Marelagôn - Azaria - Arena of the Undead Princess - FREEDOM - DND

Marelagôn - Azaria - Arena of the Undead Princess - FREEDOM - DND

22

292

FIGHT FOR FREEDOM AGAINST COUNTLESS UNDEAD

ᅠᅠ

ᅠ ᅠ

ᅠ ᅠ

ᅠ ᅠAwaken as a captive in an island fortress of monsters. Face the shifting sands of a living combat pit, outsmart lethal foes, and master a deep tactical engine built specifically for AI-driven roleplay.

ᅠ ᅠ

ᅠ ᅠ

TESTING BOT

This bot is fully focused on testing a modified D&D 5e ruleset and a brand new text-based combat map engine.

ᅠ ᅠ

D&D AI5e SYSTEM

Key mechanical adjustments designed for streamlined AI combat:

◈ Refined Action Economy: Drinking a potion or shoving an enemy back is a universal Bonus Action. Throwing a potion takes an Action to break it and apply splash effects to adjacent combatants. Spell scrolls can be cast by any class without restriction, and spells can be prepared freely outside combat.

◈ Vertical Battlefield Rules: Combatants occupy vertical floor tiers along a unified distance axis. High ground gives tangible tactical value: attacking from 1 floor above grants +1 to ranged attack rolls, and 2 or more floors above grants +2. Attacking from below inflicts identical penalties (-1 / -2). Falling damage scales rapidly per floor descended.

◈ Streamlined Death & Downed States: Downed creatures roll simple death saves (10+ succeeds, 9 or less fails, Natural 20 restores 1 HP). A single 1-Action Help from an ally instantly revives a downed fighter back to 1 HP. Falling prone instantly breaks concentration and terminates your turn if it occurs during your own actions.

◈ Fast Pacing & No Attunement: Magic gear can be equipped immediately with no attunement slots required. Short rests restore a flat 50% of your maximum HP with zero dice rolling needed, keeping the momentum moving forward directly to the next fight.

And many more minor balance adjustments!

Full ruleset changes are stored inside the system prompt, ready to run, evaluate, and test.

ᅠ ᅠ

BATTLE SYSTEM: THE 2D FLIPPED AXIS

A revolutionary spatial engine designed to stop AI map hallucinations. Picture a 2D side-scrolling platformer battlefield rotated 90 degrees onto a single vertical axis. Distances run along a shared ± meter line with 0m at the center pivot, while floors stack upward in depth.

ᅠ ᅠ

◈ How the Map Works: Combat snapshots render from highest meter to lowest. Floor depth is clearly indicated by custom map edge markers (F1 = ┤, F2 = ──┤, F3 = ────┤). Area-of-effect spells cannot magically bleed across different floor levels, making positioning, vertical knockbacks, and climbing crucial to survival.

◈ Dynamic Cover System: Taking cover costs 1 Bonus Action plus 3 meters of movement toward a designated object. Partial Cover (trees, tables, rubble) inflicts Disadvantage on incoming ranged attacks and targeted spells. Full Cover (stone pillars, walls) causes ranged attacks to automatically miss unless the attacker closes to within 3 meters.

◈ What Players Can Do (Ready Gate & Observer Phases): You are never locked into passive text walls. Before combat kicks off and during off-turn cycles, you can shout tactical orders to your allies, inspect visible environmental hazards, or pass the phase to let the next turn play out.

ᅠ ᅠᅠ ᅠ

You can pause the narrative at any time to ask the AI questions directly about the rules, distances, line of sight, or mechanics. The bot will explain the system clearly before stepping back into character.

ᅠ ᅠᅠ ᅠ

In the image below you can see an example of freshly generated battle in the second scenario. Ai was provided only innitiative roll. It saw my persona had "Alert" perk and used the rolls from dice roller to determin innitiative of other enemies. (Gemini 3.7 Flash)

This is how the message should roughly look like.

ᅠ ᅠ

ᅠ ᅠ

HELP TEST THE SYSTEM

Step into the arena, experiment with wild builds, coordinate with companions, and treat every encounter as an active stress-test of AI spatial awareness and modified D&D rules.

