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-scene-forgegit 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-scene-forge)<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-scene-forge"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-scene-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.
<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-scene-forge"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-scene-forge.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 | $0.00152 | $0.00795 |
| Opus 5 | $0.00076 | $0.00398 |
| Sonnet 5 | $0.00030 | $0.00159 |
| Haiku 4.5 | $0.00015 | $0.00080 |
Grade A, and why
rpg-scene-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.
How it starts
The opening of the file, as written. The whole thing — 24 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RPG Scene Forge — locations → Foundry scenes + lighting
What this skill is for
Turn each tactical local — one that is an encontro.location (the resolver lists these as tacticalLocals) — into a Foundry scene that's lit for play. You do not author the place — its description is the vault note's body. You realize it: find or make the scene, light it, record the id. Narrative locals (no encounter — narrativeLocals) are NOT your job: rpg-journal-forge turns them into image handouts; only link a pre-existing gridless backdrop if the user made one (see references/scene-policy.md). Never generate-map a narrative local.
Workflow
- Prefer existing.
list-scenesand match by the local's name (and aliases). If a scene matches, link it (recordsource: linked) — do not regenerate. - Generate only if missing, with confirmation.
generate-mapis async and uses local ComfyUI (slow, a real compute job). Ask before spending one. Build the prompt from the local's body + the campaign tone (judgment — seereferences/scene-policy.md). Callgenerate-map(prompt, scene_name, size, grid_size), record thejobIdin the manifest, then pollcheck-map-status(jobId)until complete. The module sets the background automatically (patched for v14). - Light it. Pick a mood (bright/dim/dark/pitch) from tone + place kind;
foundry-args.suggestMoodgives a default,lightingForMoodgives the numbers; apply withset-scene-lighting(darkness, globalLight, tokenVision). Seereferences/lighting-and-geometry.md. - Walls = human's job. Do NOT auto-trace walls on painted/organic maps (they float and look wrong — hard-won verdict). Only
create-wallsfor simple, known, grid-aligned geometry the user explicitly asks for. Recordwalls: skipped. - Serialize. All writes to ONE scene happen as a single sequential batch — never parallel (the 2nd write silently no-ops).
- Return
{ sceneId, source, lit }to the conductor for the manifest. (Binding a soundtrack to this scene's Ambience is a downstream step owned byrpg-soundscape-forge, which consumes thissceneId— not your job here.)
What ships with it
2 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 · 24 lines · 152 tokens per session scan A 3dbe5d971437
rpg-scene-forge is a skill published in the GitHub repository vstrapasson/rpg-marketplace (2 stars, last pushed 1mo ago), licensed MIT. It adds 152 tokens to every session and 795 once invoked, about $0.0008 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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