Step-by-Step: How to Create a D&D Campaign in 6 Easy Steps Using AI
- Danny McKeever
- Aug 29, 2023
- 2 min read

The fusion of technology and traditional tabletop role-playing games has brought forth incredible tools and methodologies for Dungeon Masters (DMs). One of the most exciting developments is the use of AI to help create narratives. In this blog, we'll explore how to utilize AI in generating a short D&D campaign, drawing inspiration from the structure of novels and chapters.
The Conceptual Foundation of a Campaign
Much like an epic fantasy novel, a D&D campaign tells a grand tale. Think of the campaign as the entire book – it's the overarching narrative that your players will engage with. Within this book are modules, which serve as chapters, each offering its own segment of the adventure. And within these modules are the encounters, the pivotal moments or conflicts that challenge your players and drive the narrative forward.
Using AI to Generate Your Short Campaign: Step-by-Step
1. Identify a Campaign Idea: Every great story starts with an idea. Maybe you want a political intrigue in a sprawling city or a classic tale of heroes versus dragons. Use AI tools to brainstorm themes, major events, or even initial conflicts based on classic tropes or entirely new suggestions.
Prompts to Generate Campaign Ideas
Prompt: I want you to pretend you are a dungeon master with 20 years of experience. You are working on your next Dungeons and Dragons campaign. I want you to create 3 campaign ideas using high fantasy as a guide. For each idea, use the following template in a Gritty & Realistic tone.
Campaign Title: [Campaign Title]
Campaign Type: [Campaign Type]
Campaign Overview: The [campaign title], set in the [fantasy world], a [description of the world or setting] where [interesting drama or central conflict], a group of [PCs mission or protagonist type] must face [primary conflict or antagonist] to [overall campaign goal or objective]. Along their journey, the PCs will [list of goals, challenges, or milestones] in order to [final outcome or ultimate achievement].
2. Define the Main Conflict and Goal: What drives your story? Is there a looming war? A prophecy? With AI, you can weave intricate subplots and develop character arcs that intertwine with the main conflict, ensuring a rich and diverse narrative.
Prompts to Generate the Main Conflict and Outcomes
I want you to pretend you are a dungeon master with 20 years of experience. You are working on your next campaign [Insert Campaign Name]. I want you to create 3 interesting and unique conflicts for the campaign. Then for each conflict I want you to outline 3 possible outcomes for the player characters for each idea, use the following Story Spine template in a Gritty & Realistic tone.
Campaign Title: [Insert Campaign Name}
Conflict Name: [Conflict Name]
Conflict Description: [Beginning] Once upon a time [introductions]. everyday [and routine], [insert event] but one day, [routine is broken], [middle] because of that [consequences], [the climax] [until finally] success or failure, [end] and ever since then [new routine], and the moral of the story is [insert moral learning]
Example: Secrets of the Sunken Temple
Conflict Name: Secrets of the Sunken Temple
Conflict Description: Beginning: Once upon a time, beneath the waves surrounding Galdor, lay an ancient temple of untold power. Every day, it remained hidden, its mysteries locked away. But one day, an artifact from the temple washed ashore, hinting at the power it held. Middle: Because of that, a race began to unlock the temple's secrets, attracting both treasure hunters and scholars. Dark forces also sought control over the temple's power. Climax: Until finally,
The players successfully navigate the temple's challenges and harness its power for the good of the island.
The players decide to seal the temple once and for all, fearing its power is too dangerous.
The players are too late, and a dark force takes control of the temple, threatening the island and its inhabitants. End: And ever since then,
The island prospered under the benevolent protection of the temple's power.
The island remained peaceful, with the temple's threat buried beneath the waves.
The islanders had to rally together, facing the looming threat from the depths. Moral: Some powers are best left undiscovered, for not all secrets are meant to be unveiled.
3. Hook Players with a Strong Beginning: Every memorable story starts with a bang. Use AI to generate compelling opening scenarios, be it a mysterious murder, a royal summons, or an ambush by goblins.
