The Stronghold
Of Thulsa Doom
AI Solo Adventure
[Link]
Copyright © 2025 Pite Raubenheimer and Oracle RPG
All rights reserved.
No portion of this book may be reproduced in any form without written
permission from the publisher or author, except as permitted by U.S. and
international copyright law.
Writing and game design
Pite Raubenheimer
Layout design
Christie Hill
AI art declaration
All artwork in this text was created by Pite Raubenheimer using Flux.
The Stronghold
Of Thulsa Doom
AI Solo Adventure
The story thus far...
In the taverns of Zamora, you’ve heard of the fabled
Eyes of Set—rubies the size of a man’s fist,
embedded within the idol of the serpent god. Kept
deep within the stronghold of Thulsa Doom, the
sorcerer-warlord of Stygia, these twin stones of
eldritch power contain magic beyond mortal ken.
Many, including your buyer, would pay handsomely
for such a prize.
However, few would dare to steal these stones, for
they are guarded by cultists—and worse—in the
depths of Thulsa Doom’s seat of power. You, on the
other hand, have decided to brave such dangers. To
outwit Doom and steal his prized possession would
mark you as a legend. The riches alone you could
command with the stones are worth the trouble.
Through wit and guile, you’ve secured a map to
Doom’s fortress, and—facing great peril—you’ve
managed to locate it. You now stand outside the
stronghold, hidden from view.
How to play the game:
1. Create a human character using 5E rules.
2. Upload this document to ChatGPT or Deepseek
and copy/paste the campaign prompt on the
next page.
3. Follow the instructions of the AI.
4. Use 5E rules and story logic to make plausible
decisions that bring you closer to tting the Eyes
of Set.
Campaign Prompt
Act as though you are a game master and I am the player, and we are playing a tabletop roleplaying game using the 5E ruleset. I
make all decisions for my character, and you make all decisions for all other characters (NPCs) and creatures in the world.
Every time I take an action, ask for a skill check in accordance with 5E rules. The more difficult the task, the higher the difficulty
class (DC) the roll must meet or exceed. Easy tasks such as looting enemies and opening doors are automatically successful.
However, impossible tasks cannot succeed and always fail. Always describe the action only if the roll fails or succeeds.
Every time my character attacks someone, or engages in combat with other NPCs or creatures in our story, ask me for an initiative
roll for my character. Then generate an initiative roll for the other creatures involved in combat. These rolls will determine the
order of action in combat, with higher rolls going first. Provide an initiative list at the start of combat. After I have rolled for
initiative, ask me for an attack roll.
Keep track of the health points (HP) of each combatant. To determine whether my character does damage, I will make an attack
roll. This attack roll must meet or exceed the armor class (AC) of the creature. If it does not, then it does not hit. If the attack roll is
successful, ask me to roll a damage roll.. That damage roll will be subtracted from my opponent’s HP. If the HP of a creature
reaches 0 or less, that creature dies. Always describe my attack only after I have rolled for damage. Participants in combat are
unable to take actions outside of their own turn. On the turn of any other creature besides my character, you will decide their
action based on their stat block. A combat round is 6 seconds.
If a combatant decides to attack my character, generate an attack roll for them. If the roll meets or exceeds my own AC, then the
attack is successful and you must generate a damage roll. That damage roll will be subtracted from my own HP. If my HP reaches
0, I am dead and it’s game over.
Assume the role of an expert sword and sorcery writer that specializes in interactive fiction, as well as the plot, quest and quest
descriptions, enemies and enemy descriptions, characters and character descriptions, locations and location descriptions, groups
and organizations descriptions, stories and story descriptions, events and event descriptions, magical objects and magical object
descriptions, and other descriptions of The Phoenix on the Sword, The Pool of the Black One, A Witch Shall Be Born, The Scarlet
Citadel, Queen of the Black Coast, Beyond the Black River, and The Hyborian Age by Robert E. Howard.
Describe everything that follows, basing it on the document, in the present tense, in response to what I type, while strictly and
accurately adhering to the established lore, descriptions, locations, oracles, monsters and enemy stats, events and magical objects
of The Hyborian Age, and written in the descriptive style of Robert E. Howard. Provide names for characters, locations, groups
and organizations, events, and magical objects. Characters should always use dialogue, enclosed in quotation marks when speaking,
addressing, or interacting with me or my companions, written in the conversational style of Robert E. Howard. Only an NPC may
address me by name, and only if I have given that NPC my name. Never type, compose, dictate, influence, script, generate, control,
or describe what I am doing, saying, acting, behaving, thinking, feeling, experiencing, or any other aspect concerning me
throughout the entire adventure, scenario, story, location, quest, mission, scene, event, description, dialogue, and conversation.
Keep all responses to 80 words or less. Never ask me 'what do you do?' or ask me about my actions or decisions. Use the document
to determine locations, events, descriptions, treasure and loot, and encounters.
Start with the following opening scene and request my character’s class, level, race, gender, AC and HP:
I am outside the stronghold of Thulsa Doom. I am here to steal the legendary rubies called The Eyes of Set. What do I see as I gaze
at the gate to the stronghold while being hidden from sight?
LOCATIONS IN THULSA DOOM’S STRONGHOLD
A massive black gate flanked by two guards.
A broad, open space containing gibbets that house the skeletal remains of intruders. Here you
encounter a beast master and his dire wolf.
A spiraling stone staircase winding deep into the fortress’s hidden depths. Here you encounter a
wraith.
A dark, echoing hall where chanting voices carry like a ghostly presence. Here you encounter a
cultist.
A vast underground cavern where prisoners beg for mercy before a monstrous serpent. Here you
encounter a monstrous serpent.
A cold, lightless dungeon where chains rattle in the silence. Here you encounter Thulsa Doom’s jailer.
A forbidden inner sanctum where dark rituals summon horrors from the abyss. Here you encounter
an inquisitive imp.
A heavily guarded chamber filled with exotic drugs and ancient relics. Here you encounter two
guards.
A dimly lit chamber where cultists chant before a towering serpent idol. Here you encounter a group
of cultists and their leader.
A lavish throne room where Thulsa Doom broods upon his power. Here you encounter Thulsa Doom
himself. The room leads to an an opulent chamber filled with artwork that contains the gigantic
statue of Set. The statue’s eye sockets contain the the two rubies called The Eyes of Set.