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-map-architectgit 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-map-architect)<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-map-architect"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-map-architect/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-map-architect"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-map-architect.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 | $0.00261 | $0.02632 |
| Opus 5 | $0.00130 | $0.01316 |
| Sonnet 5 | $0.00052 | $0.00526 |
| Haiku 4.5 | $0.00026 | $0.00263 |
Grade A, and why
rpg-map-architect 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 — 83 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RPG Map Architect (system-agnostic, dark-leaning by default)
What this skill is for
Turn a location into a top-down battlemap prompt that is spatially assertive — one that names the functional zones a place needs to actually work and places them where they make sense, so the generated map reads as a real working space, not a random scatter of furniture.
The worldbuilding skills describe what a place is and how it feels; the art-director renders illustration (portraits, establishing shots, emblems). This skill does the thing neither does: it designs the floorplan logic of a tactical map. A tavern isn't "tavern, wooden floor, barrels" — it's a serving bar (kegs and casks behind it), a common room of tables with room to walk, a kitchen behind the bar, a cellar, stairs to the rooms above, a hearth on an outside wall, an entrance. This skill knows that, and arranges it.
This skill is system-agnostic — it deals in function, zones, objects, and arrangement, never stat blocks or Archives of Nethys links. Like rpg-npc-creator, rpg-artifact-creator, rpg-art-director, and rpg-sound-director, it works for any system.
The default tone is dark-leaning (level 3 of 5) — the map's materials and lighting inherit the campaign's visual style; this skill does not reset it. It inherits the campaign-visual-style-<slug>.md bible authored by rpg-art-director, so maps share the campaign's palette, materials, and lighting.
The honest boundary — this skill writes prompts, not maps
Image generation is not callable from here. This skill emits one prompt and documents the path to realize it. It works for any strong instruction-following image model; the recommended default is nano banana (Gemini 2.5 Flash Image) — it follows explicit spatial instructions far better than SDXL, and it edits conversationally, so a misplaced zone is a one-line fix ("move the bar to the north wall", "remove the round pits", "add a storeroom in the SE corner"). The GM pastes the prompt, refines the layout in follow-ups, exports the PNG, and imports it into Foundry as a scene background. The skill never generates and never places the file — it says so plainly and hands off. See references/output-template.md → "Realizing the map."
What ships with it
4 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.
- 10d ago First seen · 83 lines · 0 tokens per session scan A 611c53482b1e
rpg-map-architect is a skill published in the GitHub repository vstrapasson/rpg-marketplace (2 stars, last pushed 1mo ago), licensed MIT. It adds 261 tokens to every session and 2,632 once invoked, about $0.0013 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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