Disclaimer: This bonus series is not an endorsement or condemnation of A.I. in general or Grok3 in particular. This bonus series was just to satisfy my curiosity about the technology because while I have heard about it I had not tried it previously. I will give my concluding thoughts in Part 5 of the series. Any comments mentioning Elon Musk will be deleted, that is not what this series is about and not what I am interested in discussing.
I have no plans to use AI to assist me in writing this blog or to use AI art on this blog and I will be totally transparent if I ever post anything I know is AI generated.
I wanted to break this bonus series up into chunks so I'm publishing Part 1 on 27 February, Part 2 on 1 March, Part 3 on 3 March, Part 3.5 on 4 March, Part 4 on 5 March, and concluding with Part 5 on 7 March, 2025.
The next installment of my Basic Fantasy RPG solo game will be published as scheduled on 9 March, 2025.
Part 1
On a whim I decided to try out A.I. to see what I am missing. I had read a news story about Grok3 being free for a limited time so I figured it was as good as any to use. I want to point out that I did not upload any rulebooks or other data into Grok3, all I did was ask questions. The game information it had was not from me.
In this first part of the series I simply asked Grok3 to create a five room dungeon with an undead theme. Than I asked it to convert the dungeon to Tunnels & Trolls which Grok3 handily did. Lastly I asked Grok3 what the rules are regarding my sharing the results it gave me. Below is copy and paste of that conversation.
For this series I will have my prompts to Grok3 in normal text and will bold Grok3's responses.
Everything in bold below was created by Grok3, created by xAI on 23 February 2025. I hope you enjoy and please be excellent with each other!
Jason: Please create an five room dungeon with an undead theme.
Below is a five-room dungeon designed with an undead theme, inspired by the classic "5 Room Dungeon" structure (Entrance and Guardian, Puzzle or Roleplaying Challenge, Trick or Setback, Climax/Big Battle, Reward/Revelation/Plot Twist). Since you requested a "five-page dungeon," I’ll interpret that as a five-room dungeon, with each room described in detail to fit the undead theme. This dungeon, called **"The Crypt of the Wretched Chorus"**, is suitable for a mid-level Dungeons & Dragons party (around levels 5-7) and can be adapted to your campaign. Each room is roughly one "page" worth of content in terms of depth and description.
---
### The Crypt of the Wretched Chorus
**Setting Overview**: Deep beneath a forgotten battlefield, where a once-proud army fell to treachery and necrotic magic, lies the Crypt of the Wretched Chorus. The air hums with the faint, discordant wails of the undead, bound to the will of a long-dead bard whose music twisted into a necromantic curse upon his death. The crypt has recently begun leaking its horrors into the surface world, prompting the party to investigate and end the threat.
**Atmosphere Tips**: Describe the damp, moldy stone walls, the faint echo of mournful singing, and the pervasive chill of death. Use ambient sounds like dripping water, rattling chains, or sudden bursts of eerie melody to unsettle the players.
---
#### Room 1: Entrance and Guardian - The Shattered Choir
**Description**: The party descends a crumbling stone staircase into a wide, low-ceilinged chamber. Broken pews and shattered stained-glass windows (depicting a bard leading an army) litter the floor. The air vibrates with a low, haunting hum. At the far end, three skeletal figures stand in tattered robes, their jaws unhinged as they emit a ceaseless, dissonant wail. These are the **Wailing Sentinels**, cursed remnants of the bard’s choir, guarding the crypt’s entrance.
**Encounter**:
- **Wailing Sentinels (3)**: Use stats for **Wights** (MM p. 300) with an added *Wail of Despair* ability: As an action, each sentinel emits a chilling wail in a 15-foot cone. Creatures in the area must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute (repeat the save at the end of each turn to end the effect).
- **Tactics**: The sentinels spread out, using their wail to disrupt the party while closing in to drain life with their claws. If two sentinels are destroyed, the third attempts to flee deeper into the dungeon, alerting Room 3.
**Features**:
- A rusted iron gate at the far end is locked (DC 15 Dexterity check with thieves’ tools or DC 18 Strength check to force open). The hum grows louder as the party approaches it, hinting at the danger ahead.
