What problem does it solve? Designing a coherent, non-linear dungeon for a tabletop RPG session is slow and error-prone: rooms contradict each other, NPCs sit idle, chokepoints force linear play, and clues get buried. This Skill structures dungeon creation into constrained phases so the output is internally consistent, tactically interesting, and tied to the campaign's current state. ## Core Features & Use Cases - Four-Phase Generation Pipeline: Architecture (structure only) → Entities (NPCs and encounters) → Spatial Logic (map key and topology) → Micro-Detail (keyed rooms), with DM review between phases. - Campaign Integration: Reads wiki/hot.md and the party combat primer before generating, requires a PC connection, and files the result into the Obsidian vault with verified wikilinks and index updates. - Quality Standards Built In: Three Clue Rule audit, chokepoint test, Bryce Lynch interactivity criteria, OSE point-first room keying, and an anti-slop prose pass. - Use Case: Ask the agent to build a smuggler hideout for tonight's session; it interviews you about the site, drafts the skeleton, populates proactive NPCs, maps a loop topology, and writes keyed rooms with read-aloud text ready to run at the table. ## Quick Start Ask the agent to design a dungeon for your next session, for example by saying "build a lair for the reef stalkers near the sunken temple" and answering its interview questions.