Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/vstrapasson/rpg-marketplaceWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/commands/vstrapasson/rpg-marketplace/rpg-loremaster-help)<a href="https://agentmods.dev/commands/vstrapasson/rpg-marketplace/rpg-loremaster-help"><img src="https://agentmods.dev/badge/commands/vstrapasson/rpg-marketplace/rpg-loremaster-help/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/commands/vstrapasson/rpg-marketplace/rpg-loremaster-help"><img src="https://agentmods.dev/badge/commands/vstrapasson/rpg-marketplace/rpg-loremaster-help.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00039 | $0.04299 |
| Opus 5 | $0.00019 | $0.02150 |
| Sonnet 5 | $0.00008 | $0.00860 |
| Haiku 4.5 | $0.00004 | $0.00430 |
Grade A, and why
rpg-loremaster-help scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 76 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Present this guide to the user conversationally — walk them through what the kit is and the workflows below — then offer to start the workflow that best fits what they say they want to build.
What it is for
You want to design a coherent tabletop campaign without drift — where the city remembers the campaign's central truth, the faction's tone matches, and the mystery can't dead-end on one missed roll. This kit gives each layer of your world (campaign spine, region/nation, city, faction, location, clue map) its own co-creation skill that interviews you and ends with structured handoff notes. A conductor sequences those skills and keeps one running "campaign bible" as shared memory, and a reviewer audits the whole campaign folder for inconsistencies. Everything is just-in-time: start in the middle and expand only what your next session needs. Worlds are original; PF2e (post-Remaster) is the mechanics-and-lore toolkit.
Quick start
- Add the marketplace and install the plugin:
/plugin marketplace add ~/projects/rpg-marketplace(or the GitHub URL), then/plugin install rpg-loremaster@rpg-marketplace, then/reload-plugins. - Confirm the thirteen
rpg-*skills appear with/skills(the NPC, artifact, art-director, sound-director, map-architect, and dungeondraft-battlemap skills are bundled — no separate install). - For the fastest path to value, let the conductor drive: just type "Let's build my campaign" (or "Vamos montar minha campanha"). It starts a campaign bible, runs the foundation interview first, then proposes the smallest next thing to build.
What you can do
| How to invoke | What it does | Reach for it when |
|---|---|---|
"Let's build my campaign" / "what should I build next?" / "continue my campaign" (skill rpg-campaign-conductor) |
Orchestrator. Creates or loads the campaign bible, runs the foundation first if there's no spine, then proposes the smallest just-in-time next thing, invokes the right creator skill (injecting your truth/tone/established names), records each artifact and its handoffs back into the bible, and loops — optionally spawning the reviewer. | You want to run the kit as a system: build end-to-end, resume an existing campaign, or ask "where do I start / what next". Not for a single named artifact. |
"Start a campaign" / "design my BBEG" / "help me plan my campaign" (skill rpg-campaign-foundation) |
Builds the campaign spine before any map: central antagonist and true motivation, 3-4 thematic pillars, an act structure, the central secret plus a "GM knows, players discover" bucket, escalating signs, a PF2e gods/planes/creatures stance, session-zero (Lines & Veils), and a downstream planning roadmap. | At the very top of a new campaign or arc, before any details. It is the head of the chain. |
"Create a region" / "build a kingdom/nation" (skill rpg-region-creator) |
Generates a region dossier in causal order: geography → peoples (PF2e ancestries) → religion → politics → factions → fauna/threats → points of interest → 5-7 hooks. Scales up to a nation, ends with off-stage handoff notes. | An arc needs the area it happens in, or a concept obviously needs a region or nation. Not for a single city/faction/location. |
"Create a city" / "detail this town" (skill rpg-city-creator) |
Generates a city dossier situation-first and faction-first: one central dramatic question, a web of 2-4 orthogonal factions, a named cast of 4-6 NPCs, the situation greeting the PCs on arrival, a light district spine, urban threats, and 5-7 hooks. Not a gazetteer. | The party will spend time in a town, or you want to flesh out a settlement named in a region dossier. |
"Create a faction" / "build the cult" (skill rpg-faction-creator) |
Deepens ONE organization into a dynamic agent: drive/ideology, a plan in motion right now, grim portents / a progress clock toward an impending doom, a leader with a voice, an internal fracture the PCs can exploit, secrets, and an escalation/reaction ladder. | A faction named in a region or city dossier needs to become a force the PCs can join, oppose, exploit, or get crushed by. |
"Map a dungeon" / "make a lair for the cult" / "map a haunted manor" (skill rpg-location-creator) |
Builds a location dossier — the bounded space the PCs enter: premise + ecology first (always "why hasn't anyone cleared it yet?"), a fantastic feature, a non-linear keyed map with five-room pacing, inhabitants and hazards from the PF2e bestiary, treasure and secrets, a dynamic element, and hooks. | The party is about to enter a specific site named in a region, city, or faction dossier. |
"Create an NPC" / "build a villain" / "flesh out this character" (skill rpg-npc-creator) |
