Roll a D&D Adventure

Your ADVENTURE GOAL is a dungeon crawl., Find an NPC who disappeared in the area.
The VILLAIN of your adventure is a beast or monstrosity with no particular agenda. The PC's ALLY is a celestial and the PATRON (employer) is a sage, who wears flamboyant or outlandish clothes.
The STORY begins when our heroes are asked to volunteer to go to the adventure location by a town or village that is well known for its , education. The adventure LOCATION is in a jungle.
The dungeon CREATORs were Humans, who were , chaotic neutral, Warlocks,, who had a distinctive posture (crooked or rigid) and it was used as a lair. In the past, the dungeon was the site of a great miracle.
As the PLOT thickens, it takes an unexpected twist. The adventurers become responsible for the safety of a noncombatant NPC. 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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