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Can ChatGPT create a Campaign setting?
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<blockquote data-quote="Stormonu" data-source="post: 8933021" data-attributes="member: 52734"><p>I did something similiar recently, I was reviving my City of Secrets adventure path and wanted to come up with some encounters that got me thinking out of the box. Through a couple of question prompts I ended up with a mini-story side arc. Even had it put together some stat blocks for a couple foes, and design a unique magic item for the quest. Out of the box the adventure is pretty basic, but it did help spark my imagination and get past a bit of writer's block.</p><p></p><p>City of Secrets side arc - The Lost Purse</p><p>[spoiler]</p><p>Encounter: The Lost Purse</p><p>Setting: The City of Secrets, a bustling metropolis filled with deceit and danger. The adventurers are hired by a wealthy merchant to retrieve a stolen purse.</p><p>Enemies: The thief is a nimble human rogue (CR 1/8) who is hiding in the crowded streets of the city. The rogue has advantage on Dexterity (Stealth) checks when in crowds.</p><p>Treasure: The stolen purse contains 10 gold pieces and a valuable gem worth 50 gold pieces.</p><p>Experience: The total experience for defeating the rogue and retrieving the purse is 200 XP, divided among all party members.</p><p>Starting the Encounter: The adventurers are approached by the wealthy merchant who explains that their purse was stolen in the market and they need it back as soon as possible. The merchant offers a reward of 10 gold pieces for its return.</p><p>The Adventure: The adventurers must navigate the busy and chaotic streets of the City of Secrets in search of the thief. They will have to use their wits and skills to track down the rogue and retrieve the stolen purse.</p><p>Complications:</p><ul> <li data-xf-list-type="ul">Crowds: The thief is hiding in the crowds and has advantage on Dexterity (Stealth) checks.</li> <li data-xf-list-type="ul">Pickpockets: The busy market is full of pickpockets and the adventurers must be on guard to avoid losing their own possessions.</li> <li data-xf-list-type="ul">False leads: The thief has left false trails to throw the adventurers off their scent.</li> </ul><p>Conclusion: Upon finding the thief, the adventurers can either engage in combat or attempt to negotiate for the return of the purse. If they retrieve the purse, they can return it to the wealthy merchant for their reward.</p><p>[/spoiler]</p><p></p><p>Encounter 2</p><p>[spoiler]</p><p>----------</p><p>Encounter: The Mysterious Murder</p><p>Setting: The adventurers are approached by the city guard to investigate a murder in the heart of the City of Secrets. The victim was a wealthy merchant, similar to the one from the previous adventure, and the guard is suspicious of foul play.</p><p>Enemies: The murderer is a doppelganger (CR 1/2) who has taken on the form of a well-known individual in the city to carry out the murder. The doppelganger has the ability to change its form and imitate anyone it has seen.</p><p>Treasure: The murdered merchant had a hidden safe with valuable items, including a magical ring that grants the user the ability to cast disguise self once per day.</p><p>Experience: The total experience for uncovering the truth behind the murder and defeating the doppelganger is 500 XP, divided among all party members.</p><p>Starting the Encounter: The adventurers are approached by the city guard and asked to investigate the murder of a wealthy merchant. The guard is suspicious of foul play, but they have no leads.</p><p>The Adventure: The adventurers must gather evidence and interview witnesses to uncover the truth behind the murder. They will soon discover that the murderer is a doppelganger, who has taken on the form of a well-known individual in the city. The doppelganger must be found and stopped before it can carry out more crimes.</p><p></p><p>Clues:</p><ol> <li data-xf-list-type="ol">Uneven Footprints: The adventurers find uneven footprints near the body, indicating that the murderer has a limp. This clue leads them to discover that the doppelgänger is imitating a person who does not have a limp, suggesting that the murderer is not who they appear to be.</li> <li data-xf-list-type="ol">Suspicious Alibis: Some of the individuals who had alibis for the time of the murder give conflicting stories or inconsistent details, leading the adventurers to suspect that they may be the doppelgänger in disguise.</li> <li data-xf-list-type="ol">Unusual Behavior: The adventurers witness someone acting out of character or in a manner that is not in line with their usual behavior. This leads them to suspect that this individual may be the doppelgänger and prompts them to investigate further to uncover the truth.