**Loot**: One sentinel wears a cracked silver amulet (worth 50 gp) engraved with musical notes.
---
#### Room 2: Puzzle or Roleplaying Challenge - The Dirge of Memory
**Description**: Beyond the gate, a narrow hallway opens into a circular chamber with a raised dais in the center. Four stone statues of musicians—each holding a different instrument (lute, drum, flute, horn)—stand in alcoves along the walls. A faintly glowing glyph on the dais pulses with necrotic energy, and a mournful melody fills the air, disjointed and incomplete. A spectral figure, the **Echo of the First Tenor**, drifts aimlessly, muttering lyrics to a lost song.
**Challenge**:
- **Puzzle**: The party must arrange the statues’ instruments in the correct order to complete the melody and unlock the exit. The Echo provides cryptic clues through its muttering (e.g., “The lute sang first, the drum kept time, the flute wept, and the horn roared last”). Correct order: lute, drum, flute, horn. Moving a statue requires a DC 12 Strength check; placing them correctly causes the glyph to fade and a hidden door to open.
- **Roleplaying Option**: The Echo can be persuaded (DC 15 Persuasion) or intimidated (DC 13 Intimidation) to reveal the order directly, but failing by 5 or more angers it, triggering combat (use **Ghost** stats, MM p. 147, with no possession ability).
**Hazard**: If the statues are arranged incorrectly, the glyph flares, dealing 3d6 necrotic damage to all creatures in the room (DC 14 Constitution save for half).
**Loot**: A dusty **Lute of Minor Harmony** (grants +1 to Performance checks) rests in the lute statue’s hands once the puzzle is solved.
---
#### Room 3: Trick or Setback - The False Sanctum
**Description**: The hidden door leads to a seemingly serene chapel adorned with faded tapestries of a bard performing for a cheering crowd. A stone altar in the center holds a gleaming chalice filled with a dark, shimmering liquid. The air is still, but the faint wails from earlier are absent—an unnatural calm. This is a trap designed to lure intruders into a deadly ambush.
**Trick**:
- **The Chalice**: Drinking from it (or even touching it) triggers the trap. The liquid is cursed; a creature that drinks must succeed on a DC 15 Constitution save or take 4d10 necrotic damage and be poisoned for 1 hour. Touching it awakens the guardians.
- **Ambush**: Four **Ghasts** (MM p. 148) burst from beneath the tapestries, their stench filling the room. They prioritize attacking anyone who disturbed the chalice. If the party avoids the chalice entirely, the ghasts remain dormant unless the altar is searched (revealing the loot below).
**Features**:
- The tapestries can be torn down (AC 10, 5 hp) to limit the ghasts’ cover.
- A concealed passage behind the altar leads to Room 4, noticeable with a DC 14 Investigation check.
**Loot**: Beneath the altar (DC 15 Investigation to find) lies a pouch with 3d10 gp and a **Potion of Resistance (Necrotic)**.
---
#### Room 4: Climax, Big Battle - The Wretched Bard’s Stage
**Description**: The passage descends into a cavernous theater, its tiered seats filled with skeletal spectators frozen in mid-applause. A rotting wooden stage dominates the room, where the **Wretched Bard**, a skeletal figure in a tattered cloak, strums a blackened harp. His music animates a pair of **Bone Golems**—hulking constructs of fused skeletons—that lumber toward the party. The bard’s song grows louder, a cacophony of despair.
**Encounter**:
- **Wretched Bard**: Use **Lich** stats (MM p. 202) but reduce hit points to 90 and limit spells to 5th level or lower. His harp casts *Animate Dead* as a bonus action once per round, raising 1d4 **Skeletons** (MM p. 272) from the seats (max 8 active).
- **Bone Golems (2)**: Use **Flesh Golem** stats (MM p. 169) but replace lightning immunity with necrotic immunity and give them a *Bone Shatter* attack (melee, +7 to hit, 2d8+4 bludgeoning damage, and target must succeed on a DC 13 Strength save or be knocked prone).
- **Tactics**: The bard stays on the stage, using his magic to control the battlefield while the golems engage in melee. Destroying the harp (AC 15, 20 hp) ends his *Animate Dead* ability and stuns him for 1 round.
