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.
npx skills add vstrapasson/rpg-marketplace --skill rpg-clue-mappergit clone --depth 1 https://github.com/vstrapasson/rpg-marketplaceWrote 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/vstrapasson/rpg-marketplace/rpg-clue-mapper)<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.
<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>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 | $0.00218 | $0.03336 |
| Opus 5 | $0.00109 | $0.01668 |
| Sonnet 5 | $0.00044 | $0.00667 |
| Haiku 4.5 | $0.00022 | $0.00334 |
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.
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.
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.
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.
- 11d ago First seen · 130 lines · 218 tokens per session scan A 5be197e58eea
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.
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