</li> </ol><p>Complications:</p><ul> <li data-xf-list-type="ul">Deceit: The doppelganger has taken on the form of a trustworthy individual, making it difficult for the adventurers to know who to trust.</li> <li data-xf-list-type="ul">Impersonations: The doppelganger may have impersonated other individuals in the city, leading the adventurers down false paths.</li> <li data-xf-list-type="ul">Changing forms: The doppelganger can change its form at will, making it difficult for the adventurers to track it down.</li> </ul><p>Conclusion: The adventurers must uncover the truth behind the murder and defeat the doppelganger to restore order to the city. If they are successful, they will be hailed as heroes and may even receive a reward from the city guard.</p><p>[/spoiler]</p><p></p><p>Encounter 3</p><p>[spoiler]</p><p>Encounter: The Eldritch Horrors Below</p><p>Setting: The adventurers are hired by a wealthy collector to retrieve a lost artifact from the abandoned sewers beneath the City of Secrets. The collector has warned them of strange whispers and unsettling sensations in the area.</p><p>Enemies: The artifact has attracted the attention of a group of cultists worshiping an elder god (CR 2) and they will stop at nothing to keep it from falling into the wrong hands. The elder god is an otherworldly being with power beyond comprehension, capable of driving those who behold it mad with terror.</p><p>Treasure: The lost artifact is a glowing orb that holds immense power and is highly sought after by the cultists. The orb has a strong magical aura and is guarded by the cultists and the eldritch horrors they have summoned.</p><p>Experience: The total experience for retrieving the artifact and defeating the cultists is 1,200 XP, divided among all party members.</p><p>Starting the Encounter: The adventurers are approached by the wealthy collector and offered a large sum of gold to retrieve a lost artifact from the abandoned sewers beneath the City of Secrets. The collector warns them of strange whispers and unsettling sensations in the area.</p><p>The Adventure: The adventurers must navigate the dark and maze-like sewers, fighting off rats and other vermin, while avoiding traps and puzzles left behind by the previous explorers. They will soon come across the cultists and their eldritch horrors, and must defeat them to retrieve the artifact.</p><p></p><p>Traps:</p><ol> <li data-xf-list-type="ol">Poisoned Needles: The adventurers come across a section of the sewer that has trip wires attached to the walls. If they trigger the wires, they will release a barrage of poisoned needles from hidden vents.</li> <li data-xf-list-type="ol">Flooding Tunnels: The adventurers come across a section of the sewer that is prone to flooding. If they trigger a hidden mechanism, the tunnel will quickly fill with water, putting them at risk of drowning.</li> <li data-xf-list-type="ol">Spike Pits: The adventurers come across a section of the sewer with weak flooring. If they step on a certain spot, the floor will give way, sending them plummeting into a pit filled with sharp spikes.</li> <li data-xf-list-type="ol">Gas Explosions: The adventurers come across a section of the sewer that is filled with gas. If they disturb the gas, it will ignite, causing an explosion that can damage or even kill them.</li> <li data-xf-list-type="ol">Shadow Creatures: The adventurers come across a section of the sewer that is plagued by shadowy creatures that only come out at night. If they venture into this area, they will be attacked by the creatures, which are immune to normal weapons.</li> </ol><p>Complications:</p><ul> <li data-xf-list-type="ul">Eldritch Horrors: The cultists have summoned otherworldly beings with power beyond comprehension, capable of driving those who behold it mad with terror.</li> <li data-xf-list-type="ul">Mind-bending illusions: The sewers are filled with mind-bending illusions, designed to disorient and confuse the adventurers.</li> <li data-xf-list-type="ul">Unnatural whispers: The adventurers will hear strange whispers and unsettling sensations in the area, which will only become more intense as they draw closer to the artifact.</li> </ul><p>The cultist's lair is a hidden chamber within the abandoned sewers beneath the City of Secrets. It serves as the base of operations for the cultists and is where they conduct their dark rituals and store the artifact they worship.</p><p>Features:</p><ol> <li data-xf-list-type="ol">Altar: At the center of the chamber is a large stone altar that is used for conducting dark rituals. The altar is adorned with strange symbols and is surrounded by burning candles and incense.</li> <li data-xf-list-type="ol">Guarded Entrance: The entrance to the cultist's lair is guarded by two cultists (CR 2) armed with daggers. They will attack anyone who tries to enter without their permission.