Hasbro CEO Chris Cocks Talks AI Usage in D&D [UPDATED!]

Chris Cocks spoke about AI and D&D at a Goldman Sachs event.

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Hasbro CEO Chris Cocks is convinced that the Dungeons & Dragons franchise will support some kind of AI usage in the future. Speaking today at a Goldman Sachs event, Cocks spoke about how AI products could soon support Dungeons & Dragons and other Hasbro brands. Asked about whether AI has the potential to "bend the cost curve" in terms of entertainment development or digital gaming, and how it's being used in the toy and content industries, Cocks said the following:

"Inside of development, we've already been using AI. It's mostly machine-learning-based AI or proprietary AI as opposed to a ChatGPT approach. We will deploy it significantly and liberally internally as both a knowledge worker aid and as a development aid. I'm probably more excited though about the playful elements of AI. If you look at a typical D&D player....I play with probably 30 or 40 people regularly. There's not a single person who doesn't use AI somehow for either campaign development or character development or story ideas. That's a clear signal that we need to be embracing it. We need to do it carefully, we need to do it responsibly, we need to make sure we pay creators for their work, and we need to make sure we're clear when something is AI-generated. But the themes around using AI to enable user-generated content, using AI to streamline new player introduction, using AI for emergent storytelling, I think you're going to see that not just our hardcore brands like D&D but also multiple of our brands."


Wizards of the Coast representatives has repeatedly said that Dungeons & Dragons is a game made by people for people, as multiple AI controversies has surrounded the brand and its parent company. Wizards updated its freelance contracts to explicitly prohibit use of AI and has pulled down AI-generated artwork that was submitted for Bigby's Presents: Glory of the Giants in 2023 after they learned it was made using AI tools.

A FAQ related to AI specifically notes that "Hasbro has a vast portfolio of 1900+ brands of which Magic: The Gathering and Dungeons & Dragons are two – two very important, cherished brands. Each brand is going to approach its products differently. What is in the best interest of Trivial Pursuit is likely quite different than that of Magic: The Gathering or Dungeons & Dragons." This statement acknowledges that Hasbro may use AI for other brands, while also stating that Wizards is trying to keep AI-generated artwork away from the game. However, while Wizards seems to want to keep AI away from D&D and Magic, their parent company's CEO seems to think that AI and D&D aren't naturally opposed.


UPDATE -- Greg Tito, who was WotC's communications director until recently, commented on BlueSky: "I'm deeply mistrustful of AI and don't want people using it anywhere near my D&D campaigns."
 

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Christian Hoffer

Christian Hoffer

EzekielRaiden

Follower of the Way
I literally only use AI for one thing: Random idea generator. It's garbage for anything actually serious, but as a starting point to cut through DM writer's block, it's actually quite effective. At its worst, I hate everything it says and thus figure out what I want to do by process of elimination!
 

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EzekielRaiden

Follower of the Way
My point is that it doesn't think, it doesn't analyze. It makes correlations using pattern matching. Yes, it's not "just" an autocomplete function much that a kid's peddle cart isn't a racecar. But AI is also not intelligent, at least not yet. We may or may not get there someday and advanced enough LLMs can certainly fool some of the people some of the time. But many think it's going to take a different approach or combination of approaches to have actual intelligence.

Call me a skeptic, and maybe the people that say we're on the verge of the singularity are right. But I think a different approach, like people that are starting to model the brain of a fruit fly and how it navigates are more likely on the path to true intelligence all while using a tiny, tiny fraction of the energy and complexity used to complete the same task with an AI system are the direction we need to go.

In any case, ask me again in 10 years and we'll see who's right. If the new AI overlords allow us to have that conversation. ;)
For my part, my skepticism centers on two things: scalability and creativity.

We've managed to find some very simple optimizations up to this point that have led to rapid progress, but now those tricks are required, and new tricks are going to be slow going. Unless and until we can find a way to scale indefinitely, diminishing-returns problems are going to bottleneck what it can do.

Secondly, and much more importantly, the vector spaces covered by these things (even when we add the fuzzy-logic element which massively expands their reach) can only handle what they've been programmed to be able to handle. True creativity, in the language of current AI tech, is the ability to increase the space of covered tokens dynamically. I don't think such a thing is possible, not even in principle.

