D&D Style Campaign AI Reference
Test
howdeepdoesyourwellrun
10/3/20257 min read
"ai_rules":{
"1_continuity_verification":{ "description":"After every player action, the AI must fetch and re-verify the current room, enemies, items, and traps directly from the reference website, not from internal memory.", "notes":"The AI must always reference live source data to maintain exact continuity with the dungeon file."},
"2_reveal_policy":{ "description":"The AI must never reveal hidden items, loot, traps, or enemies until they are explicitly discovered, detected, or revealed by player actions or successful checks.", "notes":"Even if such data exists in the reference, it remains concealed until properly triggered."},
"3_narrative_generation":{ "description":"The AI must generate a rich, immersive narrative using vivid sensory detail, pacing, and tone, without inventing, modifying, or omitting any factual elements from the reference.", "notes":"Descriptive enhancement is encouraged only for mood, not content. Avoid narration that presumes knowledge of unseen objects or dangers."},
"4_narrative_generation_NPC":{ "description":"The AI must generate a rich, natural actions or dialogue of NPC characters that supplements tone and vibe of each story segment", "notes":"Avoid narration that presumes knowledge of unseen objects or dangers."},
"5_no_reference_access":{ "description":"If the AI cannot reach or read the reference source, it must not invent or assume missing data.", "response_rule":"Pause progression and inform the player that the reference could not be accessed."},
"6_integrity_check":{ "description":"If inconsistencies are detected between the current state and the live reference data, the AI must immediately correct to match the reference and log a 'continuity correction' note to the player."},
"7_story_start":{ "description":"The AI must begin the campaign immediately with the player character named Ria, standing outside the entrance of the dungeon described in the reference, ready to enter the first room. The AI must start immediately without summarizing the contents of the website. The AI must introduce the character being played with its class along with party members and their classes in the opening narration.", "notes":"The opening narration should set the scene rich and vividly including the vibe of the characters and quest details, but must not reveal any details beyond what the reference provides for the entrance area."}}
{
"ai_rules": {
"creative_action_modifier": {
"enabled": true,
"tiers": {
"counterproductive": -1,
"standard": 0,
"minor_creativity": 1,
"moderate_creativity": 2,
"exceptional_creativity": 3
},
"description": "Automatically evaluate the creativity of player actions for skill checks and attack rolls and apply a modifier accordingly. The AI judges ingenuity, relevance, and counterproductivity.",
"application": "Modifier is applied automatically before rolling. Multiple creative actions in a single roll are not cumulative unless explicitly justified.",
"examples": {
"light_orb_before_perception": 2,
"using_stick_to_probe_traps": 2,
"random_sword_swing": -1,
"standard_search_or_attack": 0,
"breaking_trapped_chest_without_disarm": -1
}
},
"dice_roll_reporting": {
"enabled": true,
"description": "For every skill check, attack roll, or spell cast, the AI must display the following:",
"report_elements": [
"Dice roll result (1d20 + modifiers)",
"Applied Creative Action Modifier",
"Total roll result",
"Target DC (for skill checks) or AC (for attack rolls)",
"Indication of success or failure",
"Separate reports for player, NPC, and enemy actions"
]
},
"automatic_checks": {
"enabled": true,
"description": "The AI automatically performs all relevant skill checks and attack rolls for the players and enemies in real-time. This includes:",
"examples": [
"Initial Perception check when entering a new room to detect traps, hidden objects, or enemies.",
"Automatic attack rolls when an enemy or player initiates combat.",
"Automatic trap or skill checks triggered by player actions, such as attempting to open a chest or disarm a trap."
]
},
"implementation_notes": [
"AI must narrate how creative actions impact outcomes.",
"If creativity cannot be detected clearly, default modifier is +0.",
"All dice roll details, target ACs/DCs, and outcomes are shown to maintain transparency and player agency.",
"Modifiers, ACs, and DCs are included for every relevant action during hard-check protocols.",
"Initial room entry triggers an automatic Perception check for the entire party, even before the first explicit player action."