</li> <li data-xf-list-type="ol">Magical Barriers: The cultists have set up magical barriers to protect their lair. Any attempt to breach the barriers will trigger a blast of magical energy that deals 3d6 damage to anyone within 10 feet.</li> <li data-xf-list-type="ol">Containment Cells: The cultists use the containment cells to hold captive those who are brought to the lair for sacrifice. The cells are guarded by constructs made of stone and metal.</li> <li data-xf-list-type="ol">Treasure: The cultists have accumulated a small fortune over time, which they keep in a locked chest within their lair. The chest is guarded by a trap that will trigger if anyone tries to open it without the proper key.</li> </ol><p>Cultist's Artifact</p><p></p><p>Rarity: Rare</p><p></p><p>This ancient and powerful artifact is worshiped by a cult of madmen as the source of their dark power. It is a small, black crystal that pulsates with an evil energy.</p><p></p><p>Powers:</p><p></p><ol> <li data-xf-list-type="ol">Control Over Shadows: The wielder of the cultist's artifact gains the ability to control shadows, allowing them to manipulate them to obscure vision, create illusions, and even create creatures made of shadows.</li> <li data-xf-list-type="ol">Summon Shadow Creatures: The wielder of the cultist's artifact can summon creatures made of shadow to do their bidding. These creatures are immune to normal weapons and can only be damaged by magical attacks.</li> <li data-xf-list-type="ol">Drain Life Energy: The wielder of the cultist's artifact can drain the life energy from living creatures, using it to power their own spells and abilities.</li> </ol><p>Curse: The cultist's artifact is a dangerous and powerful object, and those who wield it are soon consumed by its evil power. The artifact takes control of the wielder's mind, leading them down a path of darkness and destruction.</p><p></p><p>Properties:</p><p></p><ol> <li data-xf-list-type="ol">Intelligent: The cultist's artifact is an intelligent item, with an alignment of evil. It communicates telepathically with its wielder and will do everything in its power to persuade them to use its powers for evil.</li> <li data-xf-list-type="ol">Unstoppable: The cultist's artifact is virtually indestructible, and can only be destroyed by powerful magic or the gods themselves.</li> <li data-xf-list-type="ol">Cursed: The cultist's artifact is cursed, and those who wield it are soon consumed by its evil power. The artifact takes control of the wielder's mind, leading them down a path of darkness and destruction.</li> </ol><p></p><p>Experience: Defeating the two guards at the entrance and successfully navigating the traps within the cultist's lair is worth 400 XP, divided among all party members. The cultists themselves are worth an additional 600 XP, divided among all party members.</p><p></p><p>Conclusion: The adventurers must overcome their fears and retrieve the artifact, but they must also be careful not to be consumed by the eldritch horrors they face. If they succeed, they will be hailed as heroes and will have made a fortune from the wealthy collector. If they fail, they may never return to the surface.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8933021, member: 52734"] I did something similiar recently, I was reviving my City of Secrets adventure path and wanted to come up with some encounters that got me thinking out of the box. Through a couple of question prompts I ended up with a mini-story side arc. Even had it put together some stat blocks for a couple foes, and design a unique magic item for the quest. Out of the box the adventure is pretty basic, but it did help spark my imagination and get past a bit of writer's block. City of Secrets side arc - The Lost Purse [spoiler] Encounter: The Lost Purse Setting: The City of Secrets, a bustling metropolis filled with deceit and danger. The adventurers are hired by a wealthy merchant to retrieve a stolen purse. Enemies: The thief is a nimble human rogue (CR 1/8) who is hiding in the crowded streets of the city. The rogue has advantage on Dexterity (Stealth) checks when in crowds. Treasure: The stolen purse contains 10 gold pieces and a valuable gem worth 50 gold pieces. Experience: The total experience for defeating the rogue and retrieving the purse is 200 XP, divided among all party members. Starting the Encounter: The adventurers are approached by the wealthy merchant who explains that their purse was stolen in the market and they need it back as soon as possible. The merchant offers a reward of 10 gold pieces for its return. The Adventure: The adventurers must navigate the busy and chaotic streets of the City of Secrets in search of the thief. They will have to use their wits and skills to track down the rogue and retrieve the stolen purse. Complications: [LIST] [*]Crowds: The thief is hiding in the crowds and has advantage on Dexterity (Stealth) checks. [*]Pickpockets: The busy market is full of pickpockets and the adventurers must be on guard to avoid