I'm much more impressed by work on stuff that has become unfashionable in the wake of LLMs and such, which is making smarter AIs, not by programming them to be smart, nor by making bazillion-dimensional matrices and 17,000 layers of matrix algebra to extract syntactic relations, but rather by teaching the AIs to actually work with and around humans. Self-adaptive software that can develop a response to novel data.

I'm rather more skeptical that there is some threshold number (or region, it's a sorites paradox type deal I'm sure) where, so long as your token space is at least X large and your neural network at least Y nodes wide with at least Z layers, that you magically leap from mere pattern recognition and into true general intelligence. But, then again, I also believe in an immortal soul.
 

Clint_L

Legend
I have played around with the latest GPT4o version as well to run a campaign for me and generally experienced the same thing. I had 3 PCs I provided instructions for and it frequently got details mixed up about the 3 of them, so interactions with NPCs were inconsistent with how the personalities it gave the NPCs would respond. Names were frequently from Tolkien, so there was a lot of repetition of names which to be fair happens with an actual DM if they just roll on a d20 table to come up with NPC names as they go. The responses to my prompts would usually be favorable, so I had to be careful if I didn’t want to find whatever mcguffin it had me looking for. For example, “I continue on to the next room of the temple in search of the idol” would likely have me find it in the next room even if that was only the second room and the priest in town had told me the idol was “deep in the temple”.

As for the images generated if 1 PC was an elf, every character it depicted would have pointed ears. Clarifying instructions to correct the image were completely hit or miss on what it understood in the corrected image. Still it was interesting to see what it could do.

That all being said, this interaction was also with the GPT4o version so it still needs some work.

Yes, I the big problem is how much the AI is trying to give you what it predicts you want. Although I was often surprised by the plot hooks it presented, as soon as I started interacted it was like having a DM who just wanted me to win, and I had to actively fight against that, for instance by handling all the rolls, even for the monsters.

ChatGPT does not like saying "no." That's where I could see this technology being licensed out and paired with subroutines that do the math and include some hard barriers for the narrative: the map is THIS, the monsters are THESE, this NPC knows THIS but not THAT. You want to exploit its ability to improvise and riff on player interactions, while making it feel less beholden to the players. Like a good DM.

It's not there yet. But it is certainly easy to imagine it getting there, if incorporated into a purpose built D&D adventure.

That's assuming the current level of technology. This conversation might be very different in a few months time.
 

Clint_L

Legend
Here's a short level 1 adventure created by the latest iteration of ChatGPT, with some minor prompts:

Can you create a short adventure for a party of 5-6 level 1 players, including a starting area, a quest, and a short dungeon or similar environment, including maps?

Here's a short adventure designed for a party of 5-6 level 1 players, including a starting area, a quest, and a dungeon. I'll also provide a basic map layout for the dungeon.

Adventure Title: The Goblin's Curse

Starting Area: Village of Briar Glen
Description:
Briar Glen is a small, peaceful village nestled in a forest clearing. The villagers live simple lives, farming and hunting. Recently, however, a strange blight has begun to affect the crops and livestock, causing concern among the villagers.
Key NPCs:
  • Elder Miriam: The village elder, an elderly woman with deep knowledge of local folklore.
  • Thorn, the Blacksmith: A gruff dwarf who is concerned about the recent events and eager to help.
  • Lila, the Herbalist: A young half-elf who is worried about the strange withering of her herbs.
Quest Hook: The players are approached by Elder Miriam, who explains that the village has been plagued by a mysterious blight. The crops are dying, and livestock is becoming ill. The villagers are desperate for help. Miriam believes that the blight is the result of a curse placed by a goblin tribe that lives in the nearby woods. She asks the party to investigate the goblin camp and put an end to the curse.

