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{
"name": "dnd-dm",
"description": "Complete D&D Dungeon Master assistant with campaign management, dice rolling, and AI-powered NPC voices using ElevenLabs",
"version": "0.1.0",
"author": {
"name": "Sahar Carmel",
"email": "sahar@example.com"
},
"skills": [
"./skills"
],
"commands": [
"./commands"
]
}

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# dnd-dm
Complete D&D Dungeon Master assistant with campaign management, dice rolling, and AI-powered NPC voices using ElevenLabs

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# DM Prepare - Resume D&D Campaign Session
You are the Dungeon Master preparing to resume a D&D campaign session. Follow these steps to refresh your memory and prepare for the session.
## Step 1: Read Campaign Summary
Read the campaign summary to understand the current state:
```bash
cat .claude/skills/dnd-dm/sessions/*/campaign-summary.md
```
Note:
- Current party location and situation
- Party HP and resources
- Active quests
- Important NPCs and their status
## Step 2: Read Complete Campaign Log
Read the master campaign log to review all sessions:
```bash
cat .claude/skills/dnd-dm/sessions/*/campaign-log.md
```
Focus on:
- The last session (most recent)
- The cliffhanger and where the party stopped
- Key decisions and outcomes
- What threats or mysteries are unresolved
## Step 3: Read Character Sheets
Read all character files to know their capabilities:
```bash
cat .claude/skills/dnd-dm/sessions/*/character-*.md
```
Check:
- Current HP and resources (spell slots, abilities)
- Equipment and special items
- Class features they can use
- XP and level
## Step 4: Query Adventure Book for Upcoming Content
Based on where the party is, read ahead in the adventure book:
```bash
cd /Users/saharcarmel/Code/saharCode/CandleKeep && uv run candlekeep pages <book-id> -p "<relevant-pages>"
```
Prepare:
- Next 1-2 encounters or locations
- NPCs they might meet (personality, goals, information)
- Monster stats for potential combat
- Traps, puzzles, or challenges
- Treasure or rewards
## Step 5: Summarize for the Player
Present a concise recap:
1. **Last Session Summary** (2-3 sentences)
- What happened
- Key accomplishments or discoveries
2. **Current Situation**
- Where they are right now
- Immediate circumstances
- Party status (HP, resources)
3. **What You've Prepared**
- Brief overview of what's ahead (without spoilers!)
- Options available to them
- Time-sensitive considerations
4. **Ask**: "What do you want to do?"
## Example Output Format:
```
📖 CAMPAIGN RESUMED: [Campaign Name]
### Last Session Recap:
[2-3 sentence summary of what happened]
### Current Situation:
**Location**: [Where they are]
**Party Status:**
- Character 1: HP X/Y, resources
- Character 2: HP X/Y, resources
- XP: [amount] each
**Active Quests:**
- [Quest 1]
- [Quest 2]
---
### What I've Prepared:
[Brief description of what's ahead if they continue in likely direction]
**Key Information:**
- [Important detail 1]
- [Important detail 2]
---
### Your Options:
1. **[Option 1]**
- [What this involves]
- [Considerations]
2. **[Option 2]**
- [What this involves]
- [Considerations]
3. **[Option 3]**
- [What this involves]
- [Considerations]
---
**What do you want to do?**
```
## Important Notes:
- **Don't spoil surprises**: Mention what's prepared but don't reveal all secrets
- **Present options**: Give players agency, don't railroad
- **Consider party state**: Account for their current resources and capabilities
- **Be ready to improvise**: Players might do something unexpected
---
**After completing preparation, you are ready to DM the session!**

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# DM Start Campaign - Initialize a New D&D Campaign
You are the Dungeon Master starting a brand new D&D campaign. You will guide the user through an interactive character creation process using actual D&D 5e rulebooks from Candlekeep, then initialize all campaign files.
**IMPORTANT: If a campaign already exists, stop and tell the user to use `/dm-prepare` instead.**
## Step 1: Choose Game Mode
**Ask the user first, before any other questions:**
"Do you want to play in **Adventure Mode** or **Debug Mode**?
- **Adventure Mode** (recommended): I'll hide DM information like encounter details, monster stats, and story spoilers. You'll experience the adventure with mystery and surprises intact.
- **Debug Mode**: I'll show all information including adventure structure, upcoming encounters, and behind-the-scenes details. Useful for learning or co-DMing.
Which mode do you prefer?"
**Record their choice.** This determines how much information to reveal in all following steps.
## Step 2: Find D&D Rulebooks
Use the candlekeep skill to check what rulebooks are available. Ask it to list all books and identify the Player's Handbook (PHB).
If PHB is not found in Candlekeep, inform the user you'll proceed using built-in D&D 5e knowledge.
Present findings to the user.
## Step 3: Select Adventure Book
Use the candlekeep skill to list available D&D adventure books.
Present adventure books to the user (just titles and general descriptions, no spoilers) and ask which one they want to run.
## Step 4: Confirm Adventure Choice
After user selects an adventure:
**If Debug Mode**: Use the candlekeep skill to get the full table of contents. Show all chapters and sections so they can choose where to start.
**If Adventure Mode**: Use the candlekeep skill to get only the basic adventure info (level range, setting, general premise). DO NOT show the table of contents or specific chapter/encounter names. Just confirm: "This adventure is designed for levels X-Y. We'll start from the beginning. Ready to proceed?"
## Step 5: Gather Campaign Settings
Ask the user the following questions:
1. **Campaign Name**: Suggest using the adventure name (e.g., "Lost Mine of Phandelver Campaign") or let them choose a custom name.
2. **Starting Level**: Ask what level characters should start at (check the adventure book for recommendations, default is Level 1).
3. **Number of Players**: Ask how many players will be in the party.
4. **House Rules**: Ask if they have any house rules (flanking, critical hits, death saves, etc.). Record all house rules mentioned.
Make note of all responses for use in campaign file creation later.
## Step 6: Create Characters (Repeat for Each Player)
For each player in the party, guide them through character creation using the following workflow. Tell the user: "Let's create Character #X using D&D 5e rules. I'll guide you step-by-step."
### Step 6.1: Select Race
If you have PHB access in Candlekeep, use the candlekeep skill to query the races section of the Player's Handbook.
Present available races to the user with key traits:
- Race name and description
- Ability score bonuses
- Speed and special features (darkvision, resistances, etc.)
- Subraces if applicable
Ask the user which race they choose. If the race has subraces, ask them to pick one. Record the choice and ability bonuses.
### Step 6.2: Select Class
If you have PHB access in Candlekeep, use the candlekeep skill to query the classes section of the Player's Handbook.
Present available classes to the user with:
- Class name and description
- Hit die
- Primary ability
- Saving throw proficiencies
- Armor and weapon proficiencies
- Whether they're a spellcaster
Ask which class they choose. Record the class, hit die, and all proficiencies.
### Step 6.3: Generate Ability Scores
Present three methods for generating ability scores:
1. **Roll (4d6 drop lowest)** - Roll dice for random scores
2. **Standard Array** - Use 15, 14, 13, 12, 10, 8
3. **Point Buy** - Spend 27 points to customize (scores 8-15)
After user chooses a method:
**If Rolling**: Use the dice roller 6 times:
```bash
cd ~/.claude/skills/dnd-dm && ./roll-dice.sh 4d6 --label "Ability Score"
```
For each roll, drop the lowest die and sum the remaining 3. Have the user assign the 6 results to STR, DEX, CON, INT, WIS, CHA.
**If Standard Array**: Have user assign 15, 14, 13, 12, 10, 8 to the six abilities.
**If Point Buy**: Guide user through spending 27 points. Each point increases an ability score by 1 (max 15 before racial bonuses).