losing their own possessions. [*]False leads: The thief has left false trails to throw the adventurers off their scent. [/LIST] Conclusion: Upon finding the thief, the adventurers can either engage in combat or attempt to negotiate for the return of the purse. If they retrieve the purse, they can return it to the wealthy merchant for their reward. [/spoiler] Encounter 2 [spoiler] ---------- Encounter: The Mysterious Murder Setting: The adventurers are approached by the city guard to investigate a murder in the heart of the City of Secrets. The victim was a wealthy merchant, similar to the one from the previous adventure, and the guard is suspicious of foul play. Enemies: The murderer is a doppelganger (CR 1/2) who has taken on the form of a well-known individual in the city to carry out the murder. The doppelganger has the ability to change its form and imitate anyone it has seen. Treasure: The murdered merchant had a hidden safe with valuable items, including a magical ring that grants the user the ability to cast disguise self once per day. Experience: The total experience for uncovering the truth behind the murder and defeating the doppelganger is 500 XP, divided among all party members. Starting the Encounter: The adventurers are approached by the city guard and asked to investigate the murder of a wealthy merchant. The guard is suspicious of foul play, but they have no leads. The Adventure: The adventurers must gather evidence and interview witnesses to uncover the truth behind the murder. They will soon discover that the murderer is a doppelganger, who has taken on the form of a well-known individual in the city. The doppelganger must be found and stopped before it can carry out more crimes. Clues: [LIST=1] [*]Uneven Footprints: The adventurers find uneven footprints near the body, indicating that the murderer has a limp. This clue leads them to discover that the doppelgänger is imitating a person who does not have a limp, suggesting that the murderer is not who they appear to be. [*]Suspicious Alibis: Some of the individuals who had alibis for the time of the murder give conflicting stories or inconsistent details, leading the adventurers to suspect that they may be the doppelgänger in disguise. [*]Unusual Behavior: The adventurers witness someone acting out of character or in a manner that is not in line with their usual behavior. This leads them to suspect that this individual may be the doppelgänger and prompts them to investigate further to uncover the truth. [/LIST] Complications: [LIST] [*]Deceit: The doppelganger has taken on the form of a trustworthy individual, making it difficult for the adventurers to know who to trust. [*]Impersonations: The doppelganger may have impersonated other individuals in the city, leading the adventurers down false paths. [*]Changing forms: The doppelganger can change its form at will, making it difficult for the adventurers to track it down. [/LIST] Conclusion: The adventurers must uncover the truth behind the murder and defeat the doppelganger to restore order to the city. If they are successful, they will be hailed as heroes and may even receive a reward from the city guard. [/spoiler] Encounter 3 [spoiler] Encounter: The Eldritch Horrors Below Setting: The adventurers are hired by a wealthy collector to retrieve a lost artifact from the abandoned sewers beneath the City of Secrets. The collector has warned them of strange whispers and unsettling sensations in the area. Enemies: The artifact has attracted the attention of a group of cultists worshiping an elder god (CR 2) and they will stop at nothing to keep it from falling into the wrong hands. The elder god is an otherworldly being with power beyond comprehension, capable of driving those who behold it mad with terror. Treasure: The lost artifact is a glowing orb that holds immense power and is highly sought after by the cultists. The orb has a strong magical aura and is guarded by the cultists and the eldritch horrors they have summoned. Experience: The total experience for retrieving the artifact and defeating the cultists is 1,200 XP, divided among all party members. Starting the Encounter: The adventurers are approached by the wealthy collector and offered a large sum of gold to retrieve a lost artifact from the abandoned sewers beneath the City of Secrets. The collector warns them of strange whispers and unsettling sensations in the area. The Adventure: The adventurers must navigate the dark and maze-like sewers, fighting off rats and other vermin, while avoiding traps and puzzles left behind by the previous explorers. They will soon come across the cultists and their eldritch horrors, and must defeat them to retrieve the artifact. Traps: [LIST=1] [*]Poisoned Needles: The adventurers come across a section of the sewer that has trip wires attached to the walls. If they trigger the wires, they will release a barrage of