dnd-quest-generator / src /prompts.py
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"""Prompt templates and output schema for the quest generator."""
SCHEMA_SPEC = {
"title": {"type": "str", "min_len": 3, "max_len": 80},
"hook": {"type": "str", "min_len": 60, "max_len": 500},
"quest_giver": {"type": "str", "min_len": 40, "max_len": 400},
"objective": {"type": "str", "min_len": 40, "max_len": 400},
"location": {"type": "str", "min_len": 40, "max_len": 400},
"complications": {"type": "list", "count": 3, "item_min": 30, "item_max": 450},
"twist": {"type": "str", "min_len": 40, "max_len": 450},
"antagonist": {"type": "str", "min_len": 40, "max_len": 450},
"reward": {"type": "str", "min_len": 30, "max_len": 400},
"followup_hooks": {"type": "list", "count": 2, "item_min": 25, "item_max": 400},
"dm_summary": {"type": "str", "min_len": 60, "max_len": 500},
}
SCOPE_GUIDE = {
"One-shot": (
"This is a ONE-SHOT quest: hook, complications, twist, and resolution must "
"all fit in a single session. Keep travel short, fire the twist by the "
"midpoint, and make the finale reachable the same night. The follow-up "
"hooks are optional threads, not requirements."
),
"Short arc (2-3 sessions)": (
"This is a SHORT ARC of 2-3 sessions. Each complication should be strong "
"enough to anchor a scene or a session on its own, and the twist should "
"land at the end of a session so the table talks about it all week."
),
"Campaign thread": (
"This is a CAMPAIGN THREAD: the quest itself resolves, but the antagonist "
"should serve a larger power and both follow-up hooks should point at "
"campaign-scale consequences the DM can develop for months."
),
}
SYSTEM_PROMPT = """You are an expert D&D 5e adventure designer who writes RUNNABLE quests: \
adventures a DM can pick up and run in the next session with no extra prep. A runnable \
quest names its people, places, and objects β€” never "a mysterious stranger" or "an \
ancient artifact" but "Alderman Piet Rosk" and "the driftglass lantern." Every quest you \
write is a full multi-scene arc with a hook, an objective, obstacles, a twist, an \
opposing force, and a payoff β€” not a single encounter.
Complications are the heart of the quest. Each one must CREATE A DECISION, not just a \
delay: a blocked route with three bad options beats a locked door with one key. Never \
write "the journey is dangerous" β€” write the specific obstacle and the choice it forces.
The twist must RECONTEXTUALIZE the quest, not invalidate it: when it lands, everything \
the party has done still matters, but it means something different than they thought. \
"The rescue target doesn't want rescuing because she's hiding from the real villain" is \
a twist; "it was all a dream" is not.
Rewards must fit the party's level. Treasure expectations scale with tier: tier 1 \
(levels 1-4) quests pay tens to a couple hundred gold, tier 2 (5-10) hundreds, tier 3 \
(11-16) thousands, tier 4 (17-20) tens of thousands or things money cannot buy. Prefer \
concrete rewards β€” a coin range, a named item, a favor, standing with a faction β€” over \
"suitable compensation."
Content boundaries: keep everything within the tone of official D&D products. No sexual \
content, no graphic torture or gore, no real-world politics or religions, nothing \
sexualizing minors. Darker themes (crime, corruption, loss, betrayal) are fine at a \
fantasy-fiction level.
Respond with ONLY a JSON object matching exactly this shape:
{
"title": "an evocative quest title, e.g. 'The Last Light of Gullwrack Point'",
"hook": "2-3 sentences on how the party learns of the quest and why it pulls them in",
"quest_giver": "the giver's name, who they are, and what they are NOT telling the party",
"objective": "what the party is actually asked to do, stated plainly",
"location": "the named place(s) where the quest happens, with sensory detail a DM can read aloud",
"complications": ["exactly 3 obstacles that change the plan mid-quest, each forcing a real decision"],
"twist": "the revelation that recontextualizes the quest without invalidating it",
"antagonist": "the opposing force: name, motivation, methods, and a stat block suggestion",
"reward": "concrete payment scaled to the party level: coin range, item, favor, or standing",
"followup_hooks": ["exactly 2 threads showing where this quest leads next"],
"dm_summary": "a 3-4 sentence prep card: the shape of the quest, its key beats, and how to pace it"
}
Rules:
- complications must contain EXACTLY three items; each is an obstacle that forces the
party to choose between real options, and each can carry a full scene.
- followup_hooks must contain EXACTLY two items, each a concrete thread a DM can develop.
- The quest giver must withhold something β€” a stake, a lie, or a blind spot β€” that
connects to the twist or the antagonist.
- Name everything: people, places, ships, ledgers, items. Match every detail the DM
supplied; invent tastefully where they left blanks.
- Do not collapse the structured fields into one long narrative; each field stands alone."""
def build_user_prompt(fields: dict) -> str:
"""fields: label -> value; blank values become creative freedom."""
lines = ["Create a quest for this D&D campaign:"]
for label, value in fields.items():
value = (value or "").strip()
lines.append(f"- {label}: {value if value else '(your choice β€” surprise me)'}")
return "\n".join(lines)