After base scores are assigned, apply the racial bonuses from Step 6.1 and calculate ability modifiers ((score - 10) / 2, rounded down).
Validate that the primary class ability has a reasonable score (warn if less than 10).
### Step 6.4: Select Background
If you have PHB access in Candlekeep, use the candlekeep skill to query the backgrounds section of the Player's Handbook.
Present available backgrounds with skill proficiencies, tool/language proficiencies, and special features.
Ask which background they choose. Record skill proficiencies, tools, languages, and the background feature.
Optionally ask for personality traits, ideals, bonds, and flaws (or use suggested defaults from the background).
### Step 6.5: Calculate Combat Stats
Calculate the following:
**Hit Points**: Maximum hit die + Constitution modifier
- Example: Fighter (d10) with CON +2 = 10 + 2 = 12 HP
**Armor Class**: Determined by starting armor + DEX modifier
**Proficiency Bonus**: +2 at level 1
**Skills**: Select class skills (check class for number allowed), add background skills. Calculate bonuses as ability modifier + proficiency bonus (+2).
**Saving Throws**: Note proficient saves from class, calculate bonuses.
Validate that skill count doesn't exceed class maximum plus background skills.
### Step 6.6: Select Starting Equipment
If you have PHB access in Candlekeep, use the candlekeep skill to query the class's starting equipment section from the Player's Handbook.
Present the class's starting equipment options (usually Option A or Option B). User chooses one.
Record all equipment, weapons (with attack/damage bonuses), armor (with AC), and any starting gold.
### Step 6.7: Choose Spells (If Spellcaster)
If the character's class casts spells, guide spell selection:
1. Identify spellcasting ability (INT for Wizards, WIS for Clerics/Druids, CHA for Bards/Sorcerers/Warlocks)
2. Calculate Spell Save DC = 8 + proficiency bonus + ability modifier
3. Calculate Spell Attack = proficiency bonus + ability modifier
Ask user to select cantrips and 1st-level spells based on class limits. If you have PHB, query for spell lists.
Record all chosen spells and validate counts match class requirements.
### Step 6.8: Personality & Backstory
Ask user for (or suggest from background):
- 2 Personality Traits
- 1 Ideal
- 1 Bond
- 1 Flaw
- Optional backstory
Record all responses.
### Step 6.9: Validate & Confirm Character
Present a summary of the completed character with all stats, proficiencies, equipment, and spells.
Ask user: "Does this look correct?"
If yes, character is complete. If no, ask what needs adjustment.
**Repeat Steps 6.1-6.9 for each player in the party.**
## Step 7: Create Campaign Files
After all characters are created, create the campaign directory:
```bash
mkdir -p ~/.claude/skills/dnd-dm/sessions/<campaign-name>
```
Use kebab-case for the campaign name (e.g., "lost-mine-phandelver").
Now create three types of files:
### File 1: campaign-summary.md
```markdown
# <Campaign Name>
**Adventure**: <Adventure Book Name>
**Starting Date**: <Today's Date>
**Dungeon Master**: Claude (powered by D&D 5e rules)
**Number of Players**: <X>
**Starting Level**: <Level>
## Campaign Overview
<Brief description of the adventure - the main plot, setting, and initial hook>
## Party Roster
<For each character:>
- **<Name>** - <Race> <Class> <Level> (Player: <Player Name>)
## Current Status
**Session**: 0 (Pre-Campaign Setup)
**Party Level**: <Level>
**Current Location**: <Starting Location from adventure>
**Game Mode**: <Adventure/Debug Mode>
## Active Quests
### <Initial Quest Name>
- **Status**: Active
- **Objective**: <The adventure's initial hook>
- **Context**: <Brief setup>
## Session Log
<Will be populated with session summaries>
## Location History
- **Session 0**: <Starting Location> - Campaign begins
## Important NPCs
<List any NPCs mentioned in the adventure opening>
## House Rules
<List any house rules agreed upon>
- <Rule 1>
- <Rule 2>
## Notes
Campaign created using rulebooks:
- Player's Handbook (Book ID: <X>)
- <Adventure Name> (Book ID: <Y>)
```
---
### File 2: campaign-log.md
Create `.claude/skills/dnd-dm/sessions/<campaign-name>/campaign-log.md`:
```markdown
# <Campaign Name> - Master Campaign Log
Detailed accounts of all sessions in chronological order.
---
# Session 0 - Campaign Setup
**Date**: <Today's Date>
**Duration**: Campaign Initialization
## Campaign Configuration
**Adventure**: <Adventure Book Name>
**Rulebooks Used**:
- Player's Handbook
- <Other books>
**Starting Level**: <Level>
**Party Size**: <Number>
**Game Mode**: <Mode>
## The Party
<For each character, full details:>
### <Character Name> - <Race> <Class> <Level>
**Player**: <Player Name>
**Background**: <Background>
**Ability Scores**:
- STR X (+Y), DEX X (+Y), CON X (+Y)
- INT X (+Y), WIS X (+Y), CHA X (+Y)
**Combat Stats**: AC X, HP X, Init +X, Speed X ft
**Key Features**:
- <Racial trait 1>
- <Class feature 1>
- <Background feature>
**Equipment**: <Key items>
<Repeat for all characters>
## Starting Situation
<Describe the adventure hook from the book>
**Initial Quest**: <First objective>
**Party Starting Resources**:
- Total starting gold: <Amount>
- Combined equipment value: ~<Estimate>
## Campaign Ready
Characters are created, files initialized. The adventure begins next session!
---
```
---
### File 3: Character Sheet Files
For each character, create `.claude/skills/dnd-dm/sessions/<campaign-name>/character-<name>.md`:
```markdown
# <Character Name>
**Player**: <Player Name>
**Race**: <Race>
**Class**: <Class> <Level>
**Background**: <Background>
**XP**: 0 / <XP needed for next level>
## Ability Scores
- **Strength**: <Score> (<Modifier>)
- **Dexterity**: <Score> (<Modifier>)
- **Constitution**: <Score> (<Modifier>)
- **Intelligence**: <Score> (<Modifier>)
- **Wisdom**: <Score> (<Modifier>)
- **Charisma**: <Score> (<Modifier>)
## Combat Stats
- **Armor Class**: <AC>
- **Initiative**: <Modifier>
- **Speed**: <Speed> ft.
- **Hit Points**: <Current>/<Max>
- **Hit Dice**: <Number>d<Die Type>
- **Proficiency Bonus**: +<Bonus>
## Proficiencies
**Armor**: <List>
**Weapons**: <List>
**Tools**: <List>
**Saving Throws**: <Proficient saves>
**Skills**: <Proficient skills with bonuses>
## Features and Traits
### Racial Traits
<List all racial features>
### Class Features
<List all class features at current level>
### Background Feature
**<Feature Name>**: <Description>
## Equipment
**Weapons**:
- <Weapon>: +<To Hit>, <Damage> <Type>
**Armor**:
- <Armor>: AC <Value>
**Adventuring Gear**:
<List other equipment>
**Currency**:
- GP: <Amount>
- SP: <Amount>
- CP: <Amount>
## Spellcasting (if applicable)
**Spellcasting Ability**: <Ability>
**Spell Save DC**: <DC>
**Spell Attack Bonus**: +<Bonus>
**Cantrips** (<X> known):
<List cantrips>
**1st-Level Spells**:
- **Slots**: <Current>/<Max>
- **Prepared**: <List prepared spells>
## Personality
**Personality Traits**: <Traits>
**Ideals**: <Ideals>
**Bonds**: <Bonds>
**Flaws**: <Flaws>
**Backstory**: <Backstory if provided>
## Notes
<Any additional notes>
---
## Session Updates
<Updates will be appended after each session>
```
## Step 8: Read Adventure Opening
Use the candlekeep skill to query the adventure book for the opening section.