ᅠ ᅠ

PLAY, SURVIVE, AND LEAVE FEEDBACK:

ᅠ ᅠ

What needs the most testing?

◈ Tactical Balance: Are encounter difficulties scaling properly across the 30-match ladder? Do monster stats and floor hazards feel challenging but fair?

◈ Spatial Tracking: Does the AI correctly update meter values, cover statuses, edge boundaries, and elevation bonuses as turns progress?

◈ Tactical Fun: Does having vertical floors, cover, and line of sight make text-based fights feel like an actual tactical tabletop encounter?

◈ System Bottlenecks: Which mechanics confuse the AI, cause skipped steps, or break narrative immersion during high-intensity turns?

◈ Long Context: How well does the AI model perform under the pressure of tens of thousands of tokens?

◈ General Experience: How memorable were the downtime interactions in the barracks, the merchants, and the overall progression loop?

The primary mission of this bot is to rigorously test tactical combat generation while still grounding you in an atmospheric, reactive narrative world.

ᅠ ᅠ

ᅠ ᅠ

AI MODELS

ᅠ ᅠ

The flipped 2D battle map engine relies on structured logic and spatial reasoning. Testing across multiple large language models is encouraged to identify which engines handle distance tracking and map updates best.

Feel free to benchmark newer high-reasoning models and report how well they handle vertical floors and tactical line-of-sight checks.

Note: Most of the models here are only tested with the second scenario, a fighter lvl 1 class with a fully finished character sheet, and "My d20 roll is 15" as a message from the user at 0.9 temp. I don't have time to test them all, and their real performance was mostly based on how they build the battle map.

ᅠ ᅠ

Relatively Good Models

◈ tencent/hy3: Thinks a lot but makes up for it with speed, a cheap price, and surprisingly good performance; fights tend to be balanced. So far the most tested model yet. The fights it makes are good. The map design is also proper. It's biggest issue is occasional trip over minor details in the story, it's thinking causes it to overthink and understand things incorrectly, but that's up to be improved with better prompts. It may also be not the best when it comes to narration itself outside of combat.

◈ Claude Haiku 5.5: Very new model and from the few attempts, it hasn't failed to generate a map even once. It might not show thinking tokens but it DOES think quite a lot, even 3000 tokens in some cases, but makes up with a very cheap price. I'd say it only makes fights maybe a bit too difficult, but nothing a good prompt can't fix. HIGHLY recommend testing this model more.

◈ Mimo 2.5 Pro: The map tends to generate well on 0.8-1.0 temperature. Even narrative and thinking work well. It might make maps too small, but overall, it's not the worst performance.

◈ gemini-3.7-flash: Surprised me; it added an archer and then cover to hide behind near the player. This kind of level design is quite rare for the models. But it can be expensive with incredibly high speed; even with the thinking not showing the full thinking process, it managed to eat up 1000 tokens in its reply.

ᅠ ᅠ

Models with Mixed Results

◈ deepseek-v4-flash-0731: Thinks plentifully. The maps come out with mixed results but are mostly done properly, although it might make fights harder than they should be. Needs more testing, but there is potential.

◈ nemotron-3-ultra-550b-a55b: Free, and from the little testing I could do, it gave out decent results. But it's a model known for tripping over details on long contexts. More testing is needed. (It's not over yet, free AI model bros)

◈ mimo-v2.5: When it drops the map, it usually does it quite well. But it's a 50/50; I had it think outside the thinking box or forget to put the player on the battle map. But in the 50% of attempts that worked, it made quite good, interesting maps. Needs more testing.

◈ step-3.7-flash: Thinks a lot and makes fights rather difficult. Has potential, but its high output dominated by thinking pushes back against its cheap price. Needs more testing. ~8000 output tokens in the worst-case scenario.

◈ gpt-5.6-luna: Cheap; it does make maps but makes everything look rather ugly somehow. Forgets small formatting rules, but it does reply fast and is cheap.

◈ GLM 5.3 Flash: Overthinks, but the battle maps aren't that bad. Might make fights difficult.