The Quest:

The players are tasked with finding and neutralizing the source of the blight. To do this, they must travel through the forest to the goblin camp, defeat the goblin shaman, and destroy the cursed totem that is causing the blight.
Key Locations:
  1. Briar Glen Village
    • Starting point for the adventure.
    • The players can gather information from the villagers.
  2. Forest Path
    • A short trek through the dense forest.
    • Encounter: A group of goblin scouts tries to ambush the party. This encounter helps the players get accustomed to combat.
  3. Goblin Camp
    • A small, fortified camp deep in the woods.
    • The camp is surrounded by makeshift barricades and traps.
    • The players must sneak or fight their way through the camp to reach the entrance of the dungeon (a cave).

The Dungeon: The Cursed Cave

Description: The dungeon is a small cave system that the goblins have taken over. It is where they perform their dark rituals. The cave is dimly lit by flickering torches and has a damp, musty smell.
Map Layout: I’ll provide a basic map description for you to visualize:
  1. Entrance Chamber
    • The entrance to the cave is guarded by two goblin warriors.
    • A narrow tunnel leads deeper into the cave.
  2. Trap Room
    • This room is filled with traps (e.g., a pit trap, tripwires triggering falling rocks).
    • The players must use their skills to avoid or disable the traps.
  3. Goblin Den
    • A larger chamber where the goblins sleep and store their loot.
    • Several goblins are here, led by a goblin boss.
    • The players can find some minor loot here (a few gold coins, basic weapons, etc.).
  4. Shaman’s Lair
    • The final chamber is where the goblin shaman resides.
    • The shaman is performing a ritual in front of a cursed totem.
    • The players must defeat the shaman and destroy the totem to lift the curse.
Map:
I'll create a basic map of the dungeon layout for you.
Dungeon Map: The Cursed Cave


Output image

Here is the basic map for the dungeon, "The Cursed Cave." The map shows the layout of the rooms and the connecting paths:
  • Entrance Chamber: The first area where the players encounter goblin guards.
  • Trap Room: A dangerous room filled with traps that the players need to navigate.
  • Goblin Den: A larger chamber where the goblins sleep and store their loot.
  • Shaman’s Lair: The final chamber where the players will face the goblin shaman and destroy the cursed totem.
This setup provides a straightforward yet engaging adventure for level 1 players, with opportunities for combat, trap navigation, and a climactic battle against a goblin shaman. Let me know if you need any additional details or adjustments!

Please give more details on each area of the dungeon, including the ype and numer of creatures to be encountered, their general tactics, what specific treasure is to be found, and the exact nature of any traps - how they work and how they might be avoided or disarmed. Go room by room

1. Entrance Chamber

Description: The entrance chamber is a small, rough-hewn cave with a low ceiling. Dim torchlight flickers from sconces on the walls. The ground is uneven and slightly damp, making it slippery in places.

Creatures:

  • 2 Goblin Warriors(AC 15, HP 7 each)
    • Tactics: The goblins are alert and on guard. They will try to use their small size to their advantage, hiding behind rocky outcroppings and attacking with their shortbows from a distance. If the party closes in, they switch to melee with scimitars. One goblin might try to retreat to warn the others in the next room if the fight goes poorly.
Treasure:

  • The goblins carry 5 silver pieces each.
  • A small wooden crate contains a few basic supplies (rations, a coil of rope, and a small healing potion that restores 2d4+2 HP).

2. Trap Room

Description: This room is narrower, with uneven floors and walls covered in moss. The goblins have set up traps to deter intruders. A faint musty smell permeates the air.

Traps:

  • Pit Trap (DC 13 Perception to notice, DC 12 Dexterity saving throw to avoid falling)
    • Location: Near the center of the room.
    • Effect: If triggered, the floor gives way, causing the character to fall 10 feet into a pit lined with sharpened stakes. The trap deals 1d6 piercing damage.
    • Disarming: The trap can be avoided by going around it or disarmed with a successful DC 12 Dexterity (Thieves' Tools) check.
  • Tripwire Trap (DC 12 Perception to notice, DC 14 Dexterity saving throw to avoid)
    • Location: Stretching across the path leading to the next room.
    • Effect: If triggered, it releases a barrage of small rocks from above, dealing 2d4 bludgeoning damage to anyone in a 5-foot radius.
    • Disarming: The tripwire can be cut or disabled with a successful DC 12 Dexterity (Thieves' Tools) check.
Treasure:

  • None, but the players might find some crude goblin markings on the walls, indicating the way to the next room and perhaps giving clues to avoid traps.

