AI Dungeon

Watch Live: 8/9/20 7pm Est (GMT -4) - Due to internet outage, it will take a few days to edit the footage together and repost to youtube. Sorry for the inconvenience.

Crit Academy discuss the AI Dungeon. A text adventure roleplaying game that builds a story on the fly based on the players input. The program's Artificial Intelligence system pulls data from all over the internet to build and respond to the user, creating a cooperative story. This is a fun and engaging resource of any Dungeons and Dragons Dungeon Master.

Let’s talk about Blank!

Pick up Healing Potion Generator Here

Magic permeates the Dungeons and Dragons fantasy world and is at the core of sword and sorcery games. Magic comes in a variety of shapes and sizes, from powerful artifacts that keep cities afloat in the sky, to a magical blade that bursts into flame with a simple command word. But of all the magical power that suffuses the world, the most common, and in many cases the most valuable to an adventurer, is the healing potion.

Adventuring is dangerous work, and it is almost a guarantee, no matter how powerful, agile or tactful an adventurer is, they will end up wounded. Whether it be by blade, spell, claw or tooth. It is certain to happen. These magical alchemic mixtures are a lifesaver and the unsung hero of an adventuring party’s success.

Healing Potion Generator adds magical effects to both prefix and suffix names. Using a table to then generator random magical potions.

This is a small part of a much larger idea we are working toward, hopefully full magic item creation based on this affixes system.

Main Topic: AI Dungeon

What is AI Dungeon?

Check it out here: https://play.aidungeon.io/

Everything that spews from the AI Dungeons comes from the OpenAI’s text generator, which has been trained on reading the internet. You kick off a story by selecting a setting – fantasy; mystery; apocalyptic. One brief intro later, you get a prompt, asking what you’d like to do next.

From this point, the AI responds to your inputs – entirely on the fly. The AI dungeon master has a dream-logic awareness of characters and objects, and it works best when entering commands that move the story forward. The overall experience is like co-writing a novel with an easily distracted drunken toddler with access to the internet and google full of cultural references and prose cliches.

Our Experience and Impressions.

Justin:

Experience:

This was an interesting experience. I chose to play a wizard, imagining myself as level 1, and assumed I had access to all the stuff a level 1 5th edition wizard would have, firebolt, shield, mage armor, minor illusion etc. My adventure started with my character Ghalleon Grimhold being stabbed through the chest by an unknown attacker. The strangely twisted blade was pulled out and the wound was healed up, then he woke up.

Ghalleon found himself in a forest, with a dark sky and two moons. Wandering aimlessly through the forest, battled a few foes, looking for clues to where he was, as his memory was fuzzy. He could only remember the twisted blade.

He ended up stalking a shadowy figure in the night. This figure stopped over a corpse, and began devouring it. Upon closer inspection, the corpse looked exactly like Ghalleon. A large jagged wound in his chest. As the beast devoured his body, he realized he died. The wound wasn’t from a sword, but large jagged horns.
Impression:

I’m gonna be honest. This program is not perfect by any means. I did run into a few issues of things that didn’t make sense, but an undo button allowed the AI to “redo” those posts and get me something that made more sense. Some things just come out of nowhere and as a player, I just kinda rolled with it. I quickly learned talking in the 2nd person the following posts were more consistent, at least it seemed like it had. I was surprised at how quickly time flew by, I thought I had only been playing for a few minutes, but a half hour passed by before I pulled myself away. I can definitely see using this to quickly create scenarios and ideas for campaign settings, and encounters.


Unearthed Tips and Tricks: New and reusable material for you to bring with you on your next adventure.

Character Concept:

Submitted by Emily Faulkner via patron Savrit:

Reggie the tiefling. He has a familiar owl named Owlbert and he has a vlog that he started using a scrying orb that he tried to create but botched and so now all it does is record things. So Owlbert is his camera man and he follows us around through hell as we work our way through all the "levels".

