Using AI to Make Adventures (5e Sourcebook)/Random Tables
From D&D Wiki
In OpenAi Playground Edit Mode, you can write the framework for a random table and have the AI populate it for you.
Monster Table Example[edit]
My Input is:
- A random event table for a fire and lava themed dungeon.
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- 8.
- 9.
- 10.
The instruction was:
- Populate the list
The output was:
- 1. A group of 4 firenewts.
- 2. 12 fire beetles.
- 3. A fire elemental
- 4. A fire giant and his entourage.
- 5. A fire elemental and 4 firenewts.
- 6. A fire elemental and 16 fire beetles.
- 7. A fire giant and 4 firenewts.
- 8. A fire giant and 16 fire beetles.
- 9. A fire elemental, a fire giant and 4 firenewts.
- 10. A fire elemental, a fire giant and 16 fire beetles.
In this case, I think it was too rigid in following the theme of the dungeon. We also want encounters that are not just monsters, but events.
Increase the Temperature[edit]
Playground has a slider called "Temperature" that controls "randomness".
Decreasing it makes the output more repetitive or deterministic. The default value is 0.7. Reducing this to 0.5 made a repetitive list, mostly consisting of a single fire newt.
Increasing temperature to 1 gave more descriptive results:
- A random encounter table for a fire and lava themed dungeon.
- 1. A row of flame spews across the hall, blocking your path.
- 2. A spider starts to run along the wall, only to burn off as it hits the charred stone.
- 3. The walls sweat a black ooze.
- 4. A quick peak inside of the nearby rooms shows nothing useful.
- 5. To your left, a guard watches over dozens of goblins, who are carrying spears and wearing arab cloth.
- 6. As you walk, the corridors becomes full of heat. It’s unbearable, but you’re somewhat resilient to it thanks to your magic and armor.
- 7. A bush-walking lunges and grabs at you, wrapping you up in its tendrils.
- 8. The silver pot next to the brazier is filled with a thick, black mud that smells like burning hair.
- 9. A camp has been set up under the stairs. A fire burns in a circle of ten guards, sleeping behind their shields and with hand-axes next to them. Their wands are tucked into their belts and their feet all rest on their packs.
- 10. You stand in front of a thin grid of metal. One of the metal sticks is loose, like a lever.
And another run:
- A random encounter table for a fire and lava themed dungeon.
- 1. Broody Dwarf priest of fire god
- 2. Cheerful Kobold miner, human soul bound as an inextinquishable lantern
- 3. Crystal Golem
- 4. Elder Fire Elemental
- 5. Ghostly Lava Golem
- 6. Hellish Brigand with Flame Sword
- 7. Laborer Man from a Fire Cult
- 8. Lava Magician with magic Wand of Firebolts
- 9. Efreeti prisoner
- 10. Tamed Fire Lemon (summoned creature)
The Dungeon of Deyeneerex[edit]
Let's use the input text from an earlier example, The Dungeon of Deyeneerex.
I am going to make a massive d100 encounter table, using a mixture of instructions and temperatures. For example, for the first 10 monsters, I added the instruction "For each item give the monster a different purpose in the dungeon". The AI does seem to understand what the monster "types" are!
- The Dungeon of Deyeneerex is located beneath the Temple of Flora, the entrance hidden by a heavy stone slab. The Dungeon was created by Mindflayers in 873 CE to force mind-slaves to mine iron ore. In 912 CE all the occupants were wiped out by a mysterious curse, and the Dungeon was abandoned for hundreds of years.
- Random encounter table.
- 1. Gibbering Mouther - Wailing at the dead, it was sealed in a room and forgotten
- 2. Kobold - Sewer maintenance, a few are still alive
- 3. Mindflayer - Created the dungeon, some are still alive
- 4. Shadow - Guards, animated by the curse
- 5. Troglodyte - Lived in the caves before the dungeon was built, still here
- 6. Umber Hulk - Maintenance, a few are still alive
- 7. Aboleth - Summoned by the Mindflayers, it lurks in the depths
- 8. Gelatinous Cube - Cleaning the sewer, it was sealed in a room and forgotten
- 9. Sahuagin - Left behind by a raiding party, still here
- 10. Quaggoth - Summoned by the Mindflayers, it lurks in the depths
- 11. The PCs hear a distant rumble, like a great beast stirring in its sleep.
- 12. The PCs feel a breeze wafting through the corridors.
- 13. The PCs find a door that has been boarded up. The boards have no nails, and simply lean against the door.
- 14. The PCs find a sword in a scabbard. It is cold to the touch.
- 15. The PCs hear a door slam shut somewhere nearby.
- 16. The PCs find a small door, about 1 foot tall. The door is unlocked.
- 17. The PCs find a statue of a human. The statue has no eyes.
- 18. The PCs find a pool of water. It is warm to the touch.
- 19. The PCs find a painting of a human. The painting has no eyes.
- 20. The PCs find a mirror. The mirror has no reflection.
- 21. 3 Beholders: Protecting the mine.
- 22. 10 Drow: Protecting the mine.
- 23. 10 Drow + 1 Drow Mage: Protecting the mine.