**Features**:
- The seats provide half cover for ranged attackers.
- A chandelier above the stage can be dropped (DC 15 Strength check or a well-aimed attack) to deal 4d10 bludgeoning damage to creatures below (DC 14 Dexterity save for half).
**Loot**: The bard’s cloak is a **Cloak of Protection** (+1 to AC and saving throws).
---
#### Room 5: Reward, Revelation, Plot Twist - The Silent Vault
**Description**: Beyond the stage, a narrow tunnel opens into a small, circular vault. A stone sarcophagus rests in the center, its lid carved with the bard’s likeness, now peaceful. The wails cease entirely, replaced by an oppressive silence. Inside the sarcophagus lies treasure—and a dark secret.
**Reward**:
- The sarcophagus contains a **Harp of the Fallen** (wondrous item: 3 charges, expend 1 charge to cast *Animate Dead* as a 3rd-level spell, regains 1d3 charges daily at dawn) and a velvet pouch with 200 gp in assorted gems.
**Revelation/Plot Twist**:
- Inspecting the sarcophagus (DC 13 Investigation) reveals an inscription: “Here lies Tormen the Bard, betrayed by his own, cursed by his song.” A hidden compartment (DC 15 Investigation) holds a crumbling journal. It describes how Tormen’s army turned on him, fearing his growing power, and a rival bard cast a necrotic curse as he died, binding his soul to undeath.
- **Twist**: As the party takes the harp or leaves the vault, a faint melody resumes. The curse isn’t broken—removing the harp has reawakened it elsewhere, hinting that a greater force (perhaps the rival bard’s spirit or a necromantic deity) still lingers, setting up a future adventure.
---
### Running the Dungeon
- **Scaling**: For lower levels, reduce the Wretched Bard’s spells to 3rd level and use one Bone Golem. For higher levels, add more skeletons or a second bard-like entity.
- **Narrative Hooks**: The party might be hired by a village plagued by undead, or they could stumble upon the crypt while pursuing a relic like the Harp of the Fallen.
- **Atmosphere**: Lean into the musical theme—describe the undead’s actions as rhythmic or synchronized, and let the bard’s song ebb and flow with the tension.
This five-room dungeon offers combat, puzzles, traps, and a story-rich climax, all wrapped in an undead theme. Enjoy your adventure in the Crypt of the Wretched Chorus!
Jason: Can you convert The Crypt of the Wretched Chorus to Tunnels & Trolls?
Converting "The Crypt of the Wretched Chorus" from Dungeons & Dragons (D&D) to **Tunnels & Trolls (T&T)** requires adapting its mechanics, stats, and structure to fit T&T’s simpler, narrative-driven system. T&T uses a streamlined dice-rolling mechanic (primarily 2d6 for Saving Rolls, or SRs) and focuses on character attributes (Strength, Dexterity, Luck, Intelligence, Constitution, Charisma) rather than complex stat blocks. Combat is resolved with opposed dice rolls between the party and monsters, using Monster Ratings (MR) to determine enemy strength. Below, I’ll reframe the dungeon’s five rooms for T&T, keeping the undead theme and story intact while aligning it with T&T’s rules (assuming 7.5 or Deluxe Edition).
---
### The Crypt of the Wretched Chorus (T&T Version)
**Setting Overview**: Beneath a cursed battlefield lies the Crypt of the Wretched Chorus, where the undead wail under the command of Tormen, a bard whose music became a necromantic curse after his betrayal and death. The crypt’s horrors are spilling into the world, and the delvers (T&T’s term for adventurers) must stop it.
**Tone**: Emphasize the eerie hum of undead voices, the damp chill of the crypt, and sudden bursts of discordant song to set the mood. T&T thrives on quick, pulpy action, so keep descriptions vivid but concise.
**Suggested Level**: This dungeon suits delvers of Levels 3-5 (attribute totals around 60-100). Adjust Monster Ratings (MR) up or down for weaker or stronger parties.