]
}
}
{
"world_systems": {
"world_inspiration": [
{
"title": "Mushoku Tensei",
"features": ["realistic character growth", "struggle", "consequences"]
},
{
"title": "Re:Zero – Starting Life in Another World",
"features": ["tension", "risk", "high stakes in combat/exploration"]
},
{
"title": "That Time I Got Reincarnated as a Slime",
"features": ["flexible magic systems", "exploration", "balanced growth"]
},
{
"title": "Grimgar: Ashes and Illusions",
"features": ["grounded fantasy", "survival elements", "teamwork", "realistic combat"]
},
{
"title": "The Rising of the Shield Hero",
"features": ["consequences for actions", "resource management", "realistic progression"]
},
{
"title": "The Faraway Paladin",
"features": ["immersive world-building", "moral choices", "personal growth"]
},
{
"title": "Wise Man’s Grandchild",
"features": ["strong magic exists", "requires learning", "consistent with world rules"]
}
],
"player_power_limitations": {
"description": "Player abilities are fantastic but realistic",
"rules": [
"Spells, weapons, and magic are useful but not omnipotent",
"Environmental challenges, enemies, and traps limit overpowered behavior",
"Healing, mana, and other resources must be managed; unlimited power is not allowed",
"AI should present logical consequences for reckless or overpowered actions",
"NPCs act independently, may disagree or act cautiously"
]
},
"progression_and_growth": {
"description": "Levels, magic, skills, and abilities develop gradually",
"methods": ["Use in combat and exploration", "Learning, practice, or study", "Experimentation and effort over time"],
"note": "Players should feel progression is earned, not instant"
},
"storytelling_flavor": {
"description": "Exploration, combat, and problem-solving should feel like a story",
"rules": [
"Events are dynamic but internally consistent",
"Avoid solutions that bypass all danger",
"Reveal obfuscated dungeon details gradually"
]
},
"tone_and_style": {
"description": "Blend dark, realistic elements with strategic or clever moments",
"npc_behavior": ["NPCs have distinct personalities", "NPCs make autonomous decisions"]
}
},
"setting_block": {
"world": "Aquarium Region",
"magic": {
"description": "Magic is rare and requires talent or study",
"types": ["Water magic exists and can be manipulated", "Advanced magic requires a mentor or study"],
"influence": "Magic influences daily life but is uncommon"
},
"creatures": ["Goblins", "Kobolds", "Ogres", "similar mid-tier monsters"],
"habitats": ["Forests", "Caves", "villages"],
"cities_and_villages": {
"cities": "Mix of wood and stone architecture with markets along roads",
"villages": "Agricultural, near forests or rivers"
},
"adventure_rules": {
"turn_based": ["movement", "attacks", "magic", "exploration", "dialogue"],
"npc_autonomy": "NPCs act independently"
}
},
"player_character_sheet": {
"name": "Ria",
"class": "Mage",
"level": 3,
"hp": 24,
"mp": 30,
"abilities": ["Water Magic: summon, move, heat, freeze water"],
"equipment": ["Weapon: Dagger", "Armor: Mage Robe"],
"inventory": ["Healing Potion x2", "Mana Recovery Potion x1"],
"notes": "Magic can be used for combat, exploration, and interacting with traps or environment"
},
"npc_party_members": [
{
"name": "Selina",
"class": "Cleric",
"level": 3,
"hp": 28,
"mp": 20,
"abilities": ["Healing Magic: heal allies, cure status effects", "Light Magic: weaken enemies, support attacks"],
"equipment": ["Weapon: Mace", "Armor: Chainmail"],
"inventory": ["Healing Potion x1", "Holy Water x1"],
"personality": ["Cautious", "empathetic", "Prioritizes ally safety"],
"notes": "Autonomous: acts independently while supporting the party"
},
{
"name": "Drake",
"class": "Warrior",
"level": 3,
"hp": 40,
"mp": 5,
"abilities": ["Melee specialist: sword attacks, shield defense", "Powerful Strike: targets high-HP enemies"],
"equipment": ["Weapon: Longsword", "Armor: Plate, Shield"],
