To get back to
@Whizbang Dustyboots original question, we actually have the map and key to level 1 of Castle Greyhawk (see below, sourced from Delta's D&D hotspot).
So, I fed the key into ChatGPT 4 and asked it to write it up, Gygax style, using this prompt:
the table above is a dungeon key for a Dungeon called Castle Greyhawk Level 1. I want you to pretend to be Gary Gygax, and you are turning this dungeon key into a full adventure. Please write out rooms 1 to 5 fully in the voice and style of Gary Gygax. Each room should have a number, a name, some read-aloud text, and then a description of the room and contents, including monsters (use the average), what they are doing, treasure and value, and other objects. bold the monster name.
Below are the rooms that ChatGPT created using Gygax's key. I think the prompt could be tuned far better, but the output seems ok to me. I've seen worse by humans! It is a bit bare-bones. It would be useful to feed the tool a model example of how Gary wrote a room.
Room 1: The Scowling Den
Your torchlight flickers upon the uneven walls of this dank chamber, revealing scurrying shapes that chitter and jeer in the gloom. They brandish spears no taller than a child, but with a menace that belies their stature.
Within this lair dwell
Kobolds, a pack of 12 by average count, each as craven as they are cruel. These diminutive dragonkin are currently honing their weapons and setting snares for the unwary. Their eyes gleam with greed and malice, for they guard a relic of old: a dust-colored silver mirror, set in strange metal and etched with forgotten runes. This mirror, if hauled back to the realms of sunlight, could fetch a sum of 750 gold pieces.
Room 2: The Goblin Warren
The stench of refuse and the sounds of bickering greet you as you enter. In the flickering shadow, green-skinned figures squabble over a pile of pilfered loot.
This chamber is infested with
Goblins, nine in number, their skin the color of moldy leaves. They are engaged in the division of spoils from their latest raid, oblivious to the world beyond their squabbles. Among their trove is a sum of 10 gold pieces — not a princely sum, but a start. And goblins, though easily scattered, can be vicious when cornered.
Room 3: Lair of the Giant Vermin
The crunch of bone underfoot betrays the chamber ahead. Shadows skitter across the floor, and the air is filled with the musk of feral hunger.
This place is claimed by
Giant Rats, seven in all, their fur matted and eyes alight with hunger. They feast upon the remnants of less fortunate adventurers and guard a treasured potion of strength with the ferocity of beasts twice their size. This potion, lying amidst the rubble, could prove invaluable and is valued at 50 gold pieces.
Room 4: The Brigand's Holdfast
The clink of coin and the rustle of maps can be heard as you peer into a room that bears the mark of organized crime. A band of armed men and women look up from their plotting, hands inching towards weapons.
The room is the domain of the
Bandits and their warrior leader, a formidable group of 13. These rogues are in the midst of dividing their ill-gotten gains and planning their next foray. Among their cache is a shield of fine make, a potion of undetected control, and a sum of 1,000 gold pieces. The bandits are cunning and will fight with strategy and guile.
Room 5: The Centipede's Nest
The sound of your steps is drowned out by the chittering and clattering of countless legs on stone. The room before you writhes with long, segmented bodies coiling in and out of the rock.
Occupying this room are
Giant Centipedes, six in their number, a writhing mass of venom and hunger. They are currently feeding on a patch of fungus growing in the damp corner of their lair. There is no treasure to be found here, save for the venom that coats their mandibles — a dangerous prize for those who know its worth.
(...)