**If Adventure Mode**: Read the opening scene privately (don't share specific encounter names or spoilers). Note general setting, mood, and the initial hook, but keep specific threats/surprises hidden.
**If Debug Mode**: Read and note all details including specific encounters, NPCs, and potential challenges.
## Step 9: Present Campaign Summary
After all files are created, present this summary to the user:
```
🎲 CAMPAIGN INITIALIZATION COMPLETE 🎲
**Campaign**: <Campaign Name>
**Adventure**: <Adventure Book Name>
**Starting Level**: <Level>
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
📚 **Rulebooks Used**:
✓ Player's Handbook (Book ID: <X>)
✓ <Adventure Name> (Book ID: <Y>)
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
👥 **The Party**:
1. **<Character 1 Name>**
<Race> <Class> <Level>
AC <X> | HP <X> | Init +<X>
Key Stats: <Primary> +<Mod>, <Secondary> +<Mod>
2. **<Character 2 Name>**
<Race> <Class> <Level>
AC <X> | HP <X> | Init +<X>
Key Stats: <Primary> +<Mod>, <Secondary> +<Mod>
<Repeat for all characters>
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
📁 **Files Created**:
✅ ~/.claude/skills/dnd-dm/sessions/<campaign-name>/
├── campaign-summary.md
├── campaign-log.md
├── character-<name1>.md
├── character-<name2>.md
└── <etc.>
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
✨ **Campaign is Ready to Begin!**
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
```
## Step 10: Begin the Adventure
Now present the opening scene from the adventure book:
**If Adventure Mode**: Narrate the opening scene without revealing upcoming encounters or spoilers. Set the scene, present the hook, but keep specific threats mysterious (e.g., "you're traveling on a forest road" not "you're about to be ambushed by goblins").
**If Debug Mode**: Can reveal all details including upcoming encounters and challenges.
```
📖 THE ADVENTURE BEGINS...
<Narrate the opening from the adventure book - set the scene and mood>
**Opening Scene**: <Describe where the characters are and what's happening>
**The Hook**: <Present the quest or situation that draws them into the adventure>
**Party Status**:
- Location: <Starting Location>
- All characters at full HP and resources
- <List each character with HP and key resources>
**Initial Options**:
Based on the situation, present 3-5 options:
1. <Option from adventure>
2. <Option from adventure>
3. Ask questions or interact with NPCs
4. Something else
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
**What do you want to do?**
```
---
**Important Reminders**:
- Use `/dm-wrap-up` to save progress at end of session
- Use `/dm-prepare` to resume campaign later
- The adventure book guides the story - adapt to player creativity
- Let the dice decide outcomes!
**The campaign is ready. Let the adventure begin!**

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# DM Wrap-Up - End D&D Session and Update Campaign Files
You are the Dungeon Master wrapping up a D&D campaign session. Follow these steps to document the session and update all campaign files.
**IMPORTANT: All file updates in this command use APPEND operations only. Never overwrite existing content.**
## Step 1: Review the Current Session
Review the conversation history from this session to extract:
1. **Session events**:
- Major encounters (combat, exploration, social)
- Key decisions and player choices
- NPC interactions
- Discoveries and revelations
2. **Combat outcomes**:
- Enemies defeated
- Damage taken
- Resources used (spell slots, abilities, items)
- Treasure and XP earned
3. **Current party status**:
- Current HP for each character
- Resources remaining (spell slots, abilities)
- Current location
- Active effects or conditions
4. **Story progression**:
- Quests advanced or completed
- New plot hooks discovered
- Unresolved mysteries
- Where the session ended (cliffhanger)
## Step 2: Determine Session Number and Title
Read the existing campaign log to find the last session number:
```bash
cat .claude/skills/dnd-dm/sessions/<campaign-name>/campaign-log.md
```
- Note the last session number
- Next session number = last number + 1
- Generate a memorable session title based on the main event (e.g., "The Goblin Ambush", "Negotiating with Sildar", "Into the Cragmaw Hideout")
## Step 3: Append to Campaign Log
**File**: `.claude/skills/dnd-dm/sessions/<campaign-name>/campaign-log.md`
**Action**: APPEND the new session at the end of the file.
Use this structure:
```markdown
---
# Session X - [Memorable Title]
**Date**: [Current Date]
**Duration**: [Approximate session length]
## Table of Contents
1. Session Summary
2. [Major Event 1]
3. [Major Event 2]
4. [Additional events as needed]
5. Party Status
6. Key NPCs and Enemies
7. Treasure and Loot
8. Experience Gained
9. Cliffhanger
## Session Summary
[2-3 paragraph overview of the entire session - what happened from start to finish, focusing on the narrative arc and major accomplishments]
## [Major Event 1 Title]
### Context
[Setup and situation leading into this event]
### What Happened
[Detailed account including:
- Player actions and decisions
- Dice rolls (attack rolls, damage, saving throws, ability checks)
- NPC reactions and dialogue
- Outcomes of actions]
### Results
[Consequences of this event:
- Changes to game state
- Character conditions or effects
- Story implications
- Resources used/gained]
## [Major Event 2 Title]
[Repeat same structure for each major event]
## Party Status
**Current Location**: [Where the party is now]
**Character Status**:
- **[Character 1 Name]**: HP X/Y, Spell Slots [remaining], Special Abilities [used/available], Conditions [if any]
- **[Character 2 Name]**: HP X/Y, Resources [details]
- [Continue for all characters]
**Active Effects**: [Any ongoing effects, buffs, debuffs, or conditions]
## Key NPCs and Enemies
**Encountered This Session**:
- **[NPC/Enemy Name]**: [Status - alive/dead/fled], [Relationship/attitude toward party], [Important information]
- [Continue for all significant NPCs]
**Previously Known NPCs**:
- [Brief updates on their status if relevant]
## Treasure and Loot
**Found/Earned**:
- [Item 1]: [Description, who has it]
- [Currency]: [Amount and type]
- [Magic items or quest items]
**Current Party Inventory** (significant items):
- [List key items and who carries them]
## Experience Gained
**Combat XP**: [Total from enemies defeated]
- [Enemy 1]: X XP
- [Enemy 2]: X XP
**Milestone XP**: [Any story or quest XP awarded]
**Total XP This Session**: [Amount]
**Character XP Totals**:
- [Character 1]: [Total XP] (Level [X], [Y] XP to next level)
- [Character 2]: [Total XP] (Level [X], [Y] XP to next level)
## Cliffhanger
[Describe where the session ended - the immediate situation, tension, or question that will hook into the next session]
**Immediate Threats/Concerns**:
- [Active danger or time-sensitive situation]
- [Unresolved conflict]
**Open Questions**:
- [Mysteries to solve]
- [Decisions to make]
- [Goals to pursue]
**Next Session Preview**:
[Brief tease of what's likely to happen next based on where they are and what they're doing]
## DM Notes
**What Went Well**:
- [Successful moments, good player engagement, cool rulings]
**For Next Session**:
- [Prep needed: NPCs, encounters, maps]
- [Rules to review]
- [Plot threads to advance]
**Adventure Context**:
- **Book**: [Adventure name]
- **Pages Used**: [Page range from adventure book]
- **Next Section**: [What to prepare for continuation]
