rpg-encounter-forge

rpg-encounter-forge is a skill for Claude Code from vstrapasson/rpg-marketplace. It costs 132 tokens per session (554 once invoked), scanned A, original, MIT.

A skill for turning a Foundry Virtual Tabletop encounter into a ready-to-run Pathfinder 2e combat. Foundry VTT is software for running tabletop RPG sessions, and the process combines a location, enemy creatures, hostile tokens, lighting, and treasure.

In plain words
What is it for?
Preparing a Foundry combat from an encounter, choosing creatures according to party level and threat, placing them in a scene, setting them hostile, and adding treasure as world items.
Why use it?
It brings the parts of an encounter together in Foundry so the combat scene does not have to be prepared manually piece by piece.

Skill for Claude Code

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

Part of the rpg-foundry-forge plugin — 9 skills, 4 commands, 3 agents shipped together

Good fit Preparing a Foundry combat from an encounter, choosing creatures according to party level and threat, placing them in a scene, setting them hostile, and adding treasure as world items.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/vstrapasson/rpg-marketplace/rpg-encounter-forge
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-encounter-forge
Clone the repo
git clone --depth 1 https://github.com/vstrapasson/rpg-marketplace

Made for: Claude Code.

Or install rpg-foundry-forge, the plugin that ships this one along with the rest of its 9 skills, 4 commands, 3 agents.

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-encounter-forge

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-encounter-forge"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-encounter-forge.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 132 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 554 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 $0.00132 $0.00554
Opus 5 $0.00066 $0.00277
Sonnet 5 $0.00026 $0.00111
Haiku 4.5 $0.00013 $0.00055

Measured 11d ago against content hash 7719d19e6829, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

rpg-encounter-forge 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-foundry-forge/skills/rpg-encounter-forge/SKILL.md · 19 lines

What it actually says

RPG Encounter Forge — assemble a runnable combat

What this skill is for

An encontro is the one entity that fuses a scene + creatures-by-threat + treasure into a single combat. This skill assembles it end-to-end, reusing the scene and actor compilers but driven by the encounter's combat budget.

Workflow

  1. Scene. Resolve encontro.location → ensure its scene (delegate to rpg-scene-forge: prefer existing, else generate-under-confirmation) and apply combat-appropriate lighting (usually dark for a crypt). Record sceneId.
  2. Creatures. For each inimigo in creatures, match a compendium creature WEIGHTED by encontro.party_level + threat (trivial..extreme nudges level): list-creatures-by-criteria(level: …) then pick (reuse rpg-actor-forge's references/enemy-matching.md). create-actor-from-compendium with addToScene:true + placement (coords from placementGrid on the scene dims), then update-token disposition -1 hostile. Honor party_size for scaling counts/quantity if the encounter implies it.
  3. Treasure. For each item in treasure, manage-world-items(action:"create", items:[{name, type}]) (type is judgment); optionally add-to-actor to a creature. Record itemIds.
  4. Serialize all token placement/updates on the encounter scene — one at a time (the parallel-write race).
  5. Return { sceneId, actorIds, tokenIds, itemIds, status:"built" }. Flag any unmatched creature in the manifest openDecisions.

See references/encounter-assembly.md. (Disposition/placement rules are duplicated from rpg-actor-forge by design — this skill is self-contained.)

Files

What ships with it

1 file 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 · 19 lines · 132 tokens per session scan A 7719d19e6829

Subscribe to this mod's changes

rpg-encounter-forge is a skill published in the GitHub repository vstrapasson/rpg-marketplace (2 stars, last pushed 1mo ago), licensed MIT. It adds 132 tokens to every session and 554 once invoked, about $0.0007 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