ᅠ ᅠ

Struggling Models

◈ deepseek-v4-pro-0813: Thinks almost just as much as the flash version but gives out worse results and is more expensive. More testing is needed; perhaps changes to the prompt might help.

◈ solar-pro4: I don't even know what it's doing. It wouldn't generate a battle in the second scenario for me.

◈ muse-spark-1.3: Outputs ~5000 tokens. Does the battle map properly, and even added an ally. But with chances for its thinking to put its output at nearly 5000 tokens, it's not worth it.

ᅠᅠ ᅠᅠᅠᅠ ᅠᅠ ᅠ

ᅠ ᅠᅠ ᅠ

Prompt

I have made a prompt made specifically for this bot, while testing i will be using it and i highly recommend you use it as well. This is not the full DnD AI5e prompt, that i still being worked on. But this one is made for testing of this bot.

Note: I'm not that good at making prompts, so it might be ass. You can always suggest changes.

ᅠ ᅠᅠ ᅠ

# Role: AI Dungeon Master & Narrator (Solo D&D 5e System)

You are the AI Narrator and Dungeon Master for a text-based, solo D&D 5e campaign. You control the world, NPCs, enemies, and AI companions. The player controls only their own character.

## 1. DM Authority & Game Mechanics

- **Rule Enforcement:** Strict enforcer of game mechanics. Adaptive on RP style.

- **Player Boundaries:** If a player attempts an impossible action or tries to control an NPC, deny the action and explain why.

- **Player Agency:** If player wants to commit to action, present what's needed to pass it and they only need to do d20 roll on their own, you do the other dice rolls from the dice pool you've been given.

- **Mechanics Reference:** Adhere exactly to the rules lorebook for: Action economy, cover, death saves, rests, spell scrolls, and attunement.

- **Battle map creation:** Whevenever a battle with player involved is about to occure. Generate combat map according to COMBAT SYSTEM.

- **OOC:** You reply in OOC everytime player needs to ask DM for explenation or technical explenation about gameplay mechanics, item details, etc.

---

## 2. Dice rolling

- **No Auto-Success:** State the required Skill and DC, then pause for the player to roll. Resolve using the six-tier system in the rules lorebook.

- **No Auto-Success in Battles:** Even if the enemy is at the bring of death, do NEVER avoid demanding a dice roll.

- **Dice rolling:** The dice rolls from lorebook are ALWAYS freshly generated each new message. Use them one by one in 1 message for enemies and their actions, you may not reuse a number from same position in one message. You must move to the next one.

- **Player negative radical rolls:** In case player rolls a 1, introduce not just bad score but something unexpected happening as the result of their action.

- **Player positive radical rolls:** In case player rolls nat 20. Introduce not just a fantastic outcome but a also an unexpected bonus.

- **Long rest:** When player goes into long rest, write down a list of events and information gathered by the party, avoid invenstory or character status updates, this will be used as long context memory.

---

## 3. Companions, Loot, & Character Sheet

- **Companions:** Act autonomously according to personality. They follow reasonable orders but are not mindless. Player handles one command/turn.

- **Loot:** Weave loot naturally into the narrative. Giving clear stats, they may be enchanted with magic.

- **Character Sheet:** is the character sheet of the player. Any time it needs changing, tell player to do so and exactly what needs to be done.

- **Leveling:** Player characters should level up appropiatly to their current level, make sure to level up and mention it to the player after they earned it.

---

## 4. Formatting Constraints:

- *All narration and description must be italicized.*

- Plain text for spoken dialogue only and in ".

- **Bold text is reserved exclusively for shouting or unnatural emphasis in dialogue.**

- No bold text in narration.

- While making sections for Combat snapshot, use " ᅠ " symbol to make space between sections for easier readabilit

ᅠᅠ ᅠᅠ ᅠ

ᅠ ᅠᅠ ᅠ

IMPORTANT NOTES

ᅠ ᅠᅠ ᅠ

◈ Battle map creation is buggy and really, REALLY depends on which AI model you're using.

◈ Some AI models, especially the cheaper ones, tend to overthink and still drop bad maps.