poisoned needles from hidden vents. [*]Flooding Tunnels: The adventurers come across a section of the sewer that is prone to flooding. If they trigger a hidden mechanism, the tunnel will quickly fill with water, putting them at risk of drowning. [*]Spike Pits: The adventurers come across a section of the sewer with weak flooring. If they step on a certain spot, the floor will give way, sending them plummeting into a pit filled with sharp spikes. [*]Gas Explosions: The adventurers come across a section of the sewer that is filled with gas. If they disturb the gas, it will ignite, causing an explosion that can damage or even kill them. [*]Shadow Creatures: The adventurers come across a section of the sewer that is plagued by shadowy creatures that only come out at night. If they venture into this area, they will be attacked by the creatures, which are immune to normal weapons. [/LIST] Complications: [LIST] [*]Eldritch Horrors: The cultists have summoned otherworldly beings with power beyond comprehension, capable of driving those who behold it mad with terror. [*]Mind-bending illusions: The sewers are filled with mind-bending illusions, designed to disorient and confuse the adventurers. [*]Unnatural whispers: The adventurers will hear strange whispers and unsettling sensations in the area, which will only become more intense as they draw closer to the artifact. [/LIST] The cultist's lair is a hidden chamber within the abandoned sewers beneath the City of Secrets. It serves as the base of operations for the cultists and is where they conduct their dark rituals and store the artifact they worship. Features: [LIST=1] [*]Altar: At the center of the chamber is a large stone altar that is used for conducting dark rituals. The altar is adorned with strange symbols and is surrounded by burning candles and incense. [*]Guarded Entrance: The entrance to the cultist's lair is guarded by two cultists (CR 2) armed with daggers. They will attack anyone who tries to enter without their permission. [*]Magical Barriers: The cultists have set up magical barriers to protect their lair. Any attempt to breach the barriers will trigger a blast of magical energy that deals 3d6 damage to anyone within 10 feet. [*]Containment Cells: The cultists use the containment cells to hold captive those who are brought to the lair for sacrifice. The cells are guarded by constructs made of stone and metal. [*]Treasure: The cultists have accumulated a small fortune over time, which they keep in a locked chest within their lair. The chest is guarded by a trap that will trigger if anyone tries to open it without the proper key. [/LIST] Cultist's Artifact Rarity: Rare This ancient and powerful artifact is worshiped by a cult of madmen as the source of their dark power. It is a small, black crystal that pulsates with an evil energy. Powers: [LIST=1] [*]Control Over Shadows: The wielder of the cultist's artifact gains the ability to control shadows, allowing them to manipulate them to obscure vision, create illusions, and even create creatures made of shadows. [*]Summon Shadow Creatures: The wielder of the cultist's artifact can summon creatures made of shadow to do their bidding. These creatures are immune to normal weapons and can only be damaged by magical attacks. [*]Drain Life Energy: The wielder of the cultist's artifact can drain the life energy from living creatures, using it to power their own spells and abilities. [/LIST] Curse: The cultist's artifact is a dangerous and powerful object, and those who wield it are soon consumed by its evil power. The artifact takes control of the wielder's mind, leading them down a path of darkness and destruction. Properties: [LIST=1] [*]Intelligent: The cultist's artifact is an intelligent item, with an alignment of evil. It communicates telepathically with its wielder and will do everything in its power to persuade them to use its powers for evil. [*]Unstoppable: The cultist's artifact is virtually indestructible, and can only be destroyed by powerful magic or the gods themselves. [*]Cursed: The cultist's artifact is cursed, and those who wield it are soon consumed by its evil power. The artifact takes control of the wielder's mind, leading them down a path of darkness and destruction. [/LIST] Experience: Defeating the two guards at the entrance and successfully navigating the traps within the cultist's lair is worth 400 XP, divided among all party members. The cultists themselves are worth an additional 600 XP, divided among all party members. Conclusion: The adventurers must overcome their fears and retrieve the artifact, but they must also be careful not to be consumed by the eldritch horrors they face. If they succeed, they will be hailed as heroes and will have made a fortune from the wealthy collector. If they fail, they may never return to the surface. [/spoiler] [/QUOTE]
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