Prompts to Generate Hooks
I want you to pretend that you are a dungeon master who is working on this campaign. Conflict Name: Secrets of the Sunken Temple
Conflict Description:
Beginning: Once upon a time, beneath the waves surrounding Galdor, lay an ancient temple of untold power. Every day, it remained hidden, its mysteries locked away. But one day, an artifact from the temple washed ashore, hinting at the power it held.
Middle: Because of that, a race began to unlock the temple's secrets, attracting both treasure hunters and scholars. Dark forces also sought control over the temple's power.
Climax: Until finally,
The players successfully navigate the temple's challenges and harness its power for the good of the island.
The players decide to seal the temple once and for all, fearing its power is too dangerous.
The players are too late, and a dark force takes control of the temple, threatening the island and its inhabitants.
End: And ever since then,
The island prospered under the benevolent protection of the temple's power.
The island remained peaceful, with the temple's threat buried beneath the waves.
The islanders had to rally together, facing the looming threat from the depths.
Moral: Some powers are best left undiscovered, for not all secrets are meant to be unveiled.
I want you to write for me 5 hooks to pull the player characters into the story.
Hook Name: [Hook Name]
Hook Description: [Description]
Key Hook NPC's: [Name, Class, Race, Description]
NPC Connection: [How the NPC's are connected to the story]
Example: Hooks for The Secrets of the Sunken Temple
Hook Name: The Fisher's Find
Hook Description: A local fisherman, while out on his usual route, fishes out an odd-looking artifact with ancient inscriptions. The artifact radiates a soft magical glow, and the fisherman seeks the help of the players to decipher its origins and purpose.
Key Hook NPC's:
Eldrin, Fisher, Human, A tall and wiry man with sun-tanned skin and a white beard, always seen with his old, worn-out hat.
NPC Connection: Eldrin, having lived on the island for decades, heard tales of the Sunken Temple from his ancestors and believes the artifact might be a key or a map to the temple.
Hook Name: The Scholar's Plea
Hook Description: A renowned scholar arrives on the island after hearing tales of the Sunken Temple. She seeks brave adventurers to accompany her on an expedition to locate the temple and uncover its secrets.
Key Hook NPC's:
Dr. Liora Thalen, Scholar, Elf, A middle-aged elf with sharp green eyes, always seen with a book or scroll in hand, wearing spectacles.
NPC Connection: Dr. Thalen has dedicated her life to studying ancient ruins and believes that the Sunken Temple holds answers to many historical mysteries. She possesses knowledge that can guide the players to the temple's location.
4. Draft Modules Focused on the Campaign’s Message: Your modules are where the meat of the story lies. With the assistance of AI, generate side quests, lore-rich locations, and intriguing NPCs that contribute to your central theme and message.
Prompts for Modules
I want you to pretend that you are a dungeon master who is working on this campaign. Conflict Name: Secrets of the Sunken Temple
Conflict Description:
Beginning: Once upon a time, beneath the waves surrounding Galdor, lay an ancient temple of untold power. Every day, it remained hidden, its mysteries locked away. But one day, an artifact from the temple washed ashore, hinting at the power it held. Middle: Because of that, a race began to unlock the temple's secrets, attracting both treasure hunters and scholars. Dark forces also sought control over the temple's power. Climax: Until finally, The players successfully navigate the temple's challenges and harness its power for the good of the island. The players decide to seal the temple once and for all, fearing its power is too dangerous. The players are too late, and a dark force takes control of the temple, threatening the island and its inhabitants.
End: And ever since then, The island prospered under the benevolent protection of the temple's power. The island remained peaceful, with the temple's threat buried beneath the waves. The islanders had to rally together, facing the looming threat from the depths.
Moral: Some powers are best left undiscovered, for not all secrets are meant to be unveiled.
I want you to create 3-5 modules or chapters for this story. Using the [Beginning], [Middle], [Climax] and [End] structure generate a module for each section using the below template. Module Name: [Module Name]
Example: 5 Modules for The Secrets of the Sunken Temple
Module 1: The Tidal Relic
Beginning: As the party goes about their usual business in the coastal town of Galdor's Landing, a commotion erupts by the docks. A local fisherman has discovered an intricate relic, adorned with ancient glyphs, glowing with a faint blue luminescence.
