From ttrpg-creation
Create complete, publication-ready TTRPG scenarios for D&D 5e (2024 rules) following professional magazine standards (Casus Belli style). Generates structured adventures with dynamic timelines, node-based structure, three-clue redundancy, standardized scene formatting, read-aloud text, flash-method NPCs, maps with numbered legends, handouts, and GM guidance boxes. Produces 4-6 hour sessions with clear victory/failure conditions and sequel hooks. Use when creating one-shots, adventure modules, or scenario outlines for campaigns. Integrates with npc-creator, faction-creator, and settlement-toolkit-creator skills.
How this skill is triggered — by the user, by Claude, or both
Slash command
/ttrpg-creation:scenario-writerThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Create professional, publication-ready TTRPG scenarios following magazine standards. Output is structured Markdown optimized for D&D 5e (2024 rules).
Create professional, publication-ready TTRPG scenarios following magazine standards. Output is structured Markdown optimized for D&D 5e (2024 rules).
A complete scenario contains:
# Title
*Evocative subtitle*
## Adventure Card (technical specs)
## En Bref (GM-only 10-line summary)
## Synopsis (atmospheric overview)
## Dynamic Timeline (J-3 to J+3)
## Three-Act Structure
### Act 1: Setup (~25%)
### Act 2: Confrontation (~50%)
### Act 3: Resolution (~25%)
## Key NPCs (flash profiles)
## Key Locations (reference table)
## Major Encounters (encounter table)
## Flowchart (Mermaid diagram)
## GM Prep Checklist
## Running Notes (atmosphere, themes, pacing)
## Handouts (player-facing documents)
## Technical Appendix (stats, treasure, XP, consequences)
For every crucial piece of information needed to advance the plot, provide three different ways to obtain it:
This prevents game-blocking failed rolls.
Avoid linear scene progression (A → B → C). Instead:
Define what happens if the PCs don't intervene:
## Dynamic Timeline
**J-3 (Three nights ago)**: Bishop Morvaine visits the House of Red Vows,
confesses to making a deal with the entity. Cirelle hears the confession,
realizes its implications, flees in terror.
**J-2**: Cirelle reaches Echo's apartment, shares what she heard. Echo helps
her hide but doesn't know where she goes next. Bishop Morvaine realizes
Cirelle heard too much, begins searching for her.
**J-1**: Rumors spread through the Quarter about a "whispered confession."
Multiple factions become aware that Cirelle knows something dangerous.
The Shadow (entity-touched assassin) is dispatched to silence her.
**J+0 (Adventure starts)**: PCs arrive in the Pleasure Quarter. Madame
Lirael approaches them, seeking help to find Cirelle before it's too late.
**J+1 (If PCs don't intervene)**: The Shadow locates Cirelle. She's
silenced permanently. The secret remains hidden.
**J+2 (If PCs don't intervene)**: The entity's awakening accelerates.
Church power structure begins to shift.
**J+3 (If PCs don't intervene)**: The truth is lost forever. The
conspiracy deepens. Velnaris's balance shifts toward chaos.
This creates urgency and allows consequences for inaction.
Accept input in any format:
Clarify if not specified:
Write a 10-line GM-only summary covering:
Map events from backstory through potential futures:
Create 3-5 major nodes (locations/scenes) with:
# [SCENARIO TITLE]
*[Evocative subtitle]*
| Element | Details |
|---------|---------|
| **System** | D&D 5e (2024) |
| **Level** | [X-Y] |
| **Duration** | [X] hours |
| **Type** | [Investigation / Dungeon / Social / Hybrid] |
| **Setting** | [Location/World] |
| **Tone** | [Heroic / Dark / Mystery / etc.] |
| **Hook** | [One-sentence premise for players] |
The En Bref appears immediately after the Adventure Card. It tells the GM everything in a structured format:
> **📋 En Bref**
>
> [Who] is doing [what] in [where] because [why]. The PCs get involved
> when [inciting incident]. They'll need to [main objective] while
> dealing with [main obstacle/antagonist].
>
> **Le twist**: [The complication that makes this interesting]
>
> **Victoire**: [What success looks like]
> **Échec**: [What failure looks like]
Example:
> **📋 En Bref**
>
> Bishop Morvaine confessed to making a deal with the entity beneath
> Velnaris, offering to help it awaken in exchange for power. Cirelle
> Noar, a Confessor's Companion at the House of Red Vows, heard this
> confession three nights ago and fled in terror. She's now in hiding
> somewhere in the city, carrying a truth that could destroy the Church.
>
> The PCs get involved when Madame Lirael approaches them, seeking help
> to find Cirelle before she's silenced permanently. They'll need to
> navigate the Quarter's information economy, locate Cirelle, and decide
> whether to expose the truth or protect the secret.
>
> **Le twist**: The confession implicates others beyond Morvaine—names
> Cirelle didn't write down but remembers. Multiple factions want her
> silenced for different reasons.
>
> **Victoire**: Cirelle is found and protected. The party makes an
> informed choice about the truth.
> **Échec**: Cirelle is silenced permanently. The conspiracy continues.
> The party becomes marked as loose ends.
