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Campaigns

Run your own adventure, or have it write one

Generate an original adventure in a few choices, or bring the campaign you already own. Director of Realms reads it, maps its story, prepares the table and keeps the paperwork - journals, quests, recaps and saves - while you play.

Adventure recap Chapter two closes The bell is silent, Sister Marn is missing, and the harbour watch owes you nothing.
Quest · Active The Drowned Bell Find who rang it. Unlocked by: speak with the harbourmaster.
Save slot 3 of 20 Before the heist Party: the Lantern Company. Restores without reloading Foundry.
Director Journal · GM only Knowledge base Locations · NPCs · Factions · Points of interest · Objectives · Treasures · Dangers · Plotline
Open the tome

Two ways to begin

Two ways to start

New Adventure

Generate an original campaign

Pick a genre, pace, length (from a one-to-two-hour very short run to an epic of ten hours or more), difficulty and your own prompts. The Director builds the locations, the cast, a chapter spine with a finale, and an introduction for your players.

  • World, Content, Style, Direction, Rules: five tabs, then Generate Adventure.
  • One live adventure per world, so nothing is overwritten by accident.
Campaign Studio

Bring the book you own

Point Campaign Studio at a Foundry module you own and it captures the adventures, rules, people, places, items, roll tables and artwork into a private, searchable library, without a single AI call. Or read a PDF, text or Markdown file with its page numbers kept.

  • Your book stays local. Extracted text is saved in an encrypted, GM-private project.
  • Only the pages you choose are ever sent to your AI model, and only when you ask.

Step by step

Setting up a campaign

What happens between opening Campaign Studio and your players pressing Ready.

  1. Home

    Choose how you'll play

    Human GM, GM with AI assistance, or Automated AI GM, and which campaign to use. Opening the Studio never calls the AI.

  2. Sources

    Bring in your book

    Import a module you own, or read a PDF, text or Markdown file page by page while an artwork scan runs in the background.

  3. World graph

    Explore what was captured

    Search every passage and every record straight away. Anything missing is listed, never guessed.

  4. Review queue

    Ask the AI, within limits

    Select pages and choose “Find story elements”. Every proposed person, place, quest or link comes with an exact quotation, and nothing enters the campaign until you accept it.

  5. Artwork & handouts

    Prepare the art

    Approve illustrations from the PDF, have the Painter make remastered or player-safe map copies if you like, and give each handout a title your players can see.

  6. Readiness

    Make it playable

    “Use this world for play” turns chapters, quests, people and places into a runnable adventure, and fourteen readiness stages report what's done and what still needs you.

  7. Run session

    Gather the party

    Players choose characters and press Ready. In Automated mode the adventure opens itself; otherwise request the opening turn when you're set.

Story spine

When the players wreck the plot

Every campaign, imported or generated, gets acts and required story beats. If the players kill a pivotal NPC or lose the artefact, the Director re-routes the beats they haven't reached yet, instead of dead-ending the story.

  • Reads the book as you play. In a pre-written adventure, the Director reads the text for the room the party is in, exits and conditions included.
  • Nudges, then steers. When players drift, guidance escalates gently from subtle to direct.
  • No invented cast. A turn that names people who aren't in the source is corrected once, then refused.
  • Quests that chain. Offered, active, completed or failed, with prerequisites that unlock what comes next.
Act I
Act II
Act III

The informant dies in Act II; the remaining beats are re-routed around the gap, and the finale still stands.

World builder

The world builder

Lay out a campaign, or customise one you imported, as a visual graph of up to 1,000 records across 36 types: chapters, NPCs, clues, secrets, outcomes, weather and events, maps and more.

  • AI help that stops for review. “Plan a campaign with AI” runs in four stages and waits for you after each.
  • One button to play it. “Use this world for play” turns the graph into a playable adventure.
Chapter 1 Sister Marn Drowned chapel Torn ledger The bell-ringer Old mill Finale

The paperwork

It keeps the journals

The campaign writes itself down as you play, in Foundry journals your table already knows how to use.

GM

Adventure journal

A five-page GM journal for the adventure, and an Adventure History timeline of what happened.

GM only

Director knowledge base

Locations, NPCs, factions, points of interest, objectives, treasures, dangers and the plotline, all in one GM-only journal.

Players

Campaign journal

A shared player journal, plus private journals and notebooks for each character.

Maps

A journal per map

Every map DoR generates or expands gets its own journal, with your GM notes kept separate from generated state.

Recaps

Built from what happened

An adventure recap at chapter, campaign and session boundaries. Write, preview and publish your own recap too.

Series

Part one, then part two

Multi-part campaigns in one compendium are recognised. At the epilogue you're offered an interlude and a “Continue with…” button.

Save & load

Saving and loading

Save named checkpoints of the entire campaign, or just one party's progress. Automatic saves are taken just before the big moments, and restoring doesn't reload Foundry.

  • 20 named slots, plus a ring of automatic saves.
  • First-class parties you can save and restore on their own.
  • Encrypted to the GM. Keep a key backup, because a lost key means a lost save.
  • Studio packages are the portable format for moving a campaign between worlds.
  1. Slot 1Session zero
  2. Slot 2After the chapel
  3. Slot 3Before the heist
  4. AutomaticJust before the battle ended
  5. AutomaticJust before a hero fell
Assets you own

Use what you've already bought

Director of Realms reuses the compendium actors, items, scenes and art from the packs, modules and folders you choose before it generates anything new, and you set how often it should.

Readiness

An honest checklist before play

Fourteen ordered stages report what's ready and what needs you: story structure, party and level, actors, gear, rules, scenes, journals, the world database, merchants, character arcs and voices.

Questions

Questions people ask

Which adventures can it run?

Foundry Adventure compendiums you own, worlds you build in Campaign Studio, and original adventures from the New Adventure wizard. D&D 5e is the first fully tested system, and encounter matching to your party is 5e-only for now.

Does it understand my whole PDF?

It reads the text of every page and keeps page numbers, so everything is searchable. Understanding is a separate, optional step: you choose which passages the AI analyses, and every suggestion quotes its source. There's no OCR, so image-only scans need an OCR pass first.

Where does my book go?

Nowhere, unless you ask. Reading a source makes no AI request; extracted text is kept in an encrypted, GM-private project in your world. Only the pages you send for analysis reach your configured model.

Can it run a published campaign start to finish?

That's the goal, and we're not claiming it until it's proven. First sessions, saves and restarts have passed live acceptance; a full campaign run is the next milestone.

Interested?

Follow along while I build it

Still in Alpha, so things will change. Follow along for free on Patreon; the software itself comes later.