Middle: Word spreads quickly about the relic, and various factions become interested. The party has to decide whom to trust: an eager historian from the local library, a shadowy figure offering gold for the artifact, or the local council, concerned about the relic's implications.
Climax: Just as they're making sense of the relic's importance, a sudden raid by marauders tries to steal it. A skirmish ensues, with the party at the center.
End: With the relic now recognized as a potential key to the Sunken Temple, the party decides to delve deeper, setting the stage for a grander adventure.
Module 2: Descent into the Abyss
Beginning: Armed with the relic and knowledge of the temple's location, the party hires a crew and a ship to venture to the supposed temple's site. As they sail, they face challenges from treacherous weather and sea creatures.
Middle: Using the relic, they find a submerged entrance to the temple. They must navigate a series of underwater caverns, facing aquatic threats, solving puzzles, and uncovering lore about the temple's history.
Climax: Inside the temple, they encounter guardians – spectral entities bound to protect the temple's secrets.
End: Having navigated the initial challenges, the party finds themselves at the heart of the temple, realizing that its power is far greater than they imagined, and various forces will stop at nothing to harness it.
Module 3: The Echoes of Power
Beginning: The temple's central chamber houses an ancient artifact – a crystal that holds the temple's essence. As soon as they approach, they're hit with visions of the temple's past, its creation, and the catastrophe that led to its submersion.
Middle: The party realizes that the temple's power is unstable. They encounter other adventurers and treasure hunters, some who wish to ally and others who see them as competition. The party must decide how to navigate these treacherous alliances.
Climax: The dark forces, having trailed the party, launch an assault on the temple. A grand battle ensues, where the party has to defend the crystal's power.
End: Depending on their choices, they either harness the temple's power for good, decide to seal it away, or witness it fall into the wrong hands, setting the stage for further adventures.
Module 4: Aftermath and Atonement
Beginning: Emerging from the temple, the party finds Galdor's Landing in chaos. Depending on their choices, the town is either celebrating, preparing defenses, or in despair.
Middle: If the power was harnessed or sealed, the party is tasked with rebuilding and defending the town from residual threats. If the power was taken, they must rally the island's inhabitants to resist the looming threat.
Climax: A final confrontation ensues, either defending the town from a massive attack or attempting to reclaim the stolen power.
End: The fate of Galdor's Landing is decided. The town either thrives under the temple's benevolent protection, remains vigilant with the threat buried, or rebuilds from the ashes, stronger and united.
Module 5: Reflections and Reverberations
Beginning: As the dust settles, the party is approached by various factions. Some seek their expertise for other adventures, some offer rewards, and others warn of further repercussions from the events at the Sunken Temple.
Middle: The party must decide their next steps. Do they stay and help rebuild? Do they venture forth on new quests? Or do they seek to right any wrongs they feel responsible for?
Climax: A celebration in their honor takes place, where they're recognized as the Heroes of Galdor's Landing, regardless of the outcome. But whispers of further adventures and threats loom on the horizon.
End: The party sets forth, either continuing their journey or settling down, but always carrying the lessons and memories of the Sunken Temple with them.
5. Design Memorable Encounters Using the 5 Room Dungeon Model: A classic tool for DMs, the 5 Room Dungeon model offers a structured approach to designing encounters. As the DM you will need to massage the story to connect each room. But using this framework will provide a structure from you to work from. Repeat this process for each module.
Room 1: Entrance with a guardian.
Room 2: Puzzle or role-playing challenge.
Room 3: Trick or setback.
Room 4: Climactic confrontation.
Room 5: Reward or revelation.
Prompt 5 Room Dungeon
As a dungeon master who is working on Conflict Name: Secrets of the Sunken Temple. We are going to create encounters for each module.