◈ AI models and their temperature are everything; some have different styles, respect for the prompt, and difficulty.

◈ So far, the cheaper models seem to have the most problems.

◈ When designing a battle map, the AI will take more time to think; if the battle has more than one enemy or many more individuals at the same time, thinking will be longer. But usually only for the creation.

◈ Battle maps might not look the best on PC and the website, but they are functional; the JanitorAI app sometimes completely messes up the map. JanitorAI devs, why would you make things look different on the website and the app?

◈ if you're roleplaying on phone (not app). You might need to lower the font size, if you mind text folding sometimes on the map.

ᅠ ᅠᅠ ᅠ

ᅠ ᅠ

THE WORLD OF Marelagôn

ᅠ

ᅠ

Marelagôn is an isolated archipelago stretching over 600 kilometers of untamed seas, ancient elven ruins, and shattered historical eras. Fifteen centuries ago, settlers from the distant mainland discovered these islands and awakened Raphael, the God of Paradise. A divine golden age followed, civilizing the great crescent landmass of Azaria, only for fractured politics, deadly petrifying plagues, and mortal greed to unravel the peace.

ᅠ

In the year 1357, Raphael vanished without a trace. Cataclysmic seasonal storms cut Marelagôn off from the wider world, forcing its kingdoms into bitter survival, three-front civil wars, and technological self-reliance. Today, in the year 1500, the storms have quieted into predictable cycles, but half of Azaria's wild interior remains lawless, overrun by migrating subterranean beasts, ancient subterranean ruins, and rogue factions vying for control.

ᅠ ᅠ

ᅠ ᅠ

THE CITADEL: ARENA OF THE UNDEAD PRINCESS

You wake up in the damp, cold stone barracks of The Organized Monster Armada, an island redoubt located a mere 15 kilometers off the coast of the Republic of Carenthas.

The fortress is governed by Princess Morana Vex, a petite, 22-year-old prodigy necromancer with glowing violet eyes, a gothic doll appearance, and a bratty, sharp-tongued attitude. Sent by her tyrannical mainland family to conquer Azaria and anchor her father's ascension to lichdom, Morana is secretly terrified of launching an invasion. To stall her family and avoid real war, she erected a massive 60-by-60-meter shifting Arena, forcing captives, mercenaries, and monsters to battle for public amusement under the guise of "tactical training."

Surviving the Citadel is more than just swinging a blade:

◈ The Shifting Arena: Win 30 sanctioned battles to claim your legal freedom. The arena floor dynamically shifts between matches, raising stone pillars, spawning elevation tiers, and introducing deadly hazards.

◈ Barracks Life: Rest in your private lockable cell, swap rumors in the communal dining hall over scarce rations, and form fragile alliances or bitter rivalries with fellow gladiator inmates.

◈ The Chitinous Edge: Inspect arms and armor sold by Zyx-Xil, the towering, unbribable four-armed Mantis-kin blacksmith whose inventory resets fresh every single morning.

◈ The Latrine Smuggler: Knock on the locked bathroom stall to barter with Flush, a paranoid Kobold wearing a plague doctor mask who fishes discarded potions, scrolls, and spellbooks out of the Citadel drainpipes.

◈ Alternative Escape Routes: Don't want to fight through 30 matches? Hijack a patrol boat at the guarded docks, or navigate the pitch-black cave networks beneath the mines that burrow through the ocean bed toward Azaria.

ᅠ ᅠᅠᅠ

(you're in the top right corner)

ᅠ ᅠᅠᅠ

ᅠ ᅠ

SCENARIOS

ᅠ ᅠ

First intro:

You wake up in a cell, without a memory of how you got into it.

Narrative and takes more of a roleplay approach.

ᅠ ᅠ

Second intro:

Dropping right into the first fight, all you need to do is to give your initiative roll.

ᅠ ᅠᅠᅠ

ᅠ ᅠ

Sharpen your blade, calculate your distances, and step onto the sands. Freedom is earned in blood.

Created Jul 20

Updated Oct 12

Published Sep 6

proxy allowed

Published chats