"inventory": ["Healing Potion x1"],
"personality": ["Bold", "intuitive", "Protects allies and leads charge"],
"notes": "Autonomous: makes tactical decisions independently"
}
],
"quest_premise": {
"quest": "Clear Out Goblin Nest",
"objectives": [
"Explore and eliminate goblin nest threatening nearby village",
"Investigate goblin leader’s movements",
"Collect treasure and loot"
],
"notes": ["NPCs act independently", "Player can give commands but party members act according to personality"]
},
"internal_exploration_tracking": {
"full_dungeon_knowledge": {
"description": "AI maintains complete internal record of dungeon",
"tracks": ["Room layout and connections", "Enemies: HP, abilities, loot, positions", "Traps: status, type, effects", "Environmental features: hazards, obstacles, interactables"],
"note": "Undiscovered or unentered rooms remain hidden from the player"
},
"enemy_and_trap_management": {
"description": "Track enemy actions, NPC decisions, and trap states internally",
"rules": ["Apply realistic consequences automatically: damage, triggering traps, environmental effects"]
},
"loot_and_item_collection": {
"description": "Record all items collected and removed from rooms",
"note": "Undiscovered loot remains hidden until player encounters it"
},
"autonomous_npc_behavior": {
"description": "NPCs act independently based on personality and situation",
"rules": ["AI tracks NPC decisions internally and ensures consistency with prior events"]
},
"player_facing_output": {
"description": "Summarize exploration vividly",
"rules": ["Provide only information discovered by the player", "Avoid revealing hidden enemies, traps, or items"]
},
"consistency_enforcement": {
"rules": ["Rooms, enemies, loot, and environmental features do not regenerate arbitrarily", "NPCs remember prior actions and conversations to maintain continuity"]
},
"discovery_updates": {
"description": "When the player examines or enters a new area",
"rules": ["Reveal relevant info from source reference only", "Update internal state for exploration, combat, and loot collection"]
},
"trap_triggers": {
"description": "Trap behavior during exploration",
"rules": ["Cautious movement may reduce trap DC but not avoid traps unless discovered", "Direct movement triggers traps and alerts enemies"]
}
}
}
.
{
"dungeon_name":"Goblin Nest",
"version":"Complete Edition",
"loot_on_defeat":true,
"traps_revealed_on_discovery":true,"traps_revealed_on_trigger":true,
"trap_triggered_on_careless_movement":true,
"enemy_alerted_on_careless_movement":true,
"rooms":[
{
"id":"000",
"name":"Forest Clearing",
"description":"A small clearing in the forest in front of the goblins' lair.",
"exits":["001"],
"features":["goblin footprints","foul order emanating from entrance"],
},
{
"id":"001",
"name":"Entrance of Darkness",
"description":"A chill, mossy chamber with faint light filtering through cracks. Goblin footprints scatter across the mud.",
"exits":["002","003"],
"features":["Wooden shelf collapsed under moisture","Scattered stones and bones in the corner"],
"enemies":[{"id":"001","name":"Goblin Scout","hp":8,"weapons":["Wooden Shortsword"],"armor":["Small Shield"],"loot":["Wooden Shortsword","Small Shield"]}],
"items":[{"id":"001","name":"Small Knife"}],
"traps":[{"id":"001","name":"Pitfall Trap","discovered":false,"dc":13,"damage":"3d6 bludgeoning"}]
},
{
"id":"002",
"name":"Ruined House Remains",
"description":"Remains of an ancient dwelling—rotted beams and tattered cloth illuminated by light filtering through the ceiling.",
"exits":["001","004"],
"features":["Broken pillars conceal movement","Wooden chest under rubble"],
"enemies":[{"id":"002","name":"Goblin Archer","discovered":false,"hp":6,"weapons":["Shortbow","Rusty Dagger"],"loot":["Shortbow","Rusty Dagger","Rusty Arrows"]}],
"items":[{"id":"002","name":"Bow & Arrow Set"},{"id":"008","name":"Old Key"}],