Starting with Module 1: The Tidal Relic
Beginning: As the party goes about their usual business in the coastal town of Galdor's Landing, a commotion erupts by the docks. A local fisherman has discovered an intricate relic, adorned with ancient glyphs, glowing with a faint blue luminescence.
Middle: Word spreads quickly about the relic, and various factions become interested. The party has to decide whom to trust: an eager historian from the local library, a shadowy figure offering gold for the artifact, or the local council, concerned about the relic's implications.
Climax: Just as they're making sense of the relic's importance, a sudden raid by marauders tries to steal it. A skirmish ensues, with the party at the center.
End: With the relic now recognized as a potential key to the Sunken Temple, the party decides to delve deeper, setting the stage for a grander adventure.
I want you to generate encounters for this module using the 5 room dungeon method following the [Beginning], [Middle], [Climax], and [End] for Module 1: The Tidal Relic.
Write a short summary paragraph describing the scenario, the genre, location, theme, and the important non player characters and monsters.
Then create for me a 5 room dungeon. For each room to include a complete sentence description of the terrain, a complete sentence description of the atmosphere, and a “Map” sub-location within the room, the sub-location should be an interesting thing that is prominent in the room.
Then list out a monster called “Monster” and a treasure called “Treasure” within that room.
“Treasure” does not need to be an item. The “Treasure” could be information, the ability to find an exit, access to an NPC, political status gain or a player character ability improvement.
Give each room monster a unique attribute, desire and motivation that makes them memorable. Give each room an interesting element to enhance the players' experience.
Write two options for how I may amplify the intensity in this room through either increasing numbers of enemies or depleting player characters resources.
Room 4 should be the most difficult monster and align with the [Climax].
Example: 5 Room Dungeon Output for Module 1
Room 1: Eldrin's Dock
Terrain: A rickety wooden dock, with boats bobbing on the gentle waves.
Atmosphere: The salty scent of the sea, mixed with excitement and confusion from the gathered crowd.
Map Sub-Location: Eldrin's boat, where the relic was first discovered.
Monster: Suspicious Townsfolk - Locals wary of outsiders. Unique Attribute: Highly territorial. Desire: Protect their town and its secrets. Motivation: Fear of change and the unknown.
Treasure: The first clue inscribed on the relic's base.
Interesting Element: A local bard is playing a tune that hints at the temple's legend.
Amplify Intensity:
The crowd becomes hostile, thinking the party wants to steal the relic.
The tide starts to rise rapidly, making it difficult to remain on the dock.
Room 2: Galdor's Historical Library
Terrain: A grand old library, with tall shelves filled with dusty books and scrolls.
Atmosphere: Quiet whispers, the rustling of pages, and the weight of accumulated knowledge.
Map Sub-Location: An ancient map table highlighting the coastline.
Monster: Knowledge Spirits - Ethereal beings bound to the library. Unique Attribute: Can conjure illusions from the books. Desire: Preserve the library's sanctity. Motivation: Dislike disturbances.
Treasure: A scroll detailing the temple's last known high priest.
Interesting Element: Enchanted books that tell stories when opened.
Amplify Intensity:
The spirits animate suits of armor to deter intruders.
Sections of the library start to vanish, altering the layout.
Room 3: Shadowy Marketplace
Terrain: A bustling market square filled with stalls, vendors, and townsfolk.
Atmosphere: Hushed conversations, bartering, and the distant echo of Malthor's spies.
Map Sub-Location: An old well rumored to be a meeting point for secret exchanges.
Monster: Malthor's Henchmen - Rogue agents seeking the relic. Unique Attribute: Use of deceptive magic. Desire: Obtain the relic for Malthor. Motivation: Greed and loyalty.
Treasure: A coded message meant for another agent detailing Malthor's plan.
Interesting Element: A fortune teller who gives cryptic advice about the future.
Amplify Intensity:
Reinforcements arrive, cornering the party.
The market is set ablaze, causing chaos.
Room 4: Town Square Ambush (Climax)
Terrain: A spacious town square with a central statue and cobbled streets.
Atmosphere: The tension is palpable, with dark clouds overhead and a sense of impending conflict.
