rpg-soundscape-forge

rpg-soundscape-forge is a skill for Claude Code from vstrapasson/rpg-marketplace. It costs 150 tokens per session (1,176 once invoked), scanned A, original, MIT.

A tool that turns a prepared campaign soundtrack list into live audio in Foundry VTT. It creates playlists, connects them to scene ambience, and places one-shot ambient sound cues using audio files that already exist.

In plain words
What is it for?
Use it to read a soundtrack manifest, create scene playlists, start ambience when scenes activate, and place ambient sound effects at specified locations.
Why use it?
It removes the manual work of setting up music and ambient sounds for each scene. It also reports missing files or audio tools instead of inventing tracks.

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 read a soundtrack manifest, create scene playlists, start ambience when scenes activate, and place ambient sound effects at specified locations.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-soundscape-forge"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-soundscape-forge.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 150 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,176 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 $0.00150 $0.01176
Opus 5 $0.00075 $0.00588
Sonnet 5 $0.00030 $0.00235
Haiku 4.5 $0.00015 $0.00118

Measured 12d ago against content hash 0aca16023601, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

rpg-soundscape-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 12d 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-soundscape-forge/SKILL.md · 30 lines

How it starts

The opening of the file, as written. The whole thing — 30 lines — stays where its author put it; the contents beside it link to each section on GitHub.

RPG Soundscape Forge — soundtrack manifest → Foundry playlists + scene ambience

What this skill is for

Turn the campaign's soundtrack manifest (soundtrack-manifest-<slug>.md, authored by rpg-sound-director) into live Foundry audio. You do not choose the music or generate it — the manifest names the track, mood/function, file path, and how to bind it. You realize it: create the Playlist, bind it to the right scene's Ambience, place AmbientSound cues, record the ids. If audio files or the MCP audio tools are missing, you degrade and report — you never invent a track. This is the audio analogue of rpg-scene-forge.

Workflow

  1. Read the manifestsoundtrack-manifest-<slug>.md (vault/working root). Each row gives: scene/local, function, provider, expected filename, Data-relative path, loop, volume, bind-as (scene playlist | AmbientSound (one-shot)). This is the contract; you don't re-derive moods from prose.
  2. Confirm files are placed. The audio files must already be in the Foundry data dir at their Data-relative path (worlds/<world>/audio/<name>.ogg). There is no MCP file-stat tool — ask the GM to confirm the generated files are dropped in, or proceed and flag that a wrong/absent path yields a silent track. Never bind a remote URL.
  3. Resolve the scene. Match the manifest's scene/local name to a Foundry scene via list-scenes (when run standalone), or take the sceneId handed down by rpg-scene-forge (when run by the conductor, right after the scene is built). Surface any unmatched scene as a blocker — don't guess.
  4. Prefer existing. list-playlists and match by name before creating, so re-runs don't duplicate (idempotency — mirror scene-forge's link-existing rule).
  5. Create the playlist (for bind-as: scene playlist) — create-playlist({ name, mode, fade, sounds:[{ path, volume, loop, fade, channel }] }). Pass each track's channel (music/environment/interface) from the manifest's Channel column — for a layered simultaneous bed, split music vs ambience across channels so the GM gets independent live faders (references/soundscape-policy.md). One playlist per scene, or one campaign-ambience playlist with per-scene tracks (judgment — same reference).
  6. Bind to the sceneset-scene-playlist({ sceneId, playlistId, soundId? }). The scene's Ambience auto-plays the playlist on activation.
  7. Place one-shots (for bind-as: AmbientSound (one-shot)) — create-ambient-sound({ sounds:[{ path, x, y, radius, volume, repeat:false }] }) for a localized/triggered cue (a bard's song, a fountain, a reveal stinger). Placement coords are judgment.
  8. Serialize. All audio writes to ONE scene happen as a single sequential batch — never parallel (the 2nd write silently no-ops; the load-bearing forge rule).
  9. Approval-gate + record. Confirm the bind plan with the GM before writing (which playlist → which scene). Return { playlistId, soundIds, sceneBound } to the conductor for the build manifest.

Read the full file on GitHub · 30 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. 12d ago First seen · 30 lines · 150 tokens per session scan A 0aca16023601

Subscribe to this mod's changes

rpg-soundscape-forge is a skill published in the GitHub repository vstrapasson/rpg-marketplace (2 stars, last pushed 1mo ago), licensed MIT. It adds 150 tokens to every session and 1,176 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.

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