nwn-mcp: Skill for Claude Code

.claude/skills/adventure-affordances/SKILL.md

adventure-affordances is a skill for Claude Code from Txpple/nwn-mcp. It costs 54 tokens per session (5,721 once invoked), scanned A, original, MIT.

A resource-building step for a Neverwinter Nights adventure. It reads the adventure plan and adds merchant shops, container loot, starting gold, and a starting-level adjustment to support the planned challenges.

In plain words
What is it for?
Use it to attach shops to NPCs, place helpful items in containers, give players starting gold, and adjust their starting level.
Why use it?
It removes the need to manually stock the world with useful supplies and connect shops to existing characters.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

This is Txpple/nwn-mcp's own configuration. It tells Claude Code how to work on nwn-mcp 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 nwn-mcp configures →

Reuse

Borrowing it

Nothing to install: this file belongs to Txpple/nwn-mcp. 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/nwn-mcp/master/.claude/skills/adventure-affordances/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/Txpple/nwn-mcp

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 adventure-affordances

README.md
[![agentmods](https://agentmods.dev/badge/skills/txpple/nwn-mcp/adventure-affordances/github.svg)](https://agentmods.dev/skills/txpple/nwn-mcp/adventure-affordances)
Your own site
<a href="https://agentmods.dev/skills/txpple/nwn-mcp/adventure-affordances"><img src="https://agentmods.dev/badge/skills/txpple/nwn-mcp/adventure-affordances/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 adventure-affordances

Your own site · 80×15
<a href="https://agentmods.dev/skills/txpple/nwn-mcp/adventure-affordances"><img src="https://agentmods.dev/badge/skills/txpple/nwn-mcp/adventure-affordances.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,721 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 $0.00054 $0.05721
Opus 5 $0.00027 $0.02861
Sonnet 5 $0.00011 $0.01144
Haiku 4.5 $0.00005 $0.00572

Measured 11d ago against content hash f06902df754c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

adventure-affordances 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 11d 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/adventure-affordances/SKILL.md · 513 lines

How it starts

The opening of the file, as written. The whole thing — 513 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Affordances

Sub-skill of /create-adventure. Reads all prior sections of adventure.md, then populates the module with items, stores, and resources that help the player address challenges. Merchant stores are attached to existing NPCs via dialog modification. Useful items are placed in containers. A module start script gives starting gold and adjusts player level. Downstream skill (/adventure-rewards) uses affordance data to balance quest XP and end-of-adventure rewards.

Prerequisites

  • adventure.md must exist in the MCP temp directory ($MCP_FOLDER_TEMP, defaults to $TEMP/nwn-mcp or /tmp/nwn-mcp) and contain completed ## Plot, ## Areas, ## Environment, ## Actors, ## Quests, and ## Challenges sections.
  • A module must be loaded. If none is loaded, call load_module using the module name from adventure.md.

Workflow

Fully autonomous. Make all decisions based on the plot document and spatial data — do NOT ask the user for input.


Pre-Check: Validate adventure.md

Read adventure.md from the MCP temp directory. Verify these sections exist and are non-empty:

  • ## Module
  • ## Plot
  • ## Areas
  • ## Environment
  • ## Actors
  • ## Quests
  • ## Challenges

If any required section is missing or contains no content below its heading: STOP. Output: "ERROR: adventure.md is missing required section [name]. The prerequisite skill has not run or failed. Cannot proceed."


Phase 1: Read Adventure Context

Read adventure.md. Extract from all sections:

From ## Plot:

  • Module metadata — target level, tone, duration
  • Loot & Economy — any items, gold, or economy notes in the plot outline
  • Key NPCs — who could be a merchant (innkeeper, shopkeeper, trader)

From ## Areas:

  • Resrefs — area identifiers for visualize_area calls
  • Transitions — area connectivity (safe areas get stores, dangerous areas get loot)

From ## Environment:

  • Containers — chests, crates, barrels, cabinets that can hold loot (look for placeables with HasInventory or container-type blueprints like plc_chest1, plc_chest2, nw_yourchest)
  • Existing placeables — all placed objects with tags and positions

Read the full file on GitHub · 513 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. 11d ago First seen · 513 lines · 54 tokens per session scan A f06902df754c

Subscribe to this mod's changes

adventure-affordances is a skill published in the GitHub repository Txpple/nwn-mcp (11 stars, last pushed 5mo ago), licensed MIT. It adds 54 tokens to every session and 5,721 once invoked, about $0.0003 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.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens