AI Monster Manual

Here’s a cool use of ChatGPT

Where asking for 6 monsters for a particular campaign started with:-

Sure! Here are six unique monster entries for a campaign called “The Menace of the Flowered Towers,” inspired by the style of the AD&D Monster Manual:

Monster Name: Floral Horror

Armor Class: 2

Movement: 60′ (20′)

Hit Dice: 8+8

No. of Attacks: 2

Damage/Attack: 1-6/1-6

So very good, really!


Matteo Ferla has written a python 5E D&D encounter simulator that I have been meaning to get to for some time. Too many real life models to deal with until now.

He also has an online version here:-

Wilderness Simulator Stats – Python

I took the java version from

and converted to python – there’s a jupyter notebook here:-

WildernessEncounterSim – Jupyter Notebook

Wilderness Simulator Stats

Wilderness Encounters: Clear (log chart)
Wilderness simulator distribution

“One more reflection on the Original D&D wilderness encounter charts. Last week we were using some tabulated charts to decide between two possible rules interpretations, and one was clearly much nicer. But that was based on just looking at the average EHD (Equivalent Hit Dice) for each encounter type, which is maybe a little sketchy. Since I’m obsessive about these things, I wrote a simulator program that actually rolls up the individual encounters (varying the number appearing by psuedo-random dice), and I had it spit out a thousand random encounters for each terrain type.”

This all looks like pretty reasonable results to me!


Looking forward to giving this a shot [with hopefully minimal swearing at java]

ARENA – Java Package for Simulating Original D&D Combat

This code package provides routines for simulating combat in a tabletop Fantasy Role-Playing Game (FRPG) similar to Original D&D or closely-related games. Combat is done as per “theater of the mind” without tracking exact spatial locations; targets of attacks are chosen by random method (as per 1E AD&D DMG). In most cases, the intent here is to output aggregate statistics based on many trials of the game between men and monsters. This package provides only command-line, text output; there are no graphics or visualizations, and generally few options for output regarding individual combats.

For a precompiled JAR executable made from this package, and full JavaDoc pages, visit:

Banana Blowout

Magic User

Generated from:

Hex Mapping

A very cool collection of resources to make maps and add randomly generated content to them :-

Also for Traveller.

Possibly holidays could disappear here:…

This and Alex’s other game stuff can be found here:

Which can lead you down this enjoyable rabbit hole:

A Historical Look at the OSR

A five part series so far:

Thanks to: Simulacrum: Exploring OSR Design

This is an excellent overview that many a scholar could jump off from as desired, so thanks

The Digital Darlene Greyhawk Map

One of the Greyhawk maps – huge amount of work, so thanks very much!
6 mile hex map! Now I maybe to make a geospatial version of this?

AI Tomb of Horrors – Rooms 4 to 6

In similarfashion to the previous post, however this time the prompts used were rooms 4 to 6


This gives us a different room 7.

  1. THE PATH TO THE FURNACE OF DEATH: Directly opposite
    and below the path to the face of the great green devil, is
    another corridor just barely wide enough for the passage of a
    character. The path is shown on the floor at the right of the
    corridor. The walls are made of the same gray stone as the rest
    of the area, which also radiates evil if a player steps on
    them. There is a trapdoor in this corridor leading upwards to
    the ceiling. In the right direction, there is nothing to detect
    but the path to the furnace of death. You must step on the
    trapdoor and step through. If you do so, you will fall to 3.
    Your character will immediately drop to 3, and the rest of your
    party will all fall to +3. If the trap is opened, everyone on
    both sides of the corridor falls to 2.

Again, that is pretty good – and a nice title for an area.

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