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.
curl -O https://raw.githubusercontent.com/Txpple/nwn-mcp/master/.claude/skills/adventure-challenges/SKILL.mdgit clone --depth 1 https://github.com/Txpple/nwn-mcpWrote 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/skills/txpple/nwn-mcp/adventure-challenges)<a href="https://agentmods.dev/skills/txpple/nwn-mcp/adventure-challenges"><img src="https://agentmods.dev/badge/skills/txpple/nwn-mcp/adventure-challenges/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/skills/txpple/nwn-mcp/adventure-challenges"><img src="https://agentmods.dev/badge/skills/txpple/nwn-mcp/adventure-challenges.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 | $0.00061 | $0.08971 |
| Opus 5 | $0.00030 | $0.04485 |
| Sonnet 5 | $0.00012 | $0.01794 |
| Haiku 4.5 | $0.00006 | $0.00897 |
Grade A, and why
adventure-challenges scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 689 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Challenges
Sub-skill of /create-adventure. Reads all prior sections of adventure.md, then places hostile creatures with tactical combat roles and traps as a layer on top of existing content. All hostile creatures use faction 1 (Hostile). Creatures are selected by appearance (thematic fit), then independently given stats, classes, feats, spells, and equipment to create tactical diversity. Downstream skills (/adventure-affordances, /adventure-rewards) use challenge data to stock loot and assign XP.
Prerequisites
adventure.mdmust exist in the MCP temp directory ($MCP_FOLDER_TEMP, defaults to$TEMP/nwn-mcpor/tmp/nwn-mcp) and contain completed## Plot,## Areas,## Environment,## Actors, and## Questssections.- A module must be loaded. If none is loaded, call
load_moduleusing the module name fromadventure.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
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
- Antagonists — creature types, motivation, escalation pattern, territory
- Challenges — combat encounters, puzzles, hazards described in the plot
- Locations — which areas are safe (town/inn), which are dangerous (dungeon/forest)
From ## Areas:
- Resrefs — area identifiers for
visualize_areacalls - Dimensions — area size (affects creature count)
- Transitions — area connectivity (shapes difficulty escalation)
- Doors — chokepoints and guard positions
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.
- 10d ago First seen · 689 lines · 61 tokens per session scan A cab3aaab632a
adventure-challenges is a skill published in the GitHub repository Txpple/nwn-mcp (11 stars, last pushed 5mo ago), licensed MIT. It adds 61 tokens to every session and 8,971 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.
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.
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).
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…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.