Runs a session zero and builds the player characters — the one player-facing skill in an otherwise GM-facing kit. For each PC it draws out concept, a core belief and an active wound, a contradiction, a want pulling against a need, a performable table voice, and — crucially — the hook that ties the character into the…
Turns a built Pathfinder 2e campaign into a one-page runnable session using the Return of the Lazy Dungeon Master eight steps, weighted on secrets and clues as the spine. Builds a strong start from what the world did since last session (the active fronts and clocks), outlines three to five likely scenes, pulls the…
Closes the loop after a Pathfinder 2e session — takes the GM's post-session account (plus an optional linked transcript) and reconciles it against the vault. Extracts the session's key beats, matches every named entity to its canonical vault note, updates the sessao note with outcomes, creates evento entities, flips…
Turns a Pathfinder 2e treasure budget into concrete, itemized loot and tracks the party's wealth by level — the by-the-book counterpart to the encounter builder, for everything below the relic tier. Given a gp budget (from an encounter, a whole level, or named directly) plus party level and size, it itemizes the…
A game master's toolkit for building dark-leaning Pathfinder 2e campaigns end to end — the campaign spine, regions and nations, cities, factions, locations, NPCs, artifacts and relics, image-generation prompts with a campaign visual style bible, spatially-assertive top-down battlemap prompts plus an executable…
Non-interactive consistency auditor for an RPG campaign built with the RPG master skillkit. Given a campaign folder and its campaign bible, it reads every artifact (foundation, regions, cities, factions, locations, NPCs, artifacts/relics, clue map) and reports cross-artifact inconsistencies — tone drift, renamed or…
How to use rpg-loremaster — a GM toolkit that builds a whole dark-leaning Pathfinder 2e campaign through chained creator skills, an interactive conductor, and a consistency reviewer.
Designs image-generation prompts for a tabletop campaign and gives the whole campaign one coherent visual identity — system-agnostic, for any image model. Two modes. (A) It establishes a campaign visual style bible (medium, palette, lighting, era, recurring motifs) — the visual analogue of the tone spectrum, inherited…
Creates deep, ready-to-play artifacts, relics, and cursed items for tabletop RPGs — a saint's reliquary, a corrupting crown, a god-killing blade, a McGuffin the whole campaign turns on. Unlike a region/city/faction sketch, this deepens ONE legendary object into a narrative node — where it came from, what it wants now…
Orchestrates the RPG master skillkit — the interactive "showrunner" that runs a whole campaign build across the kit's skills (rpg-campaign-foundation, rpg-region-creator, rpg-city-creator, rpg-faction-creator, rpg-location-creator, rpg-npc-creator, rpg-artifact-creator, rpg-clue-mapper) in the right order, passes…
Designs the dramatic foundation of a tabletop RPG campaign — the spine built before any map — using the Pathfinder 2e toolkit. This is the top of the kit and replaces a generic world/cosmology builder. Instead of inventing metaphysics, it builds THIS campaign's engine — a central antagonist or tension and its true…
Creates ready-to-play RPG cities, towns, and settlements for Pathfinder 2e — the worldbuilding unit between a region and a single location. Produces a city dossier built around a central dramatic question, a web of orthogonal factions, a named cast of NPCs you can talk to today, the situation that greets the PCs on…
Builds the clue map / revelation list for a tabletop RPG mystery or investigation — the information architecture that makes a campaign's secrets discoverable without the investigation grinding to a halt. Grounded in the Three Clue Rule and node-based design (Justin Alexander) — for every revelation the players must…
Generates an editable Dungeondraft battlemap file (.dungeondraftmap) from the description of a place — any kind: houses, taverns, crypts, caves, forests, rivers with bridges, villages, dungeons, multi-floor buildings. It designs the functional layout (rooms, circulation, doors, windows, water, terrain, light) and…
Creates ready-to-play locations for tabletop RPGs using the Pathfinder 2e toolkit — dungeons, lairs, ruins, crypts, tombs, temples, towers, caves, shrines, manors, forts, vaults, and landmarks. Unlike a region or city, this builds the bounded space the PCs physically enter and explore, grounded in why it exists and…
Designs top-down battlemap image-generation prompts that are spatially assertive — system-agnostic, prompt-only, for strong instruction-following image models (nano banana / Gemini 2.5 Flash Image first; works for any). The intelligence is a functional program per location archetype: it names the zones a place needs…
Creates deep, memorable, system-agnostic NPCs for tabletop RPGs — villains, quest-givers, patrons, merchants, rivals, allies, mentors, contacts, BBEGs, faction leaders. Unlike a region/city/faction sketch, this deepens ONE character into a person: a core belief and an active wound, a genuine contradiction (surface vs.…
Creates coherent, ready-to-play RPG campaign regions — and, scaled up, nations and kingdoms — for Pathfinder 2e. A region is the playable canvas between world and city; at nation scale it adds national identity and relations with neighboring powers via an optional "Beyond the Border" section. Produces dossiers with…
Designs music-generation prompts for a tabletop campaign and gives the whole campaign one coherent sonic identity — system-agnostic, for any music model. Two modes. (A) It establishes a campaign audio style bible (instrumentation, mood, tempo, era/material sound, recurring sonic motifs) — the sonic analogue of the…
RPG vault guardian. Use when you want to audit campaign integrity — runs the full audit in an isolated context, without polluting the main conversation.