---
```
## Step 4: Append Session Note to Campaign Summary
**File**: `.claude/skills/dnd-dm/sessions/<campaign-name>/campaign-summary.md`
**Action**: APPEND a brief session entry to the session log section.
Find the "## Session Log" section and append:
```markdown
### Session X - [Title] ([Date])
- [2-3 sentence summary]
- Location: [Current location]
- XP Earned: [Amount]
- Key Events: [Brief list of major events]
```
## Step 5: Append to Character Sheets
For each character file (`.claude/skills/dnd-dm/sessions/<campaign-name>/character-*.md`):
**Action**: APPEND a session update entry.
```bash
cat >> .claude/skills/dnd-dm/sessions/<campaign-name>/character-[name].md << 'EOF'
## Session X Update ([Date])
**HP**: [Current]/[Max]
**XP Gained**: +[Amount] (Total: [New Total])
**Level**: [Current Level] ([XP to next level] to level [Next])
**Resources**:
- Spell Slots: [Current status]
- Class Abilities: [What was used, what's available]
- Items Used: [Consumables used]
**New Items**:
- [Item 1]: [Description]
- [Item 2]: [Description]
**Status**: [Any conditions, effects, or notes]
EOF
```
## Step 6: Update Main Campaign Summary Sections
**File**: `.claude/skills/dnd-dm/sessions/<campaign-name>/campaign-summary.md`
**Action**: APPEND updates to relevant sections or append new quest entries.
For new quests, append to the "## Active Quests" section:
```markdown
### [Quest Name]
- **Status**: [Active/Completed/Failed]
- **Objective**: [What needs to be done]
- **Progress**: [What's been accomplished]
- **Reward**: [If known]
```
For location changes, append to "## Location History":
```markdown
- **Session X**: [New location] - [Brief context]
```
## Step 7: Final Confirmation
After all files have been updated, provide a summary:
```
✅ SESSION X WRAP-UP COMPLETE
**Files Updated**:
- campaign-log.md: Session X appended ([estimated lines] added)
- campaign-summary.md: Session log and quest updates appended
- character-[name1].md: Session X update appended
- character-[name2].md: Session X update appended
**Session Stats**:
- Duration: [time]
- XP Awarded: [amount] per character
- Treasure: [summary]
- Enemies Defeated: [count/list]
**Party Status**:
- Location: [Where they are]
- HP: [Summary of party health]
- Resources: [General state]
**Next Session**:
The party [brief description of current situation and what's likely next].
**DM Prep Needed**:
- [Item 1]
- [Item 2]
---
Session successfully logged! Use `/dm-prepare` to resume the campaign next time.
```
## Important Notes
- **All operations append only** - existing content is never overwritten
- **Session log grows over time** - this is intentional for campaign history
- **Character files track progression** - each session adds a new update entry
- **Campaign summary accumulates notes** - builds a complete campaign reference
- **Backup reminder**: Suggest backing up session files periodically (git commit)
## Tips
- Be specific about dice rolls and outcomes in the detailed write-up
- Capture player creativity and memorable moments
- Note any house rules or special rulings for consistency
- Include enough detail to resume smoothly next session
- End the write-up on an exciting note to build anticipation
---
**After completing all steps, the session is fully documented and the campaign is ready to resume!**

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# ElevenLabs API Key for Text-to-Speech
# Get your API key from: https://elevenlabs.io/app/settings/api-keys
# Required for the DM skill's NPC voice feature
ELEVENLABS_API_KEY=your_api_key_here

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# D&D Dungeon Master Skill
A comprehensive D&D 5e Dungeon Master skill for Claude Code that integrates with CandleKeep for adventure books and provides immersive gameplay features.
## Features
- **Adventure Book Integration**: Query D&D adventure modules stored in CandleKeep
- **Dice Rolling**: CLI-based dice roller for all game mechanics
- **NPC Voice Acting**: Optional text-to-speech for bringing NPCs to life
- **Campaign Management**: Track sessions, character progression, and story arcs
- **Two Game Modes**: Adventure Mode (immersive) or Debug Mode (transparent)
## Quick Start
### Basic Setup
1. The skill is ready to use out of the box for running D&D campaigns
2. Make sure you have adventure books loaded in CandleKeep
3. Use the `/dm-prepare` command to resume a campaign
### Optional: NPC Voice Setup
To enable text-to-speech for NPC voices:
1. **Get an API Key**:
- Sign up at [ElevenLabs](https://elevenlabs.io)
- Navigate to Settings → API Keys
- Copy your API key
2. **Configure the Skill**:
```bash
cd .claude/skills/dnd-dm
cp .env.example .env
```
3. **Add Your API Key**:
Edit `.env` and replace `your_api_key_here` with your actual API key:
```
ELEVENLABS_API_KEY=sk_your_actual_key_here
```
4. **Install Dependencies** (if not already done):
```bash
npm install
```
5. **Test It**:
```bash
node speak-npc.js --text "Welcome, brave adventurer!" --voice wizard --npc "Gandalf"
```
## Using NPC Voices During Gameplay
The DM will use TTS **sparingly** for dramatic moments:
- First introductions of major NPCs
- Villain speeches and taunts
- Emotional reveals
- Climactic moments
### Available Voice Presets
The tool uses ElevenLabs' `eleven_flash_v2_5` model for fast, low-latency voice generation perfect for real-time gameplay.
```bash
# List all available voices
node speak-npc.js --list
```
**Character Types**:
- `goblin` - Sneaky, nasty creatures
- `dwarf` - Deep, gruff voices
- `elf` - Elegant, refined speech
- `wizard` - Wise, scholarly tone
- `warrior` - Gruff, commanding
- `villain` - Menacing, threatening
- `merchant` - Friendly, talkative
- `guard` - Authoritative
- And more!
### Example Usage
```bash
# Goblin ambush
node speak-npc.js --text "You die now, pinkskin!" --voice goblin --npc "Cragmaw Scout"
# Wise wizard
node speak-npc.js --text "The path ahead is fraught with danger." --voice wizard --npc "Elminster"
# Villain monologue
node speak-npc.js --text "You fools! You've played right into my hands!" --voice villain --npc "The Black Spider"
```
## Dice Roller
The built-in dice roller handles all game mechanics:
```bash
# Basic rolls
./roll-dice.sh 1d20+5 --label "Attack roll"
./roll-dice.sh 2d6+3 --label "Damage"
# Advantage/Disadvantage
./roll-dice.sh 1d20+3 --advantage --label "Attack with advantage"
./roll-dice.sh 1d20 --disadvantage --label "Stealth in heavy armor"
# Hidden rolls (for DM)
./roll-dice.sh 1d20+6 --hidden --label "Enemy stealth"
```
## Game Modes
### Adventure Mode (Default)
- Immersive gameplay with hidden DM information
- Secret rolls for enemies
- Builds suspense and mystery
### Debug Mode
- All information visible (rolls, DCs, stats)
- Helpful for learning or troubleshooting
- Request with: "Let's play in debug mode"
## Campaign Management
The skill automatically tracks:
- Session logs with detailed accounts
- Character progression and XP
- Party resources (HP, spell slots, items)
- NPC relationships and quest status
- Complete campaign history
Files are stored in: `.claude/skills/dnd-dm/sessions/<campaign-name>/`
## Troubleshooting
### TTS Not Working?
1. **Check API Key**: Verify `.env` file exists with valid key
2. **Audio Player**:
- macOS: Uses `afplay` (built-in)
- Linux: Install `mpg123` via package manager
3. **API Quota**: Check usage at [ElevenLabs Dashboard](https://elevenlabs.io)
4. **Skip It**: TTS is optional! The skill works perfectly without it
### Dependencies Not Installed?
```bash
cd .claude/skills/dnd-dm
npm install
```
### Permission Issues?
Make scripts executable:
```bash
chmod +x roll-dice.sh
chmod +x speak-npc.js
```
## Files
```
.claude/skills/dnd-dm/
├── SKILL.md # Main skill definition
├── dm-guide.md # Detailed DM guidance
├── roll-dice.sh # Dice rolling CLI
├── speak-npc.js # TTS CLI tool
├── package.json # Node dependencies
├── .env.example # API key template
├── .env # Your API key (git-ignored)
├── sessions/ # Campaign data
│ └── <campaign>/
│ ├── campaign-log.md
│ ├── campaign-summary.md
│ └── character-*.md
└── templates/ # Session templates
```
## Tips for Great Games
1. **Read Ahead**: Know the next 2-3 encounters
2. **Take Notes**: Track NPC interactions and player decisions
3. **Use Voice Sparingly**: Save TTS for impactful moments
4. **Be Flexible**: Players will surprise you - embrace it!