Builds a deep, system-agnostic NPC: a layered backstory, at least one genuine contradiction, a specific want-vs-need motivation, a performable voice/mannerism, relationships, and 2-4 story hooks. Co-creation-first (it interviews you), with a quick conversational mode for mid-session improv and a full character-sheet file as output. | A character named anywhere in the kit needs depth — an antagonist, quest-giver, faction leader, rival — or you want a standalone NPC. It's the receiver for every other skill's NPC handoffs. |
"Create an artifact" / "design a relic" / "make a cursed sword" / "build the McGuffin" (skill rpg-artifact-creator) |
Deepens ONE legendary object into a system-agnostic narrative node: provenance (and the price paid to make it), what it wants, who is already hunting it, what its arrival unlocks, an evocative gift, and a staged price (corruption stages with a sensory tell) escalating toward the object's will, plus how it enters and can leave play, a visual description, and an optional art-generator prompt. Co-creation-first; story/will/cost, not stat blocks. | A relic, cursed item, or McGuffin the plot turns on — named in a faction/location/foundation dossier or standalone. It's the receiver for every skill's named-object handoffs. |
"Art prompt for this NPC/place" / "montar a identidade visual da campanha" / "a token/portrait/scene prompt" / "the faction's emblem" (skill rpg-art-director) |
System-agnostic, two modes. (A) Builds a campaign visual style bible (medium, palette, lighting, era, motifs) — the visual analogue of the tone spectrum — so every image shares a look. (B) Extracts the visual DNA already in an entity's description (an NPC's tell, a place's fantastic feature, a faction's markers, an item's material) and renders ready-to-paste prompts, multi-target and SDXL-first (Midjourney / Flux / DALL·E on request), with the right framing and aspect ratio per use. Emits prompts only — generation is a documented manual step; hands off token art to rpg-actor-forge and handouts to rpg-journal-forge. |
You want art for a node, or a coherent campaign look. It's the receiver for every node's art handoffs. Not for designing relics (that's the artifact creator). |
"Battlemap prompt for this tavern" / "gera o mapa no Dungeondraft" / "make the layout make sense" (skills rpg-map-architect · rpg-dungeondraft-battlemap) |
Two siblings for tactical maps. rpg-map-architect designs a spatially-assertive top-down image prompt (functional zones placed where they make sense) for a strong image model → a painted PNG. rpg-dungeondraft-battlemap builds an editable .dungeondraft_map file via a Python toolkit → opened in Dungeondraft, hand-tuned, exported to .dd2vtt (vision walls + lights) for the VTT. Both emit the map artifact and hand off; neither builds the Foundry scene. |
You want a battlemap whose layout actually works — a prompt to paint (map-architect) or an editable file with walls/lighting (dungeondraft-battlemap). |
"Soundtrack for this scene" / "trilha da cripta/taverna" / "montar a identidade sonora da campanha" / "music for the boss fight" (skill rpg-sound-director) |
System-agnostic, two modes, the audio twin of rpg-art-director. (A) Builds a campaign audio style bible (instrumentation, mood, tempo, era/material sound, sonic motifs) — the sonic analogue of the tone spectrum — so every scene shares a sound. (B) Extracts a scene/local/encounter's audio DNA (a place's feel, an encounter's threat, an NPC's warmth/menace) and renders a provider-neutral music prompt, Stable Audio Open–first (local/gen-music.py) with Suno for sung scenes, plus a soundtrack manifest. Instrumental by default; vocals only for a diegetic bard/singer. Emits prompts only — generation is a manual step; binding to Foundry is rpg-soundscape-forge. |
You want a soundtrack for a scene/place/encounter, or a coherent campaign sound. It's the receiver for every node's audio handoffs. Not for binding audio in Foundry (that's the forge). |
"Map the clues" / "build a mystery" / "apply the three clue rule" (skill rpg-clue-mapper) |
Builds the clue map using the Three Clue Rule and node-based design: for every revelation, places at least 3 independent clues across the locations, NPCs, factions, and events already built, connects them with leads, adds proactive backstops, and produces a GM run-sheet. Maps information flow, not new fiction. | After the foundation and world exist, to wire an investigation so it can't grind to a halt on a missed roll. |
"Review my campaign" (agent rpg-campaign-reviewer) |
Non-interactive auditor. Reads the bible first as source of truth, then reads every artifact and reports cross-artifact inconsistencies — central-truth breaks, tone drift, contradictory proper names, off-palette PF2e canon, ?ID= AoN links, dangling handoffs, leftover placeholders, and clue-map single-points-of-failure — each tagged Blocker / Should-fix / Nit with a concrete fix, plus a ready-to-build list. It audits and reports; it never edits. |
At review checkpoints: before a session, after building several artifacts, or whenever you want to catch drift. The conductor offers to spawn it; you can also request it directly. |
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 76 lines · 39 tokens per session scan A 46acb53802ee
rpg-loremaster-help is a command published in the GitHub repository vstrapasson/rpg-marketplace (2 stars, last pushed 1mo ago), licensed MIT. It adds 39 tokens to every session and 4,299 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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