07/10/2023
Once again we turn to Chat GPT to generate another random encounter that we will try to duplicate on the tabletop. This week we encounter THE CURSED SHRINE! Let’s start with what we get from Chat GPT:
Opening Scene: As the party explores a dense forest, they come across a clearing where a dilapidated shrine stands. The air is heavy with an eerie silence, and a sense of foreboding fills the atmosphere.
Description: The cursed shrine is dedicated to an ancient deity of the hunt. Unbeknownst to the party, the shrine has been corrupted by dark magic, attracting malevolent spirits. They must confront the vengeful wraiths that haunt the shrine and break the curse.
NPC: Elysia, the Lost Spirit
Area: The clearing is overgrown with twisted roots and tangled vines. The shrine is crumbling, its once grand pillars now worn and weathered.
Treasure: Upon defeating the vengeful wraiths and cleansing the shrine, Elysia thanks the party and grants them an amulet imbued with her fading power. The amulet provides resistance to necrotic damage and grants the ability to cast a protective barrier spell once per day.
Not bad, but it seems to be lacking in some history of Elysia and the shrine. I asked ChatGPT to expand on these two areas and I wasn’t disappointed.
Elysia, the Lost Spirit, plays a crucial role in the cursed shrine’s storyline. Once a devoted follower of the ancient deity of the hunt, Elysia met a tragic end that left her spirit trapped within the confines of the dilapidated shrine. Her story intertwines with the history of the deity, adding depth and intrigue to the encounter.
Long ago, the deity of the hunt was revered by hunters and nature enthusiasts alike. Known for its swift and precise aim, the deity bestowed blessings upon those who respected the balance between predator and prey. The shrine served as a sacred place for worshippers to offer their gratitude and seek guidance in their hunts.
However, as time passed, the shrine fell into disrepair. Neglected and forgotten, the dark magic that permeated the forest took advantage of the weakened spiritual connection, corrupting the once-holy place. Malevolent spirits were drawn to the tainted energy, and vengeful wraiths emerged, haunting the shrine and spreading chaos throughout the forest.
Elysia’s tale is one of tragedy and sacrifice. She was a skilled archer and a devout follower of the deity of the hunt. In her prime, she patrolled the forest, protecting the balance of nature and maintaining the sanctity of the shrine. But in a fateful encounter with a powerful necromancer, Elysia was struck down, her life force severed from her mortal body.
Her spirit, unable to move on, became bound to the corrupted shrine, forced to witness its decay and the rising darkness that infested the once-sacred grounds. Over time, Elysia’s spirit grew weak, fading with each passing day. She yearned for release, knowing that without intervention, the malevolent spirits would forever dominate the forest.
When the party stumbles upon the clearing and the dilapidated shrine, Elysia senses their presence. With a flicker of hope, she reveals herself as a spectral figure, glowing with a faint light. Her appearance is ethereal, a transparent figure draped in tattered robes, her eyes filled with longing and sorrow.
Elysia beseeches the party for aid, explaining her predicament and the curse that plagues the shrine. She reveals the connection between her own entrapment and the corruption that has befallen the deity’s shrine. To break the curse, the party must confront the vengeful wraiths and cleanse the shrine, purging the dark magic that taints the area.
As the last wraith dissipates into the ether, Elysia’s spirit emerges, a radiant smile crossing her translucent face. She expresses her gratitude to the party, acknowledging their bravery and selflessness.
In gratitude for their assistance, Elysia presents the party with an amulet—an artifact infused with her fading power. The amulet grants the wearer resistance to necrotic damage, serving as a reminder of their triumph over the darkness. Additionally, once per day, the amulet allows the user to conjure a protective barrier spell, providing a shield against malevolent forces.
As the party bids farewell, Elysia’s form begins to fade, her spirit finding solace in the knowledge that the shrine is once again safe. She thanks the adventurers one last time, her voice carried by the wind as she finally finds peace and moves on to the afterlife, her spirit released from its eternal tether to the cursed shrine.
That is a much better encounter with quite a bit of lore that can be given to the PCs through their interaction with Elysia, which is always better than just reading long text boxes to the players. With all of that to go with, I have to build this for the tabletop.

We start off with the grassland UDT. We place a statue of the deity in the middle and surround it with the pillars from the druidic circle. We place some trees around the outside to signify the clearing for the encounter as well as some small forest scatter terrain pieces. We leave an opening for the party to enter the clearing.

As the party approaches the statue, I would have the spirit of Elysia appear before them. She would speak softly like a whisper, telling the party not to be afraid. As the party conversed with her, she would be able to tell them the history of the sacred place, her tragic story, and what has happened since her fall.
As they reach the end of the lore/story, I would have Elysia tell the PCs that she sensed the evil spirits approaching and she would disappear (maybe floating inside the statue of the deity to hide).


I would have a number of spirits equal to the number of PCs plus 1 appear on all sides of the heroes. For a low-level party, I would go with shadows. Higher-level parties can face wraiths or ghosts.
The treasure from Elysia could be stored in a secret compartment in the statue, in one of the pillars, or she could lead the party over to a small mound where her remains are.
Also, to cleanse the shrine, you could have a divine character (cleric or paladin) have to spend a spell slot (any level would work; no cantrips). If I was going to do this to the party, I would make sure that Elysia mentioned it to the party before the fight. That would cause the player to have to keep a slot in reserve, judging if they really needed to cast their last spell during the battle.
So how did I do?
Keep on gaming!