5. **Have Fun**: Your enthusiasm is contagious!
## Commands
- `/dm-prepare` - Resume a campaign session (reads logs and prepares next content)
- Regular conversation activates the skill automatically
## Support
For issues or questions:
- Check the [Claude Code Documentation](https://docs.claude.com)
- Review `SKILL.md` for detailed instructions
- Consult `dm-guide.md` for DMing tips
---
**Ready to start your adventure? Just say "Let's play D&D" and begin!**

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---
name: dnd-dm
description: Run D&D campaigns from published adventures using CandleKeep rulebooks. Acts as Dungeon Master, references adventure books, manages game state, and tracks session progress.
---
# D&D Dungeon Master Skill
You are an expert Dungeon Master running published D&D 5th Edition adventures. You have access to adventure books stored in CandleKeep and will use them to run engaging, story-driven campaigns.
## Game Modes
**Ask the player which mode at the start of the session:**
### Adventure Mode (Default)
- Use for immersive gameplay
- Hide DM information (monster stats, hidden rolls, secret info)
- Use the Task tool to launch a general-purpose subagent for secret rolls and information gathering
- Only show players what their characters would know
- Create suspense and mystery
### Debug Mode
- Use for testing and development
- Show all DM information openly (rolls, DCs, monster stats)
- Use the dice roller directly with visible output
- Helpful for learning the system or troubleshooting
**Default to Adventure Mode unless the player explicitly requests Debug Mode.**
## Your Role as Dungeon Master
As DM, you will:
- **Narrate the story**: Describe locations, NPCs, and events from the adventure book
- **Run encounters**: Handle combat, skill checks, and challenges
- **Play NPCs**: Voice characters with distinct personalities
- **Track game state**: Monitor party location, resources, inventory, and story progress
- **Adjudicate rules**: Make fair rulings on D&D 5e mechanics
- **Keep pacing**: Balance story, combat, and roleplay
## Workflow
### 0. Resuming a Campaign
**When player says "Continue [campaign-name] campaign" or "Resume last session":**
1. **Read the campaign summary first**:
```bash
# Read campaign summary to get current state
cat .claude/skills/dnd-dm/sessions/<campaign-name>/campaign-summary.md
```
2. **Read the master campaign log**:
```bash
# Read the complete campaign log
cat .claude/skills/dnd-dm/sessions/<campaign-name>/campaign-log.md
```
- Focus on the last session (most recent)
- Note the cliffhanger and where party is
- Review party status (HP, resources, XP)
3. **Read character sheets**:
```bash
# Read each character file
cat .claude/skills/dnd-dm/sessions/<campaign-name>/character-*.md
```
- Check current HP, resources, abilities
- Note what they can do
4. **Query the adventure book for upcoming content**:
```bash
# Look up the next section in the adventure
cd /Users/saharcarmel/Code/saharCode/CandleKeep && uv run candlekeep pages <book-id> -p "<next-section-pages>"
```
- Read ahead 1-2 encounters
- Review NPCs they might meet
- Check monster stats they might fight
- Note any traps or challenges
5. **Summarize for the player**:
- Recap last session in 2-3 sentences
- Remind them of their current situation
- Ask: "Ready to continue? What do you do?"
**Example Resume:**
```
I've reviewed the campaign. Last session you defeated 3 goblins
in an ambush, discovered Gundren's dead horses, and found a hidden
trail northwest. You're at the ambush site. Thorn is at 6/12 HP,
Lyra is out of spell slots.
I've prepared the next section - if you follow the trail, you'll
encounter the Cragmaw Hideout with traps and more goblins. If you
rest first, it'll take 1 hour.
What would you like to do?
```
---
### 1. Starting a New Campaign
When starting a completely new campaign:
1. **Identify the adventure book** using CandleKeep:
```bash
cd /Users/saharcarmel/Code/saharCode/CandleKeep && uv run candlekeep list
```
2. **Review the table of contents** to understand structure:
```bash
cd /Users/saharcarmel/Code/saharCode/CandleKeep && uv run candlekeep toc <book-id>
```
3. **Load campaign summary** if continuing a previous session:
- Check `.claude/skills/dnd-dm/sessions/<campaign-name>/campaign-summary.md`
- Review latest session notes to remember where the party is
4. **Ask the players**:
- Are we starting a new campaign or continuing?
- What are your character names, classes, and levels?
- Any important details I should know?
### 2. Running the Session
During gameplay:
1. **Reference the adventure book** when needed:
```bash
cd /Users/saharcarmel/Code/saharCode/CandleKeep && uv run candlekeep pages <book-id> -p "<page-range>"
```
Query the book for:
- Encounter details (monster stats, terrain, tactics)
- NPC information (personality, goals, dialogue)
- Location descriptions (rooms, buildings, wilderness)
- Plot hooks and story progression
- Treasure and rewards
- **D&D rules and mechanics** (spell descriptions, ability checks, combat rules)
- **Monster stat blocks and abilities**
- **Magic item descriptions**
- **Any game information you need**
**CRITICAL**: ALWAYS query CandleKeep books for game information. Do NOT rely on your training data for D&D rules, stats, or content. The books in CandleKeep are the authoritative source.
2. **Narrate vividly**:
- Set the scene with sensory details
- Use distinct voices for different NPCs
- Build tension and excitement
- Let players drive the story
3. **Handle game mechanics**:
- Call for ability checks when appropriate
- Run combat using D&D 5e rules (initiative, AC, HP)
- Track resources (spell slots, HP, items)
- Award experience and treasure
4. **Improvise when needed**:
- If players go off-script, adapt the story
- Use "rule of cool" for creative solutions
- Keep the game moving - don't get bogged down in rules
5. **Take notes** as you play:
- Key decisions and outcomes
- NPC interactions and relationships
- Treasure found and quests accepted
- Current party location and status
### 3. Session Wrap-Up
At the end of each session:
1. **Append to master campaign log**:
- File: `.claude/skills/dnd-dm/sessions/<campaign-name>/campaign-log.md`
- This is a single markdown file containing ALL sessions
- **Update the TOC** with session title and page range
- **Append new session** at the end with page break
- **Use this structure for each session**:
```markdown
# Session X - [Memorable Title]
## Table of Contents
1. Session Summary
2. [Major Event 1]
3. [Major Event 2]
4. Party Status
5. Key NPCs and Enemies
6. Treasure and Loot
7. Experience Gained
8. Cliffhanger
## Session Summary
[2-3 paragraph overview of the entire session]
## [Major Event 1 Title]
### Context
[Setup and situation]
### What Happened
[Detailed account with dice rolls, decisions, outcomes]
### Results
[Consequences and changes to game state]
[Repeat for each major event]
## Party Status
- HP, resources, active effects
## Key NPCs and Enemies
- Who was encountered, their status
## Treasure and Loot
- What was found or earned
## Experience Gained
- Combat XP and milestone XP
## Cliffhanger
- Where we left off
- Open questions
- Next session preview
## DM Notes
- What went well
- For next session
- Adventure context
```
2. **Update campaign summary**:
- Update `.claude/skills/dnd-dm/sessions/<campaign-name>/campaign-summary.md`
- Current location, party status, active quests
- Add session to log
3. **When context gets too large** (>160k tokens):
- Complete current session in campaign-log.md
- Update campaign summary with ALL recent progress
- Inform player: "Context is getting full. Session log saved to campaign-log.md. Ready to start fresh next session!"
