Original video:
The following is the conversation that we had with the A.I. when we were building this character. Our prompts are highlighted in gray.
I'm creating a dungeon for dnd 5e. What should the theme of this dungeon be?
The theme of this dungeon could be an abandoned temple of a forgotten god. The players must explore the temple and its secrets to discover the lost secrets of the forgotten deity, as well as battling monsters and traps left behind by the deity's followers.
How many rooms should be in this dungeon?
This will depend on the size and complexity of the dungeon you want to create. Generally, most dungeons consist of around 10-15 rooms, although this can vary widely depending on the needs of your game.
Give me a number between 10 and 15.
12
Based on the theme of this dungeon, what should be in each of those 12 rooms?
An entrance chamber with a large statue of the forgotten god at its center.
A series of puzzles and traps designed to test and challenge the players.
A chamber containing an altar to the forgotten god.
A room filled with ancient and valuable artifacts.
A room containing powerful magical items and cursed objects.
A chamber filled with a strange and mysterious energy.
A room filled with a strange, otherworldly mist.
A room containing a powerful creature or beast.
An area containing a portal to a different plane of existence.
A chamber containing a powerful magical artifact.
A room filled with puzzles that must be solved to move forward.
A final chamber containing the remains of the forgotten god.
What is the energy in room #6?
The energy in room #6 could be a magical force, such as a powerful enchantment or a spell left behind by the forgotten god. Alternatively, it could be a powerful elemental force or the presence of a supernatural being.
What would the puzzles be in rooms 2 and 11?
The puzzles in rooms 2 and 11 could include a variety of challenges such as riddles, logic puzzles, mazes, and physical puzzles such as levers and switches. They could also have magical components such as runes, symbols, and magical items that must be used to complete the puzzles.
Write a detailed description of these puzzles as they would be listed in an adventure module.
Room 2: Players must navigate a maze of spinning blades and laser beams while avoiding pressure plates and other traps. If they are able to make it to the center of the room, they will find a locked door which can only be opened by solving a riddle inscribed on the door.
Room 11: Players must complete a series of puzzles in order to move forward. The puzzles involve using magical items, symbols, and runes in order to activate a portal to the next area. The puzzles become more difficult as the players progress and must be solved in order to unlock the door to the final chamber.
What is the riddle in room 2?
The riddle in room 2 could be: "I am the key to open the door, but I can never be seen. I am heard but never spoken, I am the answer to your questions unseen."
What is the answer to this riddle?
The answer to this riddle is 'silence'.
Describe the magical items, symbols, and runes that will be used to solve the puzzle in room 11.
The magical items, symbols, and runes used to solve the puzzle in room 11 could include a magical staff, a wand, a crystal ball, a set of magical runes inscribed on the wall, and a glowing orb. Each of these objects will need to be placed in specific locations in order to activate the portal. Additionally, the players may need to combine the objects in certain ways and cast certain spells in order to open the portal.
What is the powerful creature found in room 8? Also, what are some other monsters that could be throughout the dungeon?
The powerful creature found in room 8 could be a dragon, a giant, or a powerful demon. Other monsters that could be throughout the dungeon could include orcs, goblins, spectres, zombies, and other undead creatures. Additionally, there could be traps, such as poison gas or magical runes that can summon monsters when triggered.
Pick one of the 3 powerful creatures and create a dnd 5e statblock for it.
Dragon:
Size: Huge
Hit Points: 195
Armor Class: 19
Speed: 40 ft., fly 80 ft.
STR: 22 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 16 (+3) WIS: 12 (+1) CHA: 17 (+3)
Damage Immunities: Fire
Skills: Perception +4, Stealth +4
Senses: Darkvision 120 ft., passive Perception 14
Languages: Common, Draconic
Challenge: 10 (5,900 XP)
Actions: Multiattack: The dragon makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) piercing damage.
Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.
Breath Weapon (Recharge 5-6): The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Pick 3 creatures to be scattered throughout the dungeon and give me statblocks for each one.
Goblin:
Size: Small
Hit Points: 7 (2d6)
Armor Class: 15
Speed: 30 ft.
STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 8 (-1)
Damage Immunities: None
Skills: Stealth +6
Senses: Darkvision 60 ft., passive Perception 9
Languages: Common, Goblin
Challenge: 1/4 (50 XP)
Actions:
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spectre:
Size: Medium
Hit Points: 22 (5d8)
Armor Class: 13
Speed: 0 ft., fly 50 ft. (hover)
STR: 1 (-5) DEX: 14 (+2) CON: 10 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 11 (+0)
Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons
Damage Immunities: Poison Condition
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Skills: Stealth +5
Senses: Darkvision 60 ft., passive Perception 10
Languages: Understands Common but can't Speak
Challenge: 1/2 (100 XP)
Actions:
Spectral Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) necrotic damage.