3. Goblin Den

Description: This larger chamber serves as the goblins' living quarters. The room is cluttered with filthy bedrolls, gnawed bones, and small piles of loot the goblins have scavenged. A foul odor fills the air.

Creatures:

  • 4 Goblins(AC 15, HP 7 each)
    • Tactics: The goblins will fight as a group, trying to overwhelm a single target at a time. Two will use shortbows while the other two engage in melee. If the battle turns against them, they might attempt to flee to the shaman's lair to warn him.
Treasure:

  • Loot Pile:The players can find a small chest containing:
    • 15 gold pieces.
    • A set of finely crafted bone dice (worth 5 gp).
    • A pair of silver earrings (worth 10 gp).
    • A healing potion (2d4+2 HP).
  • Crude Weapons: The goblins also have a few shortbows, scimitars, and a couple of poorly made javelins.

4. Shaman’s Lair

Description: The final chamber is where the goblin shaman performs his dark rituals. The room is dominated by a crude altar made of stone, adorned with bones and strange, glowing runes. The cursed totem, a twisted piece of wood with arcane symbols carved into it, stands behind the altar. The air is thick with the stench of incense and the faint hum of dark magic.

Creatures:

  • Goblin Shaman (AC 15, HP 18)
    • Tactics: The shaman will start the fight by casting a defensive spell (such as Shield or Sanctuary). He will then try to keep his distance, using spells like Thunderwave or Guiding Bolt to damage and disrupt the party. If cornered, he will try to bargain for his life, offering to lift the curse in exchange for mercy.
  • 2 Goblin Bodyguards (AC 15, HP 11 each)
    • Tactics: The bodyguards will protect the shaman at all costs, using the Dodge action to defend him and attacking anyone who comes close.
Cursed Totem:

  • Effect: The totem is the source of the blight affecting the village. Destroying it will lift the curse.
  • Properties: The totem has AC 10 and 20 HP. It is resistant to non-magical attacks. Upon its destruction, the curse is lifted, and a wave of dark energy dissipates.
  • Optional: Destroying the totem could also release a final wave of necrotic energy, dealing 1d6 necrotic damage to all creatures within 10 feet (DC 12 Constitution saving throw for half damage).
Treasure:

  • Altar:The players can find a small hidden compartment in the altar (DC 12 Investigation check) containing:
    • A scroll of Cure Wounds.
    • A small vial of holy water.
    • A ring of protection (grants +1 to AC and saving throws while worn).
Conclusion: Upon defeating the shaman and destroying the totem, the blight on the village is lifted. The players can return to Briar Glen as heroes, where they are rewarded by Elder Miriam with 50 gold pieces each and the promise of future assistance from the grateful villagers.

This adventure provides a mix of combat, traps, and roleplaying opportunities, making it an engaging experience for a party of level 1 players. Let me know if you need any further details or adjustments!
 

Clint_L

Legend
Hmmm...the map doesn't want to show in this browser but it is very basic: four rectangular rooms with straight lines indicating the passages between them. I could further ask for illustrations to accompany each.

Anyway, I could obviously make it much, much better by iterating on each part, but this gives you an idea of what it can currently do with very basic prompts. Is it good? No! Is it good enough for me to work with? Yes, absolutely. I could take that and make an evening's entertainment out of it. As a rapid resource in a pinch, it's got some obvious potential.
 

Clint_L

Legend
Tell me more about Briar Glenn Village. Who are some other NPCs and what are some interesting places or ancounters the players might have?

Briar Glen Village is a quaint and somewhat isolated community, surrounded by thick woods and nestled near the base of low hills. The village has a rustic charm, with thatched-roof cottages, cobblestone paths, and a central square dominated by a large, ancient oak tree that the villagers believe is a guardian spirit. The village is small, with about 150 inhabitants, most of whom are farmers, hunters, or craftsmen.

Key Locations in Briar Glen

  1. The Ancient Oak
    • Description: A massive, gnarled oak tree stands in the village square. It is believed to be over a thousand years old. The villagers leave offerings of fruit and flowers at its base, believing the tree’s spirit protects the village.
    • Encounter: The party might have a chance to communicate with the tree's spirit if they show reverence or use magic such as Speak with Plants. The spirit could offer cryptic guidance or a minor boon, such as healing or insight into the forest's dangers.
  2. Miriam’s Cottage
    • Description: Elder Miriam lives in a cozy cottage on the edge of the village, filled with books, herbs, and curiosities from her travels in younger days. The cottage is also the village’s informal meeting place for discussing important matters.
    • NPC: Elder Miriam is wise, patient, and deeply respected by the villagers. She has a vast knowledge of local lore and history and can provide the party with useful information or minor magical aid, such as a potion or a spell scroll.
  3. The Thirsty Oak Tavern
    • Description: The only tavern in Briar Glen, the Thirsty Oak, is a warm and welcoming place, with a roaring fire, hearty meals, and locally brewed ale. The tavern is run by Hugo Barrelgut, a jovial halfling who loves to hear tales from travelers.
    • NPCs:
      • Hugo Barrelgut is always eager to share gossip and rumors. He might tell the party about strange happenings in the forest or offer them a discount on rooms if they share a good story.
      • Elara is a mysterious, quiet elf who sits in the corner of the tavern. She’s a skilled archer and tracker, known for her knowledge of the woods. If approached, she might offer to guide the party through the forest or give them advice on dealing with the goblins.
  4. The Forge
    • Description: The forge is a simple, sturdy building where Thorn, the village blacksmith, works. The clanging of metal can be heard at almost all hours of the day.
    • NPC: Thorn, the Blacksmith, is a gruff but good-hearted dwarf. He’s concerned about the village’s recent troubles and is willing to forge weapons or armor for the party at a discount if they help protect Briar Glen. Thorn might also know some secrets about the old ruins in the forest, passed down through dwarf lore.
  5. Lila’s Herb Shop
    • Description: Lila’s shop is filled with the scents of dried herbs and fresh flowers. She sells potions, herbal remedies, and various alchemical ingredients.
    • NPC: Lila, the Herbalist, is a gentle and kind half-elf who is deeply connected to nature. She’s worried about the blight affecting her herbs and can offer the party potions or healing salves. If the party gains her trust, Lila might share some ancient remedies or even ask the party to retrieve rare ingredients from the forest.
  6. The Abandoned Shrine
    • Description: On the outskirts of the village lies an old, abandoned shrine to a forgotten god. The shrine is overgrown with vines and moss, and few villagers go near it, believing it to be haunted.
    • Encounter: The party might discover that the shrine holds a lingering spirit or a hidden relic. If they explore the shrine, they could encounter minor undead creatures (like skeletons or shadows) or find a hidden compartment containing a relic (such as a holy symbol or a minor magic item).

Interesting Encounters in Briar Glen

  1. The Missing Child
    • Plot: A child named Tilly has gone missing, and the village is in a panic. Her parents, Hector and Maeve, beg the party to help find her. Tilly was last seen near the edge of the forest, playing by a stream.
    • Outcome: The party could find Tilly trapped in a hollow log, scared but unharmed. However, she mentions seeing "small green men" (goblins) who tried to lure her deeper into the forest. This encounter serves as an additional hook to the main quest.
  2. The Traveling Merchant
    • Plot: A traveling merchant named Gideon Greywind arrives in Briar Glen, setting up a small stall in the village square. He sells exotic goods from distant lands, including unusual trinkets, potions, and a few magical items.
    • Outcome: Gideon might have useful items for the party, but he also has a secret: he’s a former adventurer who is now on the run from a powerful enemy. If the party befriends him, he might share some useful information or offer a unique item in exchange for their help.
  3. The Haunted Mill
    • Plot: The old mill on the edge of the village is said to be haunted by the ghost of its former owner. Strange noises have been heard coming from the mill at night, and the villagers are too scared to investigate.
    • Outcome: The party could explore the mill and discover that the "ghost" is actually a mischievous fey creature (like a sprite or quickling) causing trouble. If they resolve the situation, they might gain the creature’s favor or receive a small magical boon.
  4. The Hunter’s Tale
    • Plot: A grizzled hunter named Rurik returns to the village with a wild tale of a strange creature he saw deep in the woods. He describes it as a huge, shadowy beast with glowing red eyes. The villagers are skeptical, but Rurik is adamant that the creature is real.
    • Outcome: The party could choose to investigate the hunter’s claim, leading them to a hidden part of the forest where they encounter a shadowy creature (perhaps a worg or a lesser demon). This encounter could serve as a side quest, with the creature having a connection to the goblin shaman’s dark rituals.