Monster Variant:

Bowel Adder

The bowel adder is a creature of decay and pestilence. Its twisted poisonous bite isn’t something anyone wishes to experience. Transferred through a large orifice within its tongue, it spreads its larva into the creature's body. They grow, devouring the victim from the inside out, a process that can take several days.

Lost Features: Spellcasting, Bite

New Features:

Tail Attack. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 14 (3d6 +4) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The adder can only have one creature grappled at a time.

Larva Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 +4) piercing damage, and if the target is a creature it must succeed on a DC 12 Constitution saving throw or be diseased with larva rot. The diseased target can’t regain hit points, and its hit points maximum decreases by 31 (7d8) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target dies, and its insides melt. The disease lasts until removed by the lesser restoration spell or similar magic.

Fling. One large or smaller object held or creature grappled by the bowel adder is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.

Legendary Actions: The bowel adder can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The bowel adder regains present legendary actions at the start of its turn.

Tail Attack or Fling. The adder makes one tail attack or uses its Fling.

Encounter:

A Frightful Experience

The characters delve deep into a damp dark cavern. Passing through a mountain to reach a lost collapsed fortress and is said to be haunted. Small, slow moving streams of water run throughout the cavern, a purple fog-like substance rolls across the water's surface and clings to the floor of the cavern's pathways and rooms. The cavern isn’t haunted, the combination of fright fume, and the (3d6) steam mephits have many to believe it is.

A successful DC 17 Intelligence (Nature) check identifies the purple fog as Fright Fume, a toxic gas that induces hallucinations and fear. Often found in caverns with underwater streams and lakes with little or no sunlight. The fog spreads around corners. It lasts until strong winds disperse the fog and is heavily obscured. The forg can move up to 10 feet at the start of each turn, rolling along the surface of the ground . The vapors, being heavier than air, sing to the lowest level of the land, even pouring down openings.

When a creature enters an area of fright fume for the first time on a turn or starts its turn there, that creature must succeed on a DC 13 Wisdom saving throw or experience a phantasmal image of a creature’s worst fears. The creature drops whatever it is holding and becomes frightened for 1 hour.

While frightened by this effect the creature must take the Dash action and move in a random direction away from the image of its worst fear, by the safest available route on each of its turns, unless there is nowhere to move. If a creature ends its turn outside of the fright fume, it can make another Wisdom saving throw, on a success the effect ends, on a failure the effect lasts for 1 hour.

Magic Item:

Hearty Meals

Much like magical items such as potions, special ingredients can be combined into delicious dishes to provide more than just a full stomach. This magic item is a sample of a Hearty Meal, a special meal prepared in a ritual with the aid of magic to provide additional benefits.

Jackal Jambalaya

Hearty Meal, common

This thick, chunky jambalaya is made with large chunks of cubed jackal meat. Mixed with vegetables and a bit of burning spices. During a short or long rest a creature can eat this delectable meal, once devoured this meal can reduce your exhaustion level by one and gain a 2d4 temporary hit points that last up to 24 hours. You cannot gain the benefits of a Hearty Meal again until you finish a long rest.


Dungeon Master Tip:

Walking on Thin Ice

Thin ice has a weight tolerance of 3d10 x 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.

This is a fantastic feature to use not only for ice, but for weak roof tops, bridges, ledges and so much more. Utilizing this during combat, or during normal treks through dungeons, and can add a bit of surprise to even the most mundane of pathways.

Player Tip: Don’t be a Dick

The Trickster's Masterful Stealth

Trickery Domain feature, Blessing of the Trickster allows a cleric at first level to grant advantage on all Dexterity (stealth) checks for an hour as an action. That means if they are wearing armor that imposes disadvantage, they can cover that weakness, additionally, it can be given to the entire party. This makes for a great utility ability when trying to sneak into enemy camps or fortresses, regardless of party composition. But it really shines when paired with the Guidance Cantrip. Advantage and an extra d4? Yes please! The character will be like a ghost in the wind. It will be as if they don’t exist. It is a very underrated feature.

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