fvtt-mcp-molten5e: Skill for Claude Code

.claude/skills/scene-builder/SKILL.md

scene-builder is a skill for Claude Code from Txpple/fvtt-mcp-molten5e. It costs 189 tokens per session (4,605 once invoked), scanned A, original, MIT.

A Foundry VTT helper that turns a map image into a playable scene, including its size, grid, lighting, fog, weather, and mood. Foundry VTT is software for running tabletop role-playing games online.

In plain words
What is it for?
Use it to build a scene from a battle map, adjust day or night conditions, add weather and fog, or link maps through stairs, portals, and cave entrances.
Why use it?
It removes the manual work of importing a map and configuring the scene. It can also connect existing scenes with two-way or one-way teleporters.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is Txpple/fvtt-mcp-molten5e's own configuration. It tells Claude Code how to work on fvtt-mcp-molten5e itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything fvtt-mcp-molten5e configures →

Reuse

Borrowing it

Nothing to install: this file belongs to Txpple/fvtt-mcp-molten5e. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/Txpple/fvtt-mcp-molten5e/main/.claude/skills/scene-builder/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/Txpple/fvtt-mcp-molten5e

Made for: Claude Code.

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 scene-builder

README.md
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Your own site
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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 scene-builder

Your own site · 80×15
<a href="https://agentmods.dev/skills/txpple/fvtt-mcp-molten5e/scene-builder"><img src="https://agentmods.dev/badge/skills/txpple/fvtt-mcp-molten5e/scene-builder.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 189 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,605 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 $0.00189 $0.04605
Opus 5.5 $0.00076 $0.01842
Sonnet 5.5 $0.00038 $0.00921
Haiku 4.5 $0.00019 $0.00460

Measured 1mo ago against content hash 029c5a071885, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

scene-builder 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 1mo 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.

.claude/skills/scene-builder/SKILL.md · 248 lines

How it starts

The opening of the file, as written. The whole thing — 248 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Scene builder

A judgment layer over the scene tools — it maps "here's a map, make it playable" into the right create-scene / update-scene calls with sensible dnd5e defaults and a couple of confirmable mood choices. It adds NO new mechanics; the tools hold all correctness (v14 field paths, fog/grid enum mapping, weather validation against the live CONFIG.weatherEffects, playlist/journal name→id resolution, and auto-detecting scene dimensions from the image).

Tools used: create-scene, update-scene, list-scenes, list-assets, upload-asset, list-playlists, list-journals / search-journals. To build a new playlist or journal to attach, hand off to the playlist-builder / journal-builder skill — scene-builder wires the link onto the scene; those skills author the content.

Regions & teleporters (on an existing scene). To connect two maps — stairs, a cave mouth, a portal — use create-teleporter: give a center point (canvas px, via get-scene-dimensions for the padding math) on each scene and it drops a grid-snapped trigger at each end and cross-links them two-way (or twoWay:false for one-directional). Transitions ask before moving (DM-approved house pattern): the default confirm:true sets core v14's choice flag so the player gets a "Teleport / Do Not Teleport" popup instead of being yanked between maps — pass confirm:false ONLY for traps/plot teleports that should fire silently. The same default applies when wiring a teleportToken via add-region-behavior (system.choice defaults to true; set it false explicitly to opt out). Name the pads (fromName/toName) — never ship default "Region" labels. NOTE: list-regions cannot read choice back and no tool edits a behavior after creation — a wrong teleporter is fixed by delete-region + rebuild. For arbitrary regions/behaviors use create-region (raw v14 shapes + behaviors), and list-regions / update-region (rename, recolor, or the rect reshape/resize) / delete-region to tune them. (remap-teleporters is import-only — it relinks a scene-pack's own teleporters after a Tom Cartos import; those keep whatever choice the pack authored. The create-* tools are for authoring new ones.)

Areas that DO something (dnd5e 6.0). A region can carry the system's own behaviors — the map itself applies the rules, no macro:

  • dnd5e.applyActiveEffect — every token that ENTERS gets a copy of the named effects, and loses them on EXIT. create-region the shape (a rectangle / ellipse / polygon over the pool, the cloud, the altar), then add-region-behavior with effects: ["Poisoned"] — names come from the stock dnd5e.effects pack (every condition — Poisoned, Prone, Restrained, Blinded, Frightened, Invisible…; every damage Resistance / Immunity / Vulnerability; skill and ability Advantage / Disadvantage; Climb / Swim / Burrow Speed), or from an effect you authored on a world item with manage-effect (by name, or "Item name#Effect name"), or a premium spell's effect ("<Item uuid>#<effect>"). Filter with dispositions (["hostile"] = enemies only, e.g. consecrated ground that burns the undead: add creatureTypes: ["undead"]), sizes. Recipes: a poison pool → effects: ["Poisoned"]; brambles → effects: ["Restrained"]; a fog bank → effects: ["Blinded"]; a shrine → effects: ["Frightened Immunity"] for dispositions: ["friendly"]; lava has no "damage per turn" effect — that is executeMacro or a Battle Flow emanation, not this behavior.
  • dnd5e.difficultTerrain — terrainTypes: ["web" | "plants" | "ice" | "mud" | "sand" | "snow" | "rocks" | "slope" | "liquid"] (a creature that ignores that kind — a spider in webs — walks freely), magical: true for a spell's terrain, dispositions = who IGNORES it. Movement cost doubles while the token plans a path through it.
  • dnd5e.rotateArea — a turning platform / puzzle room: rotate: {positions: [0, 90, 180, 270], tiles: [...], walls: [...], lights: [...]} (ids from list-tiles / list-walls / list-lights, validated to exist) turns the listed placeables together around the region's first shape, stopping at the angles; direction (short / cw / ccw), timeMs. The DM triggers a turn from the region config (or a macro calling behavior.system.rotate()) — walking in does not turn it. Draw the region centred on the pivot.
  • Effects the behavior applies live in a compendium or on a world item — never on an actor; the tool refuses an actor's effect (it would be duplicated on entry and deleted on exit). Wrong behavior = delete-region + rebuild (no behavior editing).

Read the full file on GitHub · 248 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. 1mo ago Changed · +29 lines 029c5a071885
  2. 2mo ago Changed · +8 lines f228e1fe66ed
  3. 2mo ago First seen · 211 lines · 189 tokens per session scan A cb15a1c9d3d6

Subscribe to this mod's changes

scene-builder is a skill published in the GitHub repository Txpple/fvtt-mcp-molten5e (0 stars, last pushed 1mo ago), licensed MIT. It adds 189 tokens to every session and 4,605 once invoked, about $0.0008 per session on Opus 5.5. 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.

Related

scene-builder compared with skills from other repositories

scene-builder next to 6 skills from other repositories
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