General Atmosphere of Briar Glen

Briar Glen is a close-knit community where everyone knows each other, and outsiders are both welcomed and treated with a hint of caution. The villagers are hardworking and rely on the land for their livelihoods, so the blight has everyone on edge. There’s a sense of something ancient and mystical about the place, with old traditions and superstitions playing a significant role in daily life.

The adventure in Briar Glen provides not only a straightforward quest but also opportunities for deeper roleplaying and exploration, with several threads that can be expanded into future adventures. Let me know if you’d like to explore any specific aspect further!
 

Clint_L

Legend
tell me more about the forest path? What is the exact nature of the goblin ambush, and what other interesting features are there in this part of the forest?
The forest path leading from Briar Glen to the goblin camp is a winding trail that meanders through dense, old-growth woods. The forest has an ancient, almost mystical atmosphere, with towering trees, thick underbrush, and the sounds of distant wildlife echoing through the canopy. The path is used occasionally by villagers for hunting or gathering herbs, but it is now overgrown in places due to recent disuse, giving the area a wild and slightly eerie feel.

The Forest Path

Description:

  • Terrain: The path is narrow and uneven, with roots and rocks jutting out, making it tricky to navigate in places. The thick canopy above allows only dappled sunlight to filter through, casting long shadows that move with the wind. The air is cool and damp, and the smell of moss and earth is strong.
  • Flora and Fauna: The forest is home to a variety of plants, some of which are rare or have medicinal properties. Small animals like rabbits, squirrels, and birds are common, but larger, more dangerous creatures are rumored to dwell deeper in the woods.
  • Atmosphere: The deeper the party travels, the quieter the forest becomes, as if the very trees are holding their breath. Occasionally, the rustle of leaves or the snapping of a twig hints at unseen watchers.

Goblin Ambush

Ambush Location: The ambush is set at a narrow bend in the path, where the underbrush is thick and visibility is limited. The goblins have chosen this spot because it offers them excellent cover and surprise.

Goblin Tactics:

  • Goblin Scouts: There are 4 Goblin Scouts(AC 15, HP 7 each) hiding in the bushes and trees on either side of the path. They are well-hidden and wait for the party to reach the center of the ambush area before attacking.
    • Initial Attack: The goblins will open the ambush with a volley of arrows from their shortbows, targeting the characters in the middle or rear of the group to cause confusion and panic.
    • Movement: After the initial attack, two of the goblins will attempt to flank the party, using their Nimble Escape ability to disengage and move quickly through the underbrush. The other two will remain hidden, continuing to attack from range.
    • Fallback: If two or more goblins are killed quickly, the remaining goblins will attempt to retreat deeper into the forest, hoping to lead the party into another trap or back to the main goblin camp. They may drop small items or clues to entice the party to follow them.
Terrain Hazards:

  • Thick Underbrush: Moving off the path into the underbrush counts as difficult terrain. The goblins are adept at moving through this terrain, but the party may find it challenging.
  • Hidden Pit: Near the center of the ambush site, there is a hidden pit (DC 12 Perception to notice) covered with leaves and branches. If a character steps on it, they must make a DC 13 Dexterity saving throw or fall 10 feet, taking 1d6 bludgeoning damage and landing prone. The pit could also serve as a makeshift prison if the goblins manage to incapacitate a party member.

