Using Grok 3 Ai for a Solo Adventure
I saw an article on Grok 3 on creating games to play so I tried to create a solo D&D game on it. I used the Grok Ai app on IOS and started with the following:
"Alright, let’s dive into a Dungeons & Dragons 5th Edition one-shot! I’ll act as the Dungeon Master, and you’ll be the player. First, let’s get your character set up. For simplicity, this will be a Level 3 adventure, and you can choose your character’s class, race, and a quick backstory. If you’d like, I can suggest something, or you can tell me what you’d prefer (e.g., "I want to be a tiefling rogue" or "Make me a tough dwarf fighter"). What would you like your character to be?
Once you decide, I’ll set the scene and we’ll jump right in! Here’s how it’ll work: I’ll describe the situation, you tell me what you want to do, and I’ll narrate the outcomes, asking for dice rolls when needed (you can roll physically or just tell me what you’d roll, and we’ll trust the honor system). Ready when you are—give me your character idea!"Perfect! Let’s flesh out your character and dive into the one-shot.
Character: Torin Vance, Human Fighter (Battle Master)- Race: Human
- Class: Fighter (Level 3, Battle Master Archetype)
- Background: Soldier (gives you proficiency in Athletics and Intimidation, plus a military vibe)
- Alignment: Up to you—maybe Lawful Neutral, a disciplined warrior?
- Ability Scores (Point Buy, standard array adjusted for Human +1 to all):
- Strength: 16 (+3)
- Dexterity: 14 (+2)
- Constitution: 14 (+2)
- Intelligence: 12 (+1)
- Wisdom: 10 (+0)
- Charisma: 8 (-1)
- Proficiencies: All armor, shields, all weapons, Saving Throws (Str, Con), Skills (Athletics, Intimidation, plus two from Human: Perception, Survival)
- Fighting Style: Dueling (+2 damage when wielding a weapon in one hand and no other weapon)
- Battle Master Maneuvers: Trip Attack, Riposte, Precision Attack (4 superiority dice, d8s, regain on short/long rest)
- Equipment: Longsword, shield, chain mail (AC 18 with shield), dagger, adventurer’s pack, an old military insignia from your past unit.
- Hit Points: 31 (10 + 2d10 with Con modifier)
- Backstory: Torin Vance was once a sergeant in the King’s Crimson Legion, a respected infantry unit. After a disastrous ambush left his squad dead and him scarred (a jagged line across his cheek), he left the army, seeking purpose through mercenary work. He’s gruff, tactical, and lives by a personal code: "No one gets left behind."
Let me know if you want to tweak anything (name, maneuvers, etc.)! Otherwise, we’ll start.
Grok 3 then went into the one-shot. It provided me with the background and laid out the scene:
"The One-Shot: "The Crimson Cache"
Setting: The Borderlands, a rugged frontier between two feuding kingdoms
It’s dusk, and the sky burns orange over the jagged hills. Torin, you’re trudging along a dusty trail, your boots crunching gravel. You’ve been hired by a shifty merchant named Gavric to recover a locked iron chest stolen from his caravan—supposedly containing "trade goods." He’s promised 200 gold pieces, half already jingling in your pouch. His tip led you here: a crumbling watchtower, half-swallowed by vines, perched on a rocky outcrop. Smoke curls lazily from within, and the faint clatter of voices echoes down the slope.
You’re about 50 feet from the base of the tower, hidden behind a boulder. Your longsword rests easy in its scabbard, and your shield is strapped to your arm. What do you do?"
I then staked out the tower and caught one of the bandits, Kel, by themselves. I was able to subdue him and even had an instance, when the others in the tower asked what was going on, to imitate Kel's voice to fool his comrades. I would roll the dice myself and let Grok 3 know what I rolled. It can also roll the dice for you.
"Nice move, Torin! Let’s break it down.
Combat: Round 2, Torin’s Turn
You grit your teeth, ignoring the sting in your arm, and swing your longsword with renewed focus. Your roll of 18 plus your +2 proficiency and +3 Strength gives you a 23 to hit—way over Kell’s AC of 14. Your blade bites deep.
- Damage Roll: Longsword is 1d8 + 3 (Strength) + 2 (Dueling), so roll a d8 and add 5. Tell me what you get, or if you want, I’ll roll it for you! For now, let’s assume a solid hit—say, a 4 on the d8, for 9 slashing damage. Kell’s HP drops from 18 to 9, and he staggers, blood seeping through his leather armor as your sword carves across his side.
- Bonus Action/Improvisation: You bellow in your best imitation of Kell’s gruff voice, “Ain’t nothin’ out here but a damn possum!” Since this is deception to trick the others inside, I’ll call for a Deception check. Roll a d20 and add your Charisma modifier (-1). Kell’s not exactly a master of subtlety, so you’ve got a shot at selling it.
Inside, the footsteps pause. The second voice mutters, “Possum? You sure?” You’ve bought a moment, but it depends on that roll.
Kell’s Reaction
He’s still up, clutching his side, and snarls, “You’re no possum, you bastard!” He’s too rattled to notice your impersonation—he’s focused on you.
What’s your Deception roll? And once we resolve that, it’ll be Kell’s turn—unless you’ve got something else up your sleeve!"
My character, Torin, would go on to take out the other two bandits and secure the missing chest:
"Combat Ends
The tower falls silent. The campfire flickers, casting long shadows over the bodies of Kell, Hob, and now the archer. You stand amidst the carnage, blood dripping from your longsword, your breath steadying. Your HP is 20/31, and you’ve got 2 Superiority Dice left. The iron chest—your target—sits 10 feet away, unopened but intact, its lock gleaming in the firelight.
The Aftermath
You wipe your blade on the archer’s cloak and survey the scene. The watchtower’s interior is a mess: broken crates, a half-eaten meal by the fire, and a few scattered coins (maybe 5 gold worth). The chest is heavy, about two feet long, and locked tight—no key in sight on these thugs. Gavric didn’t mention a key, just “get the chest.” You could try forcing it open (Strength check), picking the lock (if you’ve got tools and skill), or haul it back as-is.
What do you do next? Search the bodies? Inspect the chest? Head back to Gavric? Your call!"
After checking the bodies for anything useful, I bring the chest back to Gavric. The situation seems a little off though:
“Vance! You got it,” he says, voice low. “Any trouble?” He slides the promised 100 gold pieces across the table—your second half, making 200 gp total with what he paid upfront.
You set the chest down with a thud. It’s still locked, unopened. Gavric doesn’t ask about the key—just eyes it greedily. “Good work. I’ll handle it from here.” He doesn’t offer to share what’s inside, but you’ve got your pay."So, I ask the obvious question that I may not want the answer to:
Grok 3 responds:
"Reading Gavric’s Reaction
I then use my intimidation to get the whole story to make sure that I am in the clear. Everything works out so I move on to the next job. Grok keeps track of the damage I receive, short and long rests, maneuvers as a battle master, treasure and all the items that you will need to play. I played this adventure throughout the day and will continue since it was rather enjoyable.
Comments