- 24. 5 Drow + 1 Drow Mage: Protecting the mine.
- 25. 10 Ghouls: Captured and brought here to mine.
- 26. 10 Gnolls: Captured and brought here to mine.
- 27. 10 Hobgoblins: Captured and brought here to mine.
- 28. 10 Kobolds: Captured and brought here to mine.
- 29. 10 Lizardmen: Captured and brought here to mine.
- 30. 10 Mindflayers: Protecting the mine.
- 31. You find a set of tools for crafting armor.
- 32. You find a rusty sword.
- 33. You find a crude map of the dungeon.
- 34. You find a piece of a strange metal.
- 35. You find a piece of an old journal.
- 36. You find a scroll with a spell written on it.
- 37. You find a map of the city of Mirza.
- 38. You find a small pouch with a few coins in it.
- 39. You find a piece of a broken weapon.
- 40. You find a piece of a broken armor.
- 41. The room is filled with a cloud of yellow gas. (save vs poison or be confused for 1d4 turns)
- 42. A large boulder sits in the middle of the room. (dex save to avoid falling damage)
- 43. The room is covered in webs. (save vs paralysis or be entangled)
- 44. The room is completely empty. (there is nothing in the room)
- 45. The room is covered in a thick layer of snow. (cold damage)
- 46. The room is covered in a thick layer of ice. (cold damage)
- 47. The room is filled with a cloud of black gas. (save vs poison or be blinded for 1d4 turns)
- 48. The room is filled with a cloud of green gas. (save vs poison or take 1d4 poison damage)
- 49. The room is filled with a cloud of red gas. (save vs poison or take 1d4 fire damage)
- 50. The room is filled with a cloud of white gas. (save vs poison or take 1d4 cold damage)
- 51. Zia Kvothe, a human necromancer, investigating the ruins. She wears a silver skull mask, but never takes it off.
- 52. Hrolf the Silent, a dwarf paladin, on a quest to destroy a powerful undead that he believes is hiding in the dungeon. He is followed by a spectral mule.
- 53. Tresil Seymore, a gnome wizard, looking for spell components. He has three of his fingers tied together with a string.
- 54. Nohr D'Alessandro, a halfling cleric, searching for a holy relic. He wears a ring on each finger, and each ring has a different gemstone.
- 55. Aelind Mab, a half-elf bard, looking for adventure. He is dressed in tattered, filthy rags.
- 56. Noth Rog, a half-orc ranger, hunting for food. He has a strange tattoo on his forehead.
- 57. Hrom Frost, a human sorcerer, looking for knowledge. He has a book of spells that he keeps tucked into his belt.
- 58. Astri Caius, a human rogue, searching for treasure. He has a pouch of silver coins that he jingles constantly.
- 59. Ond The Mad, a human fighter, looking for a challenge. He has a black eye patch, but his left eye is not missing.
- 60. Ened Ildor, a human cleric, on a quest to destroy a powerful undead that he believes is hiding in the dungeon. He has a tatoo of a demon on his forehead.
- 61. A loud alarm sounds. All the doors in the dungeon close. They will remain closed for 1d4 hours. The alarm sounds for 10 minutes.
- 62. A secret door opens. It leads to a narrow passage that will lead the adventurers to a small hidden chamber. The secret door will remain open for 1d4 hours.
- 63. A strong wind blows from the east. All doors open. They will remain open for 1d4 hours. The wind blows for 10 minutes.
- 64. The floor shakes violently. Roll 1d6. On a 1-3, all doors in the dungeon close. On a 4-6, all doors in the dungeon open. The doors will remain in their new state for 1d4 hours. The shaking lasts for 1 minute.
- 65. A small earthquake rocks the dungeon. All torches and lanterns are extinguished. All doors close. They will remain closed for 1d4 hours. The earthquake lasts for 1 minute.
- 66. A powerful stench fills the room. Any character in the room must make a DC 16 CON save or be poisoned for 1d4 hours. The stench lasts for 1 minute.
- 67. The ground shakes. Roll 1d6. On a 1-3, all doors in the dungeon close. On a 4-6, all doors in the dungeon open. The doors will remain in their new state for 1d4 hours. The shaking lasts for 1 minute.
- 68. A trapdoor opens in the ceiling. A rope ladder drops down. A mind-slave is at the top of the ladder. He has a club and a bag of 20 caltrops. He will not fight the adventurers. He will attempt to escape to the surface. The trapdoor will remain open for 1d4 hours.
- 69. A loud roar is heard from the east. All doors in the dungeon close. They will remain closed for 1d4 hours. The roar lasts for 1 minute.
- 70. A secret door opens. It leads to a narrow passage that will lead the adventurers to a small hidden chamber. The secret door will remain open for 1d4 hours.
- 71. a high-pitched whining
- 72. a rhythmic clanging
- 73. a low moaning
- 74. a series of dull thuds
- 75. a whistling hiss
- 76. a series of piercing shrieks
- 77. a low-pitched growling
- 78. a grinding, like stone on stone
- 79. a low-pitched thumping
- 80. a high-pitched chittering