Other Interesting Features on the Forest Path

  1. The Whispering Grove
    • Description: A short distance off the main path, there is a small clearing known as the Whispering Grove. The trees here are ancient and twisted, and the wind seems to carry faint, unintelligible whispers. Some say it’s the spirits of the forest speaking, while others believe it’s merely the wind playing tricks.
    • Encounter: If the party investigates the grove, they might find a ring of stones in the center, covered in moss and etched with faded runes. The stones are remnants of an ancient druidic site. If the party spends time here, they could experience visions or gain a minor boon (such as +1 to their next Perception or Insight check) from the lingering natural magic.
  2. The Wolf Den
    • Description: A side path leads to a rocky outcropping where a pack of wolves has made their den. The wolves are protective of their territory and will attack if the party gets too close.
    • Encounter: The party might hear growling before they see the wolves. There are 3 Wolves (AC 13, HP 11 each). The wolves will try to surround and isolate a single party member, using their Pack Tactics ability to gain advantage on their attacks.
    • Treasure: If the party explores the den after defeating the wolves, they might find the remains of a previous traveler, including a rusty sword, a few gold coins, and a torn map fragment that hints at the location of a hidden treasure or an ancient ruin deeper in the forest.
  3. The Enchanted Pool
    • Description: A crystal-clear pool fed by a small waterfall is hidden just off the main path. The water is unnaturally clear, and small, glowing fish can be seen swimming beneath the surface.
    • Effect: The pool is enchanted. Drinking the water grants the drinker advantage on their next saving throw against poison or disease. However, the pool is also guarded by a Water Mephit (AC 13, HP 22) that will try to scare off or trick the party into leaving.
    • Outcome: If the party defeats or befriends the mephit, they can take vials of the water with them (up to 3 vials, each granting the aforementioned advantage). The mephit might also share information about the goblins or other dangers in the forest.
  4. The Old Watchtower
    • Description: The crumbling remains of an old watchtower stand on a hill overlooking the path. The tower is partially collapsed, and vines cover much of the stonework. It was once used by rangers to watch over the forest, but it has been abandoned for years.
    • Encounter: The tower is now home to a Giant Spider (AC 14, HP 26) that has spun webs across the entrance and within the upper levels. If the party investigates, they may have to contend with the spider’s web traps (DC 12 Dexterity saving throw to avoid being restrained).
    • Treasure: Inside the tower, hidden under a loose stone, the party might find an old ranger’s journal detailing past goblin raids and the existence of a secret tunnel leading to the goblin camp. The journal also contains a rough map of the forest, including several points of interest.

Ambiance and Roleplay Opportunities

  • Wildlife Sounds: The forest is alive with the sounds of birds, rustling leaves, and the occasional distant roar of a predator. These sounds can create tension, especially if the party feels they’re being watched.
  • Signs of Goblin Activity: As the party progresses, they might notice signs of goblin activity—broken branches, discarded food, or crude markings on trees. These signs can serve as foreshadowing for the ambush or indicate that the party is getting closer to the goblin camp.
  • Mysterious Footprints: The party might come across strange footprints or claw marks that don’t belong to any known creature. These could be clues to a future encounter or simply add to the sense of mystery and danger in the forest.
The forest path offers a mix of combat, exploration, and roleplaying opportunities, giving the players a chance to experience the wild, untamed nature of the woods surrounding Briar Glen. Let me know if you’d like to expand on any particular aspect or need further details!
 

Clint_L

Legend
Is there anything super creative or original here? No! There are a zillion D&D adventure cliches (though I quite like the enchanted pool with the water mephitic that you can fight or befriend).

Is there plenty for an experienced DM to work with? Yes!

Is it very impressive for a few minutes work? Well, I've seen published adventures that weren't much better, so definitely.
 
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cbwjm

Seb-wejem
Is there anything super creative or original here? No! There are a zillion D&D adventure cliches (though I quite like the enchanted pool with the water mephitic that you can fight or befriend).

Is there plenty for an experienced DM to work with? Yes!

Is it very impressive for a few minutes work? Well, I've seen published adventures that weren't much better, so definitely.
Yeah, I quite like running through a few prompts to see what it comes up with. I wanted to know how to make a victorian age murder mystery and it helped me set one up. I asked for several ideas, picked one that sounded interesting and then expanded on it. It can be great for when you don't know how to set up a certain type of adventure or just for those times when the well of ideas runs dry.
 

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Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

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