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:
- Briar Glen Village
- Starting point for the adventure.
- The players can gather information from the villagers.
- 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.
- 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:
- Entrance Chamber
- The entrance to the cave is guarded by two goblin warriors.
- A narrow tunnel leads deeper into the cave.
- 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.
- 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.).
- 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
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!