Campaign Architect
by pau valls
Turns a one-line idea into a complete playable campaign: canon bible, chapters, NPCs, monsters, quests, all linked.
I build skills for game masters. Not prompts — working tools. Each one encodes a method rather than a vibe. A canon file that stays law across a whole campaign, so a dead NPC stays dead in chapter 6. A chapter format a stranger could run tonight without asking you a single question. Monster maths that lands inside the challenge-rating band instead of guessing and hoping. Everything I ship runs on plain file tools: no server, no API key, no network. It behaves the same in Claude Code, Cursor, Codex CLI and OpenCode. The skills compose — the campaign architect writes the skeleton, and the chapter, monster, NPC and encounter skills fill it in — because they all read and write the same campaign folder.
by pau valls
Turns a one-line idea into a complete playable campaign: canon bible, chapters, NPCs, monsters, quests, all linked.
by pau valls
A dungeon master that narrates, rules consistently, hides information, and never breaks your canon.
by pau valls
Builds encounters that fit the budget: adjusted XP, terrain, alternate resolutions, and treasure that matches.
by pau valls
Builds NPCs with a voice, three secrets, and hooks that connect to your plot instead of floating free.
by pau valls
Writes adventure chapters at published fidelity: boxed text, areas with read-aloud text, DM sidebars, random tables, and a clean handoff.