rpg-loremaster-help

rpg-loremaster-help is a command for Claude Code from vstrapasson/rpg-marketplace. It costs 39 tokens per session (4,299 once invoked), scanned A, original, MIT.

A guided toolkit for building a coherent dark-leaning Pathfinder 2e campaign. It develops the campaign premise, regions, cities, factions, locations, and clues while keeping them connected in a shared campaign record.

In plain words
What is it for?
Use it to create campaign foundations, places, groups, secrets, and clue maps, then sequence the work and check the campaign for inconsistencies.
Why use it?
It reduces contradictions and prevents mysteries from depending on one missed clue or one isolated note. It lets the game master develop only the parts needed for the next session and review the whole campaign for problems.

Command for Claude Code

Written for Claude Code: Claude Code plugin machinery.

Part of the rpg-loremaster plugin — 12 skills, 1 command, 1 agent shipped together

Good fit Use it to create campaign foundations, places, groups, secrets, and clue maps, then sequence the work and check the campaign for inconsistencies.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/vstrapasson/rpg-marketplace/rpg-loremaster-help
Install

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.

Clone the repo
git clone --depth 1 https://github.com/vstrapasson/rpg-marketplace

Made for: Claude Code.

Or install rpg-loremaster, the plugin that ships this one along with the rest of its 12 skills, 1 command, 1 agent.

Wrote 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.

agentmods badge for rpg-loremaster-help

README.md
[![agentmods](https://agentmods.dev/badge/commands/vstrapasson/rpg-marketplace/rpg-loremaster-help/github.svg)](https://agentmods.dev/commands/vstrapasson/rpg-marketplace/rpg-loremaster-help)
Your own site
<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.

agentmods 80×15 button for rpg-loremaster-help

Your own site · 80×15
<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>
Per session 39 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 4,299 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 9d ago against content hash 46acb53802ee, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

plugins/rpg-loremaster/commands/rpg-loremaster-help.md · 76 lines

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

  1. 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.
  2. 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).
  3. 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.

Read the full file on GitHub · 76 lines

Changes

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.

  1. 9d ago First seen · 76 lines · 39 tokens per session scan A 46acb53802ee

Subscribe to this mod's changes

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.