Map Sub-Location: The base of the statue, which hides a secret compartment.
Monster: Malthor, the Shadowy Figure - A rogue mage with mastery over dark magic. Unique Attribute: Can control shadows. Desire: Unlock the relic's power. Motivation: Personal vendetta against Galdor's deities.
Treasure: An amulet that can help locate the temple.
Interesting Element: The statue can be activated to reveal a hidden passage.
Amplify Intensity:
Malthor summons shadow creatures to assist him.
The ground starts to quake, threatening to swallow the square.
Room 5: Council Chambers Retreat
Terrain: A grand chamber with a long wooden table, ornate chairs, and banners of Galdor.
Atmosphere: An air of solemnity and decision-making, interspersed with urgency.
Map Sub-Location: A stained-glass window depicting the temple.
Monster: Council's Guardians - Protectors of Galdor's leaders. Unique Attribute: Wield elemental magic. Desire: Ensure the council's safety. Motivation: Duty and honor.
Treasure: The council's blessing and resources for the upcoming quest.
Interesting Element: A magical orb that offers glimpses into the temple's interiors.
Amplify Intensity:
An assassin tries to infiltrate the chambers to eliminate the council.
The room is trapped, and any wrong move could trigger defensive measures.
With AI, you can dynamically create challenges suited to your players' levels, preferences, and the story's context, making each encounter unique and engaging.
6.Refine the Plot and Structure: Once your draft is ready, use AI tools to gather feedback. Does the narrative flow well? Are there any plot holes? Adjust based on this feedback, ensuring a blend of compelling narrative and exciting gameplay.
Prompt Example for Refining the Plot and Structure
I want you to act as a critic and critique the following campaign outline. Please provide me feedback on how I may improve the overall campaign. Specifically, around the plot, building more suspense, adding twists, and developing the NPCs.
Module 1: The Tidal Relic
Beginning: As the party goes about their usual business in the coastal town of Galdor's Landing, a commotion erupts by the docks. A local fisherman has discovered an intricate relic, adorned with ancient glyphs, glowing with a faint blue luminescence. Middle: Word spreads quickly about the relic, and various factions become interested. The party has to decide whom to trust: an eager historian from the local library, a shadowy figure offering gold for the artifact, or the local council, concerned about the relic's implications.
Climax: Just as they're making sense of the relic's importance, a sudden raid by marauders tries to steal it. A skirmish ensues, with the party at the center.
End: With the relic now recognized as a potential key to the Sunken Temple, the party decides to delve deeper, setting the stage for a grander adventure.
Module 2: Descent into the Abyss
Beginning: Armed with the relic and knowledge of the temple's location, the party hires a crew and a ship to venture to the supposed temple's site. As they sail, they face challenges from treacherous weather and sea creatures.
Middle: Using the relic, they find a submerged entrance to the temple. They must navigate a series of underwater caverns, facing aquatic threats, solving puzzles, and uncovering lore about the temple's history.
Climax: Inside the temple, they encounter guardians – spectral entities bound to protect the temple's secrets.
End: Having navigated the initial challenges, the party finds themselves at the heart of the temple, realizing that its power is far greater than they imagined, and various forces will stop at nothing to harness it.
Module 3: The Echoes of Power
Beginning: The temple's central chamber houses an ancient artifact – a crystal that holds the temple's essence. As soon as they approach, they're hit with visions of the temple's past, its creation, and the catastrophe that led to its submersion.
Middle: The party realizes that the temple's power is unstable. They encounter other adventurers and treasure hunters, some who wish to ally and others who see them as competition. The party must decide how to navigate these treacherous alliances. Climax: The dark forces, having trailed the party, launch an assault on the temple. A grand battle ensues, where the party has to defend the crystal's power.
End: Depending on their choices, they either harness the temple's power for good, decide to seal it away, or witness it fall into the wrong hands, setting the stage for further adventures.
Module 4: Aftermath and Atonement
Beginning: Emerging from the temple, the party finds Galdor's Landing in chaos. Depending on their choices, the town is either celebrating, preparing defenses, or in despair.
