaders.
As the PLOT thickens, it takes an unexpected twist. The adventurers now have a time limit. To COMPLETE the adventure successfully the heroes must disrupt three rites at the same time, being performed separately by the villain and two or three lieutenants in a large room.
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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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