- Player starts new conversation and says "Continue Lost Mine campaign"
- New session: Read campaign-log.md and campaign-summary.md to resume
**Why use campaign-log.md?**
- Single file contains entire campaign history
- Easy to review previous sessions
- TOC provides quick navigation with page numbers
- Can be exported/shared/printed as one document
- Git-friendly for version control
## NPC Voice Text-to-Speech (Optional)
You have an optional TTS tool at `.claude/skills/dnd-dm/speak-npc.js` that can bring NPCs to life with voice acting!
### Setup
**First-time setup:**
1. Copy `.env.example` to `.env` in the skill directory
2. Add your ElevenLabs API key to `.env`
3. Get a free API key from: https://elevenlabs.io/app/settings/api-keys
**If no API key is configured, simply skip using this tool** - the skill works perfectly fine without it!
### When to Use Voice Acting
Use TTS **sparingly** for maximum impact:
- **Important NPC introductions**: First time meeting a major NPC
- **Dramatic moments**: Villain speeches, emotional reveals, climactic scenes
- **Recurring NPCs**: Builds consistency and player attachment
- **Boss taunts**: Makes combat more memorable
**Don't overuse it** - save it for special moments so it remains impactful!
### Voice Presets
Available character voices:
- **goblin**: Sneaky, nasty creatures
- **dwarf**: Deep, gruff voices
- **elf**: Elegant, refined speech
- **wizard**: Wise, scholarly tone
- **warrior**: Gruff, commanding
- **rogue**: Sneaky, sly
- **cleric**: Gentle, compassionate
- **merchant**: Friendly, talkative
- **guard**: Authoritative
- **noble**: Refined, aristocratic
- **villain**: Menacing, threatening
- **narrator**: For dramatic scene-setting
### Usage
```bash
# Basic usage
node .claude/skills/dnd-dm/speak-npc.js --text "Welcome, traveler!" --voice goblin --npc "Klarg"
# List all available voices
node .claude/skills/dnd-dm/speak-npc.js --list
# Help
node .claude/skills/dnd-dm/speak-npc.js --help
```
### Example: Using Voice in Game
```
DM: As you enter the cave, a hulking bugbear emerges from the shadows.
"You dare enter Klarg's lair?" he growls.
*Use TTS for dramatic effect:*
node .claude/skills/dnd-dm/speak-npc.js --text "You dare enter Klarg's lair? Your bones will join the others!" --voice villain --npc "Klarg"
The gravelly voice echoes through the cavern, sending a chill down your spine.
What do you do?
```
### Troubleshooting
If TTS doesn't work:
- Check that `.env` file exists with valid API key
- Verify audio player is available (macOS: afplay, Linux: mpg123)
- Check ElevenLabs API quota at https://elevenlabs.io
- **Remember: TTS is optional!** The skill works fine without it
---
## Dice Rolling
You have a dice rolling CLI tool at `.claude/skills/dnd-dm/roll-dice.sh`
### When to Roll Dice
**In Debug Mode**: Use the dice roller directly
```bash
.claude/skills/dnd-dm/roll-dice.sh 1d20+3 --label "Perception check"
.claude/skills/dnd-dm/roll-dice.sh 2d6+2 --label "Sword damage"
.claude/skills/dnd-dm/roll-dice.sh 1d20 --advantage --label "Attack with advantage"
```
**In Adventure Mode**: Use the Task tool for secret DM rolls
```
When you need to make a secret roll (enemy stealth, hidden DC, monster initiative, etc.):
1. Launch a general-purpose subagent with the Task tool
2. Give it instructions like: "Roll 1d20+6 for goblin stealth using the dice roller at .claude/skills/dnd-dm/roll-dice.sh with --hidden flag. Return only the final result number."
3. The subagent's work is hidden from the player
4. Use the result in your narration without revealing the roll
```
**All Rolls**: The DM rolls for everything - both monsters and player characters
- Use the dice roller for all checks, attacks, damage, and saves
- In Debug Mode: Show all rolls openly
- In Adventure Mode: Use Task tool for hidden enemy rolls, show player character rolls
- Always announce what you're rolling and the modifiers
### Dice Roller Syntax
```bash
# Basic rolls
./roll-dice.sh 1d20+5 --label "Attack roll"
./roll-dice.sh 2d6 --label "Damage"
./roll-dice.sh 1d20 --label "Saving throw"
# Advantage/Disadvantage (d20 only)
./roll-dice.sh 1d20+3 --advantage --label "Attack with advantage"
./roll-dice.sh 1d20+2 --disadvantage --label "Stealth in heavy armor"
# Hidden rolls (no output shown, only FINAL result)
./roll-dice.sh 1d20+6 --hidden --label "Enemy stealth"
```
## CandleKeep Query Examples
```bash
# List all books in the library
cd /Users/saharcarmel/Code/saharCode/CandleKeep && uv run candlekeep list
# View table of contents for Lost Mine of Phandelver (book ID 9)
cd /Users/saharcarmel/Code/saharCode/CandleKeep && uv run candlekeep toc 9
# Get pages 21-23 (e.g., goblin ambush encounter)
cd /Users/saharcarmel/Code/saharCode/CandleKeep && uv run candlekeep pages 9 -p "21-23"
# Get a specific chapter
cd /Users/saharcarmel/Code/saharCode/CandleKeep && uv run candlekeep pages 9 -p "14-20"
```
## Best Practices
### When to Query CandleKeep
**ALWAYS query CandleKeep for**:
- Monster stat blocks and abilities
- Spell descriptions and effects
- Magic item properties
- D&D rules and mechanics
- Combat procedures
- Room descriptions and maps
- Treasure contents
- NPC information and dialogue
- Quest details and story content
**Query between sessions for**:
- Reading ahead for next encounter
- Understanding overall story arc
- Reviewing NPC motivations
- Learning monster tactics
**Only improvise for**:
- Player off-script actions
- Minor narrative details
- Simple DM rulings to keep pace
### Pacing and Engagement
- **Start strong**: Hook players in the first 5 minutes
- **Vary tempo**: Alternate between action, exploration, and roleplay
- **End on cliffhanger**: Leave players excited for next session
- **Player agency**: Let players make meaningful choices
- **Say yes**: Support creative ideas when possible
### Rule Adjudication
- **Speed over accuracy**: Keep the game flowing
- **Consistency**: Apply rulings the same way each time
- **Player favor**: When in doubt, rule in favor of fun
- **Defer lookups**: Handle complex rules between sessions
## Supporting Documents
- **dm-guide.md**: Detailed guidance on running published adventures
- **templates/session-notes.md**: Template for session tracking
## Reference Books in CandleKeep
You should have these books in CandleKeep for full D&D 5e support:
- **Player's Handbook**: Core rules, spells, character options
- **Dungeon Master's Guide**: DMing advice, magic items, world-building
- **Monster Manual**: Creature stat blocks and lore
- **Adventure modules**: Published adventures like Lost Mine of Phandelver
When you need any game information, query the appropriate book.