Middle: If the power was harnessed or sealed, the party is tasked with rebuilding and defending the town from residual threats. If the power was taken, they must rally the island's inhabitants to resist the looming threat.
Climax: A final confrontation ensues, either defending the town from a massive attack or attempting to reclaim the stolen power.
End: The fate of Galdor's Landing is decided. The town either thrives under the temple's benevolent protection, remains vigilant with the threat buried, or rebuilds from the ashes, stronger and united.
Module 5: Reflections and Reverberations
Beginning: As the dust settles, the party is approached by various factions. Some seek their expertise for other adventures, some offer rewards, and others warn of further repercussions from the events at the Sunken Temple.
Middle: The party must decide their next steps. Do they stay and help rebuild? Do they venture forth on new quests? Or do they seek to right any wrongs they feel responsible for?
Climax: A celebration in their honor takes place, where they're recognized as the Heroes of Galdor's Landing, regardless of the outcome. But whispers of further adventures and threats loom on the horizon.
End: The party sets forth, either continuing their journey or settling down, but always carrying the lessons and memories of the Sunken Temple with them.
Example Feedback
Critique and Feedback for the Campaign: Secrets of the Sunken Temple
Suspense and Foreshadowing:
Module 1: Introduce rumors or legends about the Sunken Temple earlier, perhaps even before the relic is found. This creates a sense of foreboding and curiosity right from the beginning.
Module 2: As they sail, they could find remnants of failed expeditions (abandoned ships, messages in bottles, etc.) to ramp up the suspense about the temple's dangers.
Module 3: Instead of just being hit with visions, let the visions be incomplete, hinting at something ominous that requires them to delve deeper or find other artifacts to complete the story.
Twists:
Module 2: What if the relic is stolen on the ship and they have to retrieve it from a traitor crew member, adding an unexpected twist in their journey?
Module 3: The other adventurers could have a traitor among them who pretends to ally but has their own agenda.
Module 4: Perhaps the town isn’t in chaos when they return but eerily silent and changed in ways they didn't expect.
NPC Development:
Module 1: Flesh out the eager historian. Perhaps they have a personal connection to the temple or lost a family member to its mysteries.
Module 2: The ship's crew can have more depth. Maybe the captain has tried to find the temple before and failed, providing a mentor-like figure.
Module 3: Introduce a guide or a temple priest's spirit who isn't fully trustworthy but offers valuable insights, creating a dilemma for the party.
Expanding on Decisions & Repercussions:
Let the choices players make in earlier modules influence outcomes in later modules. If they ally with certain factions, others could become hostile. If they choose to harness the temple’s power, maybe it starts to corrupt one of them.
Pacing:
While the campaign has a clear progression, consider slowing down at key moments to let the atmosphere sink in. For instance, upon entering the temple, instead of rushing to the central chamber, let them explore its vastness, discover abandoned chambers, or even old writings that give hints about what they're about to face.
Environmental Storytelling:
Use the environment to tell stories. In Module 4, if they return to a chaotic town, show the aftermath of battles, homes bearing the symbols of the temple in protection, or even a makeshift shrine where townsfolk pray for safety.
Complexity:
While it's clear that there are multiple outcomes and branching paths, consider adding more nuanced decisions. Instead of just "good" or "bad", maybe there's a morally gray choice where they can harness the temple's power but at a cost.
Further Adventures:
In Module 5, instead of just whispers of new adventures, introduce a tangible hint of a bigger threat or mystery, something that ties back to the Sunken Temple but expands the world even further.
Overall, the campaign offers a rich adventure filled with intrigue, danger, and moral dilemmas. With added layers of suspense, unexpected twists, and deeper NPC interactions, it can become an unforgettable journey for the players.
Conclusion
The blend of human creativity and AI efficiency results in a dynamic, memorable campaign that both challenges and engages players. While AI offers a plethora of tools and suggestions, remember that the heart of D&D lies in the shared storytelling experience. So, embrace these tools, experiment, and embark on unforgettable adventures with your players!
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