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 humanoid cultist, from a devil cult. The PC's ALLY is a fey creature and the PATRON (employer) is a embattled merchant, who exhibits a nervous eye twitch.
The STORY begins when our heroes are asked by an NPC the characters respect to go to the adventure location. The adventure LOCATION is in a chasm.
The dungeon CREATORs were Dwarves and it was used as a maze. In the past, the dungeon's creators were destroyed by internal conflict.
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 face a threat more powerful than the adventurers, which destroys the main villain, and then turns its attention on the characters.
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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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