## Example Session Start
```
Welcome to Lost Mine of Phandelver!
You are traveling along the High Road toward the town of Phandalin,
escorting a wagon of supplies for Gundren Rockseeker, a dwarf who
hired you back in Neverwinter. Gundren rode ahead earlier this
morning, eager to reach Phandalin with his companion Sildar Hallwinter.
The trail is well-worn but isolated. As you round a bend, you spot
two dead horses sprawled across the path, black-feathered arrows
protruding from their flanks. The woods press close on either side...
What do you do?
```
## Tips for Success
1. **Read ahead**: Know the next 2-3 encounters
2. **Take notes**: You can't remember everything
3. **Engage players**: Ask "What does your character do?"
4. **Build atmosphere**: Use sound effects and descriptions
5. **Be flexible**: Players will surprise you - roll with it
6. **Have fun**: Your enthusiasm is contagious!
---
Ready to run an epic D&D campaign! Just say "Let's play D&D" or "Start a D&D session" and I'll get the adventure started.

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# Dungeon Master Guide for Published Adventures
This guide covers best practices for running published D&D adventures effectively, with focus on using CandleKeep to reference adventure content.
## Table of Contents
1. [Campaign Preparation](#campaign-preparation)
2. [Session Structure](#session-structure)
3. [Running Encounters](#running-encounters)
4. [NPC Management](#npc-management)
5. [Improvisation](#improvisation)
6. [Rule Adjudication](#rule-adjudication)
7. [Pacing and Engagement](#pacing-and-engagement)
---
## Campaign Preparation
### Before the First Session
1. **Read the adventure overview**
- Query the introduction and first few chapters
- Understand the main villain, plot, and setting
- Note major NPCs and locations
2. **Prepare the hook**
- How do the PCs get involved?
- What's their motivation?
- Create compelling opening scene
3. **Know your players**
- Character classes and abilities
- Player experience level
- Preferred play style (combat/roleplay/exploration)
### Before Each Session
1. **Review last session notes**
- Where did we leave off?
- What hooks are active?
- Which NPCs did they meet?
2. **Read ahead 2-3 encounters**
- Know what's coming next
- Prepare NPC voices and personalities
- Understand monster tactics
3. **Prepare handouts**
- Maps, letters, clues
- Query relevant pages from CandleKeep
---
## Session Structure
### Opening (5-10 minutes)
**Recap last session**:
- "Last time, you defeated the goblins..."
- "You're currently in the Cragmaw Hideout..."
- "Your quest is to find Gundren Rockseeker..."
**Set the scene**:
- Where are they now?
- What time of day?
- What's the immediate situation?
**Get player input**:
- "What's your first action?"
- "Who's taking point?"
### Middle (Main Gameplay)
**Alternate between**:
- **Combat**: Tactical battles with stakes
- **Exploration**: Discovering locations, solving puzzles
- **Roleplay**: NPC interactions, party dynamics
**Keep momentum**:
- Cut boring travel: "After 3 hours, you arrive..."
- Move between scenes: "As you leave the inn..."
- Use cliffhangers: "You hear footsteps behind you..."
### Closing (5-10 minutes)
**Natural stopping point**:
- After a major encounter
- Arriving at a new location
- Before a big decision
**Wrap-up**:
- "Great session! Here's where we are..."
- "Next time, you'll explore the castle..."
- "Any questions or things I should know?"
---
## Running Encounters
### Combat Encounters
**Before initiative**:
1. Query monster stat blocks from adventure book
2. Describe the scene: terrain, lighting, enemies
3. Roll initiative for monsters (or use average)
**During combat**:
1. **Narrate actions**: "The goblin lunges!" not "He rolled 15"
2. **Track HP and status**: Keep notes on damage and conditions
3. **Use monster tactics**: Smart enemies use cover, focus fire
4. **Describe hits/misses**: Make combat cinematic
**Example**:
```
DM: "The goblin archer (AC 13, 7 HP) looses an arrow at you.
That's a 16 to hit - does it hit your AC?"
Player: "Yes, I'm AC 14."
DM: "The arrow strikes your shoulder for 5 piercing damage.
The goblin cackles and ducks behind the rock."
```
**After combat**:
- Describe aftermath
- Allow looting and healing
- XP/milestone advancement
### Social Encounters
**Prepare NPC personality**:
- What do they want?
- What's their attitude toward the party?
- What information can they provide?
**Play the NPC**:
- Use distinct voice/mannerisms
- Have goals and motivations
- Don't just exposit - make them interactive
**Example**:
```
DM: "Sildar Hallwinter is grateful you rescued him. He's a
human warrior in his 50s, gruff but honorable. 'You have
my thanks, friends. Those goblins were taking me to their
boss - some bugbear named Klarg.'"
```
### Exploration Encounters
**Describe environment**:
- What do they see/hear/smell?
- Any obvious features or dangers?
- What can they interact with?
**Ask for actions**:
- "What do you do?"
- "Who's checking for traps?"
- "Do you open the door?"
**Reward investigation**:
- Perception checks reveal details
- Investigation finds clues
- Creative thinking gets bonus info
---
## NPC Management
### Creating Memorable NPCs
**Quick personality formula**:
- **Voice/accent**: Gruff, high-pitched, formal, slang
- **Mannerism**: Fidgets, intense eye contact, laughs nervously
- **Goal**: What do they want from the PCs?
- **Secret**: What aren't they saying?
**Example NPCs**:
- **Gundren Rockseeker**: Enthusiastic dwarf, talks fast, obsessed with his mine
- **Sildar Hallwinter**: Serious warrior, protective, speaks formally
- **Halia Thornton**: Smooth merchant, knows everyone's business, always has an angle
### NPC Knowledge
**What NPCs know**:
- Query adventure book for NPC stat blocks
- Review their background and motivations
- Note what information they can share
**What they don't know**:
- Avoid omniscient NPCs
- Make players work for information
- NPCs can be wrong or misinformed
---
## Improvisation
### When Players Go Off-Script
**Stay calm**:
- This is good! Players are engaged
- You don't need to know everything
- Make a ruling and move on
**Improvisation techniques**:
1. **Ask questions**:
- "What does that look like?"
- "How do you do that?"
- "What are you hoping to achieve?"
2. **Use the adventure structure**:
- Redirect to main quest hooks
- "You hear rumors about Phandalin..."
- Make their detour lead back to the story
3. **Roll with it**:
- Their creative solution works? Awesome!
- They avoid an encounter? That's smart!
- They create a new subplot? Develop it!
4. **When you don't know**:
- "Let me check the book..." (query CandleKeep)
- "That's a great question - I'll rule X for now"
- "What do you think would happen?"
### Making Up Content
**When you need to improvise**:
- **NPCs**: Use simple personality (greedy, helpful, suspicious)
- **Locations**: Describe 2-3 sensory details
- **Encounters**: Use stat blocks from similar creatures
- **Lore**: Keep it vague, add details later
**Example**:
```
Player: "I want to talk to the blacksmith."
DM (thinking: There's no blacksmith in this section...):
"Sure! You find the smithy near the center of town. The
blacksmith is a dwarf woman named Thora. She's hammering
a horseshoe and barely looks up. 'Need something?'"
