Short answer: document import now exists in at least one product, but TableForge does not support it. The Endlessness advertises uploads from PDF, DOCX, and other campaign documents, then says it builds a private playable world from their places, characters, factions, and quests.
That is a meaningful feature. It still leaves a second question: does the resulting game follow the specific module faithfully enough for your purpose? This post separates file acceptance, structured extraction, rules integration, and TableForge's current limitation.
Why this is harder than it looks
Rights and privacy come first
Most AI dungeon masters, including TableForge, are built on the D&D System Reference Document, which Wizards of the Coast publishes under Creative Commons Attribution 4.0. That's what makes it legal to implement D&D 5e rules in software at all.
Published adventures are not in the SRD. Curse of Strahd, Lost Mine of Phandelver, Tomb of Annihilation, and the rest are separate copyrighted works. A private upload feature, a platform redistributing module content, and a user uploading their own writing are different situations.
Before uploading any campaign, confirm that you have the right to provide it to the service and read the service's privacy and retention terms. This is especially important for purchased books, licensed VTT content, unreleased writing, or documents containing another creator's work.
This is practical product guidance, not a legal conclusion about a specific upload. The rights depend on the material, license, service terms, and jurisdiction.
A module is a structure, not a document
Set licensing aside and imagine a legally clear adventure. It's still hard, because of what a module actually is.
A published adventure is not a story written front to back. It's a structured object: keyed location descriptions, encounter tables, stat blocks with precise mechanical values, treasure parcels, maps with numbered rooms, faction relationships, and conditional triggers that fire based on what players do and when. It also assumes a competent human DM who reads ahead, holds the whole shape in their head, and improvises around it.
Extracting that into correct machine-readable campaign state means answering questions like: which of these numbers is an ability score and which is a DC? Does this room connect to that one? Is this NPC hostile now or only after the players do a specific thing three rooms later? Which of these stat blocks is a variant of an SRD monster and which is bespoke?
Get it 90% right and you get something worse than nothing: a campaign that looks like the module you love and quietly contradicts it. Wrong monster HP, a trigger that fires early, a locked door that isn't locked. The whole reason to run a specific module is that it's a specific thing, so approximately-that-module is a failure.
The rules engine has to know every value
TableForge's rules engine adjudicates combat in code. That means a monster isn't a description, it's a set of real values the engine can compute against: AC, HP, attacks, damage dice, saves, resistances, conditions. Importing an adventure means every stat block in it becomes engine-legal data, not text the AI reads.
For SRD monsters that's straightforward, because the engine already knows them. For custom stat blocks it means parsing them into that format accurately, which is the same extraction problem again with less margin for error, because these values drive real dice rolls.
What works today
If document import is the requirement, The Endlessness now advertises it on paid plans. Its official release notes say an import builds a private world with places, characters, factions, and quests. Test a short document first, then check named NPCs, room connections, quest conditions, encounter data, and secrets against the source before moving a long campaign.
TableForge cannot import an adventure. You can describe one, and this gets you closer to what many players want than it sounds.
When you create a campaign in TableForge, you describe what you're after: the premise, the tone, the setting, the shape of the arc. A gothic horror campaign in a valley ruled by an ancient vampire, where the sky is wrong and nobody leaves. A low-level dungeon crawl that starts with a wagon ambush on a mountain road. A political intrigue campaign in a canal city run by five merchant families.
The AI builds an original campaign in that shape and runs it with the full rules engine, real dice, and persistent memory across sessions. You get the experience you were reaching for, in an original world rather than a published one.
For a lot of people that's actually the better outcome. Half the appeal of a famous module is the premise, and the premise isn't the licensed part. The other half is knowing the specific thing is going to happen, and that half genuinely requires the module.
What this does not do: it will not reproduce a published adventure's plot, NPCs, maps, or encounters. If you want to run the actual thing, run it at a real table with a human DM. That's still the right tool for that job.
Where TableForge stands
Adventure import is on the roadmap. So is homebrew content support, which is the same problem wearing different clothes: arbitrary user-supplied mechanical content that the rules engine has to treat as first-class.
Neither has shipped. We'd rather say that plainly than let a "coming soon" imply otherwise. If either matters enough to you that TableForge isn't worth trying without it, that's a completely reasonable call, and we'd rather you know now.
What we can say about sequencing: homebrew content is the more likely first step, because it's a narrower problem. A user defining a custom monster or item in a structured form is tractable in a way that parsing a 200-page PDF is not, and it's the foundation the harder feature would be built on.
If module support is a hard requirement
Some honest alternatives, since this post is meant to answer the question rather than sell around it:
- A virtual tabletop with a human DM. Foundry and Roll20 have official module integrations that load maps, tokens, and stat blocks properly. They don't run the game, but they handle the module. If your group has a DM, this is the right answer.
- Test The Endlessness document import. It is the current AI DM in this comparison that explicitly advertises PDF and DOCX campaign imports. Our The Endlessness vs TableForge comparison covers its other tradeoffs, including solo-only play and daily turn caps.
- Run it yourself with AI as prep support. A general LLM is genuinely useful for a human DM prepping a published module: summarizing chapters, generating NPC voices, improvising around what players did. This is the LLM doing what it's good at.
- Play an original campaign instead. If what you want is a good campaign rather than a specific one, an AI dungeon master will run one tonight without anyone reading a book first. How a TableForge campaign runs covers what that looks like from character creation onward.