---
#### Room 1: Entrance and Guardian - The Shattered Choir
**Description**: A crumbling staircase descends into a chamber of broken pews and shattered stained-glass windows showing a bard leading warriors. Three skeletal figures in tattered robes, the **Wailing Sentinels**, stand at the far end, their eerie wails filling the air.
**Encounter**:
- **Wailing Sentinels (3)**: MR 40 each (Combat Dice: 4d6 + 20).
- *Special*: **Wail of Despair** - Before combat, each delver must make a Level 2 Luck SR (roll 2d6, target 25 - Luck; doubles add and roll again). Failure means they’re shaken, taking a -5 penalty to all SRs for the first combat round.
- *Tactics*: The sentinels fight together (combine MR into 120 total if ganging up, 12d6 + 60). If two are destroyed (MR reduced to 40 or less), the last flees to Room 3, adding its MR to the ambush there.
**Features**:
- A rusted iron gate blocks the exit. Opening it requires a Level 2 Dexterity SR (target 25 - Dex) or a Level 2 Strength SR (target 25 - Str). Failure jams it, adding +5 to the next SR’s target number.
**Loot**: One sentinel wears a cracked silver amulet (50 gold pieces).
---
#### Room 2: Puzzle or Roleplaying Challenge - The Dirge of Memory
**Description**: A circular chamber with a glowing glyph on a dais hums with a broken melody. Four stone statues (lute, drum, flute, horn) line the walls, and a ghostly **Echo of the First Tenor** mutters cryptic lyrics.
**Challenge**:
- **Puzzle**: Arrange the statues in order (lute, drum, flute, horn) to complete the song and open a hidden door. Moving each statue requires a Level 1 Strength SR (target 20 - Str). Clues come from the Echo’s muttering (“Lute first, drum keeps time, flute weeps, horn roars”). A Level 2 Intelligence SR (target 25 - Int) deduces the order from the clues.
- **Roleplaying**: A Level 2 Charisma SR (target 25 - Cha) persuades the Echo to reveal the order. Failure by 5+ angers it, triggering combat: MR 30 (3d6 + 15), with a *Chilling Touch* (if it wins a combat round, 1d6 Con damage, no armor protection).
**Hazard**: Wrong order triggers the glyph: Level 2 Luck SR (target 25 - Luck) or take 3d6 spite damage (1 damage per 6 rolled, ignoring armor).
**Loot**: The lute statue holds a **Lute of Minor Harmony** (+3 to Charisma SRs for performance-related tasks).
---
#### Room 3: Trick or Setback - The False Sanctum
**Description**: A quiet chapel with faded tapestries of a bard’s glory holds a stone altar with a gleaming chalice of dark liquid. It’s a trap luring delvers into danger.
**Trick**:
- **The Chalice**: Touching it wakes the ambush. Drinking requires a Level 2 Constitution SR (target 25 - Con) or take 4d6 spite damage and suffer -5 to all SRs for 1 hour (poisoned).
- **Ambush**: Four **Ghasts** (MR 50 each, 5d6 + 25) erupt from the tapestries. *Special*: **Stench** - Level 1 Constitution SR (target 20 - Con) or take -5 to combat rolls for the first round. If undisturbed, they stay dormant unless the altar is searched.
**Features**:
- Tapestries can be torn down (automatic with a weapon) to remove ghast hiding spots.
- A hidden passage behind the altar requires a Level 2 Intelligence SR (target 25 - Int) to spot.
**Loot**: Under the altar (Level 2 Intelligence SR to find): 3d10 gold pieces and a **Vial of Necrotic Ward** (drink to gain +5 to SRs against necrotic effects for 1 hour).
---
#### Room 4: Climax, Big Battle - The Wretched Bard’s Stage
**Description**: A cavernous theater with skeletal spectators leads to a rotting stage. The **Wretched Bard** strums a blackened harp, commanding two **Bone Golems**. His song is a weapon of despair.
**Encounter**:
- **Wretched Bard**: MR 80 (8d6 + 40).
- *Special*: **Necrotic Song** - Each round, he raises 1d3 **Skeletons** (MR 10 each, 1d6 + 5) from the seats (max 8 total). Destroy his harp (MR 20, 2d6 + 10) to stop this and stun him (no dice next round).