Zombie:
Size: Medium
Hit Points: 22 (5d8)
Armor Class: 8
Speed: 20 ft.
STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3)
Damage Vulnerabilities: Fire
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Skills: None
Senses: Darkvision 60 ft., passive Perception 8 Languages: Understands Common but can't Speak
Challenge: 1/4 (50 XP)
Actions:
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
What treasure could be found throughout this dungeon as well as at the end of the dungeon?
Throughout the dungeon, players could find coins, gems, jewelry, magical weapons, armor, and other valuable items. At the end of the dungeon, they could find a powerful magical artifact or artifact of the forgotten god's power. Additionally, they might find a powerful magical item that can only be used by the players, or a relic that can grant them special powers or abilities.
Create a statblock for the powerful magical item found at the end of the dungeon.
Ring of Fire Resistance: This gold ring grants the wearer resistance to fire damage.
Wondrous Item, Rare (requires attunement)
Armor Class: 17
Hit Points: 40
Speed: 30 ft.
STR: 10 (+0) DEX: 14 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 13 (+1)
Damage Immunities: Fire
Skills: Perception +3, Stealth +4
Senses: Darkvision 60 ft., passive Perception 13
Languages: Common, Draconic
Challenge: 5 (1,800 XP)
Actions: Fire Resistance: The wearer of the ring has resistance to fire damage.
That was a monster statblock, this is for a magical item and they are different.
Ring of Fire Resistance: This gold ring grants the wearer resistance to fire damage.
Wondrous Item, Rare (requires attunement)
Weight: 1 lb.
Attunement: While wearing the ring, the attuned creature has resistance to fire damage.
Curse: The ring is cursed, and attuning to it curses the wearer until the curse is removed. Removing the curse requires the caster to cast remove curse or comparable magic.
What would the final boss of the dungeon be? Likely found in room 12.
The final boss of the dungeon could be a powerful ancient undead creature or a powerful dragon, depending on the theme and the players' level. Alternatively, it could be a powerful demon or a powerful deity, if the dungeon is meant to be a challenge for higher level players.
Pick one of those 3 bosses and give me a statblock for it.
Dragon:
Size: Huge
Hit Points: 195
Armor Class: 19
Speed: 40 ft., fly 80 ft.
STR: 22 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 16 (+3) WIS: 12 (+1) CHA: 17 (+3)
Damage Immunities: Fire
Skills: Perception +4, Stealth +4
Senses: Darkvision 120 ft., passive Perception 14
Languages: Common, Draconic
Challenge: 10 (5,900 XP)
Actions: Multiattack: The dragon makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) piercing damage.
Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.
Breath Weapon (Recharge 5-6): The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
It is ok if its a dragon but make it a different dragon than the one in room 8.
Dragon:
Size: Huge
Hit Points: 195
Armor Class: 19
Speed: 40 ft., fly 80 ft.
STR: 22 (+6) DEX: 14 (+2) CON: 21 (+5) INT: 16 (+3) WIS: 12 (+1) CHA: 17 (+3)
Damage Immunities: Lightning
Skills: Perception +4, Stealth +4
Senses: Darkvision 120 ft., passive Perception 14
Languages: Common, Draconic
Challenge: 10 (5,900 XP)
Actions: Multiattack: The dragon makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) piercing damage.
Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.
Lightning Breath (Recharge 5-6): The dragon exhales lightning in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 56 (16d6) lightning damage on a failed save, or half as much damage on a successful one.
What is the history of this dungeon?
The dungeon is set in an abandoned temple of a forgotten god. It is said that the god was an ancient deity of power and knowledge that was long forgotten by the people of the world. Centuries ago, the god's worshipers built the temple in honor of their deity, and filled it with powerful artifacts and treasures. However, after the god's disappearance, the temple was abandoned and its secrets were forgotten. Now, adventurers must explore the temple and uncover its secrets in order to discover the fate of the forgotten god.
What would be a good plot hook to get characters to discover this dungeon?
The characters could be hired by a powerful wizard who has heard of the temple's secrets and is looking for adventurers to explore it and uncover its secrets. Alternatively, the characters could stumble upon the temple while on an unrelated quest, or receive a vision from a deity that leads them to the temple.
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