rpg-clue-mapper

rpg-clue-mapper is a skill for Claude Code from vstrapasson/rpg-marketplace. It costs 218 tokens per session (3,336 once invoked), scanned A, original, MIT.

A tabletop role-playing game skill that maps the clues players need to uncover a mystery. It uses the Three Clue Rule, which gives players several independent ways to find each important fact.

In plain words
What is it for?
Use it to connect revelations to locations, characters, factions, and other campaign elements, creating a playable investigation path.
Why use it?
It prevents an investigation from stopping because players miss one clue or fail one roll.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

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

Good fit Use it to connect revelations to locations, characters, factions, and other campaign elements, creating a playable investigation path.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/vstrapasson/rpg-marketplace/rpg-clue-mapper
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.

Any agent
npx skills add vstrapasson/rpg-marketplace --skill rpg-clue-mapper
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-clue-mapper

README.md
[![agentmods](https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-clue-mapper/github.svg)](https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-clue-mapper)
Your own site
<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-clue-mapper"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-clue-mapper/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-clue-mapper

Your own site · 80×15
<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-clue-mapper"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-clue-mapper.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 218 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,336 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 $0.00218 $0.03336
Opus 5 $0.00109 $0.01668
Sonnet 5 $0.00044 $0.00667
Haiku 4.5 $0.00022 $0.00334

Measured 11d ago against content hash 5be197e58eea, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

rpg-clue-mapper 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.

plugins/rpg-loremaster/skills/rpg-clue-mapper/SKILL.md · 130 lines

How it starts

The opening of the file, as written. The whole thing — 130 lines — stays where its author put it; the contents beside it link to each section on GitHub.

RPG Clue Mapper (Pathfinder 2e kit — the investigation layer)

What this skill is for

Build a clue map (revelation list) — the connective web that turns a campaign's secrets into a playable investigation. For every truth the players are meant to uncover, this skill lays down at least three independent clues across the world you've already built, connects the pieces with leads, and guarantees the mystery can't dead-end on a single missed roll.

This is the investigation layer of the kit (the "clue map" / revelation list a campaign needs after its foundation and world exist). It consumes the outputs of the other skills: the revelations come from rpg-campaign-foundation's "GM knows, players discover" bucket; the nodes where clues live are the regions, cities, locations, factions, and NPCs from the other creators. It is the capstone that makes a mystery runnable.

The core idea — this skill maps information, not fiction

Every other skill in the kit generates a fictional thing (a region, a city, a faction, a location, a campaign spine). This one is different: it designs the flow of knowledge. Its bedrock is not geography or drama — it's the architecture of discovery. The frameworks are unanimous (Justin Alexander, The Alexandrian):

  • The Three Clue Rule: for each conclusion you want the PCs to reach, include at least three clues — because they will miss the first, ignore the second, and misinterpret the third. A mystery with one clue per conclusion is a trap that grinds to a halt.
  • Node-based design: the world is a set of nodes (places, people, things, events); clues point from node to node (leads) or to a conclusion (evidence). A robust scenario gives each key node ≥3 clues inside it and ≥3 leads pointing to it.
  • Proactive backstops: when the PCs stall, push a clue to them — a person walks in, a new incident happens, the antagonist moves. The investigation never depends on the players being Sherlock Holmes.

Read the full file on GitHub · 130 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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 · 130 lines · 218 tokens per session scan A 5be197e58eea

Subscribe to this mod's changes

rpg-clue-mapper is a skill published in the GitHub repository vstrapasson/rpg-marketplace (2 stars, last pushed 1mo ago), licensed MIT. It adds 218 tokens to every session and 3,336 once invoked, about $0.0011 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