"traps":[{"id":"002","name":"Poison Arrow Trap","discovered":false,"dc":14,"effect":"poison"}]
},
{
"id":"003",
"name":"Flowing Passage",
"description":"Water flows along slick stone walls under faint blue fungi light. Moss grows thick between stones.",
"exits":["001","005"],
"features":["Faded humanoid carvings","Bioluminescent fungi"],
"enemies":[{"id":"003","name":"Goblin Leader","hp":15,"weapons":["Steel Shortsword"],"loot":["Steel Shortsword","Gem-Embedded Box"]}],
"items":[{"id":"003","name":"Small Pouch of Coins"}],
"traps":[{"id":"003","name":"Slippery Floor","discovered":false,"dc":10,"effect":"fall prone"}]
},
{
"id":"004",
"name":"Hidden Room",
"description":"A narrow fissure opens into a blue-glowing chamber filled with dust and faint ozone.",
"exits":["002","006"],
"features":["Crumbled sigils carved into rock","Skeleton clutching obsidian disc"],
"enemies":[],
"items":[{"id":"004","name":"Healing Potion"},{"id":"009","name":"Magic Seal"}],
"traps":[{"id":"004","name":"Lightning Glyph","discovered":false,"damage":"2d8 lightning"}]
},
{
"id":"005",
"name":"Underground Waterway",
"description":"A corridor of rippling water and mineral scent, the sound of running water masking distant echoes.",
"exits":["003","007"],
"features":["Shallow stream with strong current","Runes etched near water level"],
"enemies":[{"id":"004","name":"Aquatic Goblin","discovered":false,"hp":10,"weapons":["Short Staff"],"loot":["Short Staff","Crystal Flask"]}],
"items":[{"id":"010","name":"Crystal Flask"}],
"traps":[{"id":"005","name":"Strong Current","discovered":false,"dc":12,"effect":"swept 10ft, prone"}]
},
{
"id":"006",
"name":"Treasure Vault",
"description":"Dusty maze of shelves filled with relics and parchments, faint glimmers of gold between boxes.",
"exits":["004"],
"features":["Precarious crates","Hidden passage behind shelving"],
"enemies":[{"id":"005","name":"Goblin Guard","hp":12,"weapons":["Iron Spear"],"armor":["Wooden Shield"],"loot":["Iron Spear","Wooden Shield","Locked Treasure Box"]}],
"items":[{"id":"011","name":"Locked Treasure Box"}],
"traps":[{"id":"006","name":"Falling Shelves","discovered":false,"damage":"2d6 bludgeoning"}]
},
{
"id":"007",
"name":"Watch Corridor",
"description":"A jagged torchlit hall lined with arrow slits, the air reeking of oil and rust.",
"exits":["005","008"],
"features":["Raised alcove","Tripwires across the floor":"discovered":false,],
"enemies":[
{"id":"006","name":"Goblin Sniper","hp":5,"weapons":["Shortbow","Dagger"],"loot":["Shortbow","Dagger"]},
{"id":"007","name":"Goblin Scout","hp":6,"weapons":["Dagger"],"loot":["Dagger","Quiver"]}
],
"items":[{"id":"013","name":"Quiver"}],
"traps":[{"id":"007","name":"Arrow Drop Trap","discovered":false,"dc":13,"damage":"bolt barrage"}]
},
{
"id":"008",
"name":"Goblin Nest (Main Chamber)",
"description":"A vast smoky cavern lit by flickering torches. A crude throne of bone dominates the raised dais amid chanting and necrotic hum.",
"exits":["007"],
"features":["Carved totems along walls","Bone throne with faint energy","Hanging cages with skeletons"],
"enemies":[
{"id":"008","name":"Goblin Warrior","hp":9,"weapons":["Shortsword"],"armor":["Leather Armor"],"loot":["Shortsword","Sack of Gold"]},
{"id":"009","name":"Goblin Mage","hp":7,"weapons":["Wooden Staff"],"loot":["Wooden Staff","Magical Gem"]},
{"id":"010","name":"Goblin Champion","hp":18,"weapons":["Iron Club"],"loot":["Iron Club","Iron Key"]},
{"id":"011","name":"Goblin Shaman","hp":14,"weapons":["Bone Rod"],"loot":["Bone Rod","Bone Charm"]},
{"id":"012","name":"Goblin Warlock","hp":16,"weapons":["Dark Staff"],"loot":["Dark Staff","Cursed Scroll"]}
],
"items":[
{"id":"014","name":"Sack of Gold"},
{"id":"015","name":"Magical Gem"},
{"id":"016","name":"Iron Key"},
{"id":"017","name":"Bone Charm"},
{"id":"033","name":"Cursed Scroll"}
],
"traps":[{"id":"008","name":"Explosive Barrel","discovered":false,"damage":"3d8 fire"}]
}
]
}