Each scene follows a standardized micro-structure (see references/scene-templates.md):
Scene Header:
## Scene [N]: [Evocative Title]
Read-Aloud Box (3-5 lines, sensory, not factual):
> *The tavern's low ceiling traps pipe smoke in lazy spirals above
> scarred wooden tables. Firelight catches the foam of half-empty
> tankards, and somewhere in the back, dice clatter against a
> copper cup.*
GM Section:
Skill Check Table (essential for usability):
| Check | DC | Success | Failure |
|-------|-----|---------|---------|
| Persuasion (witness) | 12 | Learn Cirelle's direction | Witness is vague |
| Investigation (chamber) | 14 | Find hidden letter | Letter remains hidden |
| Insight (NPC) | 12 | Realize NPC is lying | NPC seems trustworthy |
Key principle: Failure should complicate, not block. Every failed check should have a consequence that adds tension without stopping progress.
Rewards: What PCs gain, which scenes become available
For scenario NPCs, use condensed profiles (see references/npc-flash-method.md):
### [Name], [Role]
**Appearance**: [One striking visual detail]
**Manner**: [One behavioral trait for roleplay]
**Secret/Motivation**: [What drives them]
**Stats**: [Simple reference: "Guard Captain stats, MM p.X" or inline: (AC 15, HP 32, +5 attack)]
For major NPCs requiring full development, invoke the npc-creator skill.
Maps:
Handouts:
#### Handout: The Threatening Letter
*A crumpled parchment, expensive paper, seal broken*
> Your silence has been noted, and found wanting. The next delivery
> will not be coin. Sinners' Alley. Moonrise. Come alone.
>
> — V.
Include "Casus Belli markers" (see references/casus-markers.md):
Ambiance Box:
> **🎭 Ambiance**
> Play this scene in hushed tones. The NPC is terrified—have them
> glance at the door frequently. Background: distant thunder or
> creaking floorboards.
Adaptation Box (for non-D&D systems):
> **🔄 Adaptation**
> *Call of Cthulhu*: Replace the cultists with Deep One hybrids.
> The final confrontation becomes a sanity-testing ritual witness
> rather than combat.
Tactical Box (for combat):
> **⚔️ Tactics**
> The bandits fight dirty: one grapples while others flank. They
> flee at 50% casualties. The leader has a hidden dagger for
> last-resort attacks.
Branching Endings (not just success/failure):
Design 3-4 distinct endings based on player choices, not just success/failure:
**Ending A: The Truth Exposed** (If players reveal the conspiracy)
They expose Bishop Morvaine's conspiracy. The city fractures. The Church
splinters. Cirelle survives but becomes a target. The party gains powerful
enemies—and powerful allies.
*Consequence*: The city's balance shifts. Corruption spreads. But truth
is served. The question becomes: was it worth it?
**Ending B: The Secret Protected** (If players hide the truth)
They help Cirelle escape. The city's fragile stability is preserved.
Bishop Morvaine remains in power. The conspiracy continues.
*Consequence*: The city remains stable. But the entity's influence grows
unchecked. The party carries the weight of complicity.
**Ending C: The Compromise** (If players negotiate)
They arrange a deal—Cirelle keeps the secret in exchange for protection.
Bishop Morvaine is blackmailed into changing behavior without exposure.
*Consequence*: Balance is maintained. But everyone involved is compromised.
The question becomes: are they any better than those they're fighting?
**Ending D: Failure State** (If Cirelle is captured or killed)
They arrive too late. Cirelle is silenced. The party knows the truth but
cannot prove it. Powerful forces now see them as loose ends.
*Consequence*: The conspiracy continues. The party is marked. They must
decide whether to continue fighting or flee.
Sequel Hooks: Each ending should plant seeds for future adventures:
Flowchart (Mermaid format for node visualization):
```mermaid
flowchart TD
START([Arrival]) --> A1[Scene 1: Setup]
A1 --> A2[Scene 2: Investigation]
A2 --> B1{Choose Path}
B1 --> B2[Path A]
B1 --> B3[Path B]
B1 --> B4[Path C]
B2 --> C1[Convergence]
B3 --> C1
B4 --> C1
C1 --> D1{Final Choice}
D1 --> E1[Ending A]
D1 --> E2[Ending B]
D1 --> E3[Ending C]
D1 --> E4[Ending D]
**Key Location Table:**
```markdown
| Location | Purpose |
|----------|---------|
| **House of Red Vows** | Investigation starting point, sanctuary rules |
| **Iron Rose Tavern** | Neutral ground, information gathering |
| **Cathedral District** | Antagonist's domain, potential confrontation |
Major Encounters Table:
| Encounter | Type | Difficulty |
|-----------|------|------------|
| Information Gathering | Social | Easy-Medium |
| Confronting the Witness | Social/Investigation | Medium |
| Final Confrontation | Social + Optional Combat | Medium-Hard |
GM Prep Checklist:
- [ ] Review setting materials
- [ ] Prepare safety tools for mature content (if applicable)
- [ ] Prepare handouts
- [ ] Decide variable locations based on player choices
- [ ] Review NPC motivations and secrets
- [ ] Prepare consequences for each ending path
Monster/NPC Stats:
Treasure:
Maps:
Invoke for major NPCs requiring:
Invoke when scenario involves:
Invoke when scenario requires:
Deliver as structured Markdown with:
Before delivering, verify:
references/scene-templates.md: Complete scene micro-structure with examples for different scene types (investigation, combat, social, exploration)references/npc-flash-method.md: Quick NPC creation for scenario-scale characters, with examples by archetypereferences/casus-markers.md: GM guidance box templates (En Bref, Ambiance, Adaptation, Tactics) with formatting standardsLoad references when:
npx claudepluginhub camauger/ludomancien-skills --plugin ttrpg-creationCreates, edits, and optimizes skills for Claude Code, including drafting, evaluating with test prompts, iterating on performance, and improving skill descriptions for better triggering accuracy.