prep-dungeon

Generates D&D dungeon sites through a four-phase pipeline with DM review gates.

Updated May 29, 2026
One-click install
npx skills add https://github.com/Thedougler/shattered-sea-wiki --skill prep-dungeon-thedougler
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: prep-dungeon
Source: https://github.com/Thedougler/shattered-sea-wiki/tree/main/.claude/skills/prep-dungeon
Command: npx skills add https://github.com/Thedougler/shattered-sea-wiki --skill prep-dungeon-thedougler

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

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.

Frequently Asked Questions about prep-dungeon

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design a D&D dungeon with an AI assistant?▼

Trigger the skill with a phrase like "design a dungeon" or "build a lair for [creature]". It interviews you about the site's purpose, occupants, and PC connection, then generates the dungeon in four phases with your review between each.

What is the four-phase dungeon generation pipeline?▼

Phase 1 builds architecture (conflict, factions, room list) with no prose. Phase 2 adds NPCs and encounters. Phase 3 creates the map key and topology. Phase 4 writes keyed rooms in OSE point-first format. Each phase requires DM confirmation before advancing.

How does the Three Clue Rule work in dungeon design?▼

When the dungeon has a hidden conclusion, the skill identifies three distinct, mechanically discoverable clues and assigns each to a different room. At least two clues must be reachable without combat, and two clues in one room counts as a structural failure.

Can the dungeon generator create custom monsters or magic items?▼

It never invents stat blocks or homebrew mechanics inline. Creature stats are looked up or routed to the prep-creature skill, encounters route to prep-encounter, and homebrew items route to prep-hb-item with a DM review gate.

What is the chokepoint test for dungeon maps?▼

Remove the entrance, then check whether removing any single room disconnects the map. If so, that room is a chokepoint forcing linear play, and the design must add an alternate connection. An exception applies when the chokepoint itself is the encounter with multiple approaches.

Where are generated dungeons saved in the campaign wiki?▼

Dungeons are filed to wiki/entities/places/dungeons/slug.md with frontmatter including verb, unstable_condition, rooms, cr_range, and topology. The skill also updates the wiki index, verifies wikilinks resolve, and adds faction clock entries to hot.md when relevant.