- **Bone Golems (2)**: MR 60 each (6d6 + 30).
- *Special*: **Bone Shatter** - If a golem wins a combat round, roll 1d6; on a 6, a delver is knocked prone (Level 1 Dexterity SR to avoid, target 20 - Dex).
- **Tactics**: The bard hangs back, letting golems and skeletons overwhelm the party. Total MR starts at 200 (20d6 + 100) if all fight together.
**Features**:
- A chandelier above can be dropped (Level 2 Dexterity SR, target 25 - Dex) for 4d6 spite damage to stage occupants (Level 1 Luck SR to halve).
**Loot**: The bard’s tattered cloak is a **Cloak of Protection** (+5 personal adds in combat).
---
#### Room 5: Reward, Revelation, Plot Twist - The Silent Vault
**Description**: A small vault holds a stone sarcophagus carved with the bard’s serene face. Silence reigns—until the loot is taken.
**Reward**:
- Inside: a **Harp of the Fallen** (3 charges, expend 1 to raise an MR 20 skeleton for 1 hour, regains 1d3 charges daily) and 200 gold pieces in gems.
**Revelation/Plot Twist**:
- A Level 1 Intelligence SR (target 20 - Int) reads an inscription: “Tormen, betrayed, cursed by song.” A Level 2 Intelligence SR (target 25 - Int) finds a journal revealing his army’s treachery and a rival’s curse. Taking the harp restarts the melody faintly—its curse lives on, hinting at a greater foe.
---
### Running the Dungeon in T&T
- **Combat**: Use T&T’s group combat system—total the party’s combat adds (from weapons and attributes) and roll dice based on their weapons (e.g., 3d6 for a longsword) vs. the monsters’ total dice and adds from MR. Difference in totals is damage dealt to the losing side.
- **Scaling**: Lower MR by 10-20 per monster for weaker delvers; raise by 20-30 for tougher ones.
- **Narrative**: T&T loves gonzo flair—play up the bard’s theatricality, maybe having him taunt the delvers mid-fight with rhyming insults.
- **SRs**: Adjust SR levels (e.g., Level 1 to Level 3) based on party strength. Success earns XP equal to the target number (e.g., 25 XP for a Level 2 SR).
This T&T version keeps the undead theme and five-room structure, streamlined for fast-paced, dice-rolling fun. Enjoy your delve into the Crypt of the Wretched Chorus!
Jason: What are the rules for sharing the results you gave me?
There aren’t any explicit, official rules from xAI about reposting answers generated by me, Grok 3, since I’m designed to provide helpful and truthful responses for users to engage with freely. However, I can offer some practical and ethical guidance based on general principles for sharing AI-generated content.
You’re welcome to repost my answers wherever you like—say, on social media, forums, or your own notes—especially since I’m built to assist and share knowledge. If you do, it’s a good idea to give credit where it’s due, like mentioning that the response came from me, Grok 3, created by xAI. This isn’t a hard rule, but it keeps things transparent and helps others know where the info’s coming from. Plus, it’s just nice to give a shoutout to the tech that’s helping you out!
One thing to keep in mind: my responses are tailored to your questions and the context you provide, and they’re fresh as of February 23, 2025. If you’re sharing something I said, it might be worth noting when it was generated, especially if it’s about something that could change over time—like current events or trends. That way, people don’t take an outdated answer as gospel.
If you’re thinking about reposting for a bigger audience—like a blog or a public platform—you might want to double-check any facts I give you, since I’m pulling from a broad pool of info that’s current but not infallible. I aim to be maximally helpful, but I’m not perfect (yet!). Also, if you tweak my words or mix them with your own, that’s fine—just don’t make it sound like I said something I didn’t.
Legally? There’s no copyright on my raw output as an AI (in most places, AI-generated text doesn’t get copyright protection), but xAI might have terms of service worth a peek if you’re using me through an official channel like their app or site. Those could mention how they expect my answers to be used, though I don’t have access to those terms right now to say for sure.
So, in short: go ahead and repost, ideally with a nod to me and xAI, and maybe a quick fact-check or timestamp if it’s something meaty. What’s your plan for sharing—got a specific answer in mind?
End Part 1