rpg-scene-forge

rpg-scene-forge is a skill for Claude Code from vstrapasson/rpg-marketplace. It costs 152 tokens per session (795 once invoked), scanned A, original, MIT.

A tool that turns tactical locations from campaign notes into Foundry Virtual Tabletop scenes with lighting suited to the place. It links an existing scene when possible and asks before generating a new battle map.

In plain words
What is it for?
Use it to find or create encounter scenes, set darkness and visibility, place the scene in the campaign build, and record which scene was used.
Why use it?
It removes repetitive scene setup while protecting existing maps and avoiding unwanted image-generation jobs. It keeps story-only locations separate from places where encounters happen.

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 Use it to find or create encounter scenes, set darkness and visibility, place the scene in the campaign build, and record which scene was used.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/vstrapasson/rpg-marketplace/rpg-scene-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-scene-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-scene-forge

README.md
[![agentmods](https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-scene-forge/github.svg)](https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-scene-forge)
Your own site
<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.

agentmods 80×15 button for rpg-scene-forge

Your own site · 80×15
<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>
Per session 152 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 795 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 $0.00152 $0.00795
Opus 5 $0.00076 $0.00398
Sonnet 5 $0.00030 $0.00159
Haiku 4.5 $0.00015 $0.00080

Measured 11d ago against content hash 3dbe5d971437, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

plugins/rpg-foundry-forge/skills/rpg-scene-forge/SKILL.md · 24 lines

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

  1. Prefer existing. list-scenes and match by the local's name (and aliases). If a scene matches, link it (record source: linked) — do not regenerate.
  2. Generate only if missing, with confirmation. generate-map is 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 — see references/scene-policy.md). Call generate-map(prompt, scene_name, size, grid_size), record the jobId in the manifest, then poll check-map-status(jobId) until complete. The module sets the background automatically (patched for v14).
  3. Light it. Pick a mood (bright/dim/dark/pitch) from tone + place kind; foundry-args.suggestMood gives a default, lightingForMood gives the numbers; apply with set-scene-lighting(darkness, globalLight, tokenVision). See references/lighting-and-geometry.md.
  4. Walls = human's job. Do NOT auto-trace walls on painted/organic maps (they float and look wrong — hard-won verdict). Only create-walls for simple, known, grid-aligned geometry the user explicitly asks for. Record walls: skipped.
  5. Serialize. All writes to ONE scene happen as a single sequential batch — never parallel (the 2nd write silently no-ops).
  6. Return { sceneId, source, lit } to the conductor for the manifest. (Binding a soundtrack to this scene's Ambience is a downstream step owned by rpg-soundscape-forge, which consumes this sceneId — not your job here.)

Read the full file on GitHub · 24 lines

Files

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.

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 · 24 lines · 152 tokens per session scan A 3dbe5d971437

Subscribe to this mod's changes

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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