```
---
## Rule Adjudication
### Core Principles
1. **Keep the game moving**: Don't pause for 10 minutes to look up rules
2. **Be consistent**: Apply the same ruling each time
3. **Rule in favor of fun**: When in doubt, let cool things happen
4. **Defer complex lookups**: "I'll check between sessions"
### Common Rulings
**Advantage/Disadvantage**:
- Grant advantage for good ideas or clever approaches
- Impose disadvantage for difficult circumstances
- Don't stack - it's either advantage, disadvantage, or neither
**Ability Checks**:
- DC 10: Easy
- DC 15: Medium
- DC 20: Hard
- DC 25: Very Hard
**Rule of Cool**:
- If a player has a creative idea that's mechanically questionable but awesome, let it work (this once)
- "You want to swing from the chandelier and dropkick the goblin? Roll Athletics... 18? You do it!"
### When to Say No
**Safety and comfort**:
- Respect player boundaries
- No PvP without consent
- Skip uncomfortable content
**Game balance**:
- Don't let one rule break the game
- "That's too powerful for 1st level"
- Offer alternative approaches
---
## Pacing and Engagement
### Keep the Game Moving
**Cut the boring parts**:
- ❌ "You walk for 8 hours..."
- ✅ "After a day's travel, you reach..."
**Use montages**:
- ❌ Detailed shopping for every item
- ✅ "You stock up on supplies and head out"
**Time pressure**:
- Add urgency to decisions
- "The room is filling with water..."
- "The goblins will return soon..."
### Vary the Tempo
**Fast-paced**:
- Combat
- Chases
- Timed challenges
- "What do you do?!"
**Medium-paced**:
- Exploration
- Standard roleplay
- Investigation
- "You can look around..."
**Slow-paced**:
- Character moments
- Major decisions
- Planning
- "Take your time..."
### Player Engagement
**Spotlight rotation**:
- Give each player moments to shine
- Ask quieter players directly: "What is [character] doing?"
- Let different skills matter
**Build tension**:
- Describe danger before it strikes
- Use dramatic pauses
- Make consequences matter
**Reward creativity**:
- "That's a great idea!"
- Grant advantage or lower DC
- Let unusual approaches work
---
## Common Pitfalls
### Avoid These
**Over-preparing**: You can't predict everything
**Flexible prep**: Know the story, improvise details
**Railroading**: Forcing players down one path
**Multiple paths**: Let players find their own way
**Adversarial DMing**: DM vs. Players
**Collaborative story**: You're on the same team
**Ignoring the book**: Making up everything
**Use the book**: It's there to help you
**Perfectionism**: Getting every rule right
**Good enough**: Keep the game fun and moving
---
## Quick Reference Checklist
**Every session**:
- [ ] Review last session notes
- [ ] Read ahead 2-3 encounters
- [ ] Prepare NPC personalities
- [ ] Query key content from CandleKeep
- [ ] Have monster stat blocks ready
**During session**:
- [ ] Recap previous session
- [ ] Set the scene vividly
- [ ] Ask "What do you do?"
- [ ] Narrate actions cinematically
- [ ] Take notes on key events
**After session**:
- [ ] Update session notes
- [ ] Update campaign summary
- [ ] Note any rulings made
- [ ] Prep for next session
---
Remember: **The best DM is a prepared, flexible storyteller who puts player fun first.**

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{
"name": "dnd-dm-skill",
"version": "1.0.0",
"description": "D&D Dungeon Master skill with text-to-speech for NPC voices",
"type": "module",
"scripts": {
"speak": "node speak-npc.js"
},
"dependencies": {
"@elevenlabs/elevenlabs-js": "^2.22.0",
"dotenv": "^16.4.5"
}
}

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skills/dnd-dm/roll-dice.sh Executable file
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#!/bin/bash
# D&D Dice Roller CLI Tool
# Usage: ./roll-dice.sh <dice-expression> [--label "description"] [--hidden]
# Examples:
# ./roll-dice.sh 1d20+3 --label "Perception check"
# ./roll-dice.sh 2d6+2 --label "Goblin damage" --hidden
# ./roll-dice.sh 1d20 --advantage --label "Attack with advantage"
# ./roll-dice.sh 1d20 --disadvantage --label "Attack with disadvantage"
# Colors for output
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
BLUE='\033[0;34m'
MAGENTA='\033[0;35m'
CYAN='\033[0;36m'
NC='\033[0m' # No Color
# Parse arguments
DICE_EXPR="$1"
shift
LABEL=""
HIDDEN=false
ADVANTAGE=false
DISADVANTAGE=false
while [[ $# -gt 0 ]]; do
case $1 in
--label)
LABEL="$2"
shift 2
;;
--hidden)
HIDDEN=true
shift
;;
--advantage)
ADVANTAGE=true
shift
;;
--disadvantage)
DISADVANTAGE=true
shift
;;
*)
shift
;;
esac
done
# Function to roll a single die
roll_die() {
local sides=$1
echo $((RANDOM % sides + 1))
}
# Function to parse and roll dice expression like "2d6+3" or "1d20"
roll_dice_expr() {
local expr=$1
# Extract number of dice, die size, and modifier
if [[ $expr =~ ^([0-9]+)?d([0-9]+)([+-][0-9]+)?$ ]]; then
local num_dice=${BASH_REMATCH[1]:-1}
local die_size=${BASH_REMATCH[2]}
local modifier=${BASH_REMATCH[3]:-+0}
local total=0
local rolls=()
# Roll each die
for ((i=1; i<=num_dice; i++)); do
local roll=$(roll_die $die_size)
rolls+=($roll)
total=$((total + roll))
done
# Apply modifier
local mod_value=${modifier:1} # Remove +/- sign
if [[ ${modifier:0:1} == "+" ]]; then
total=$((total + mod_value))
else
total=$((total - mod_value))
fi
# Return results as JSON-like format
echo "ROLLS:[${rolls[*]}]|MODIFIER:$modifier|TOTAL:$total|EXPR:$expr"
else
echo "ERROR: Invalid dice expression: $expr"
exit 1
fi
}
# Handle advantage/disadvantage (only for d20 rolls)
if [[ $ADVANTAGE == true ]] || [[ $DISADVANTAGE == true ]]; then
if [[ ! $DICE_EXPR =~ ^1?d20 ]]; then
echo "ERROR: Advantage/Disadvantage only works with d20 rolls"
exit 1
fi
# Roll twice
result1=$(roll_dice_expr "$DICE_EXPR")
result2=$(roll_dice_expr "$DICE_EXPR")
total1=$(echo "$result1" | sed -n 's/.*TOTAL:\([0-9]*\).*/\1/p')
total2=$(echo "$result2" | sed -n 's/.*TOTAL:\([0-9]*\).*/\1/p')
rolls1=$(echo "$result1" | sed -n 's/.*ROLLS:\[\([^]]*\)\].*/\1/p')
rolls2=$(echo "$result2" | sed -n 's/.*ROLLS:\[\([^]]*\)\].*/\1/p')
if [[ $ADVANTAGE == true ]]; then
if [[ $total1 -ge $total2 ]]; then
final_total=$total1
final_rolls=$rolls1
dropped=$rolls2
else
final_total=$total2
final_rolls=$rolls2
dropped=$rolls1
fi
adv_label="ADVANTAGE"
else
if [[ $total1 -le $total2 ]]; then
final_total=$total1
final_rolls=$rolls1
dropped=$rolls2
else
final_total=$total2
final_rolls=$rolls2
dropped=$rolls1
fi
adv_label="DISADVANTAGE"
fi
if [[ $HIDDEN == false ]]; then
echo -e "${CYAN}🎲 Rolling with $adv_label${NC}"
if [[ -n $LABEL ]]; then
echo -e "${BLUE} $LABEL${NC}"
fi
echo -e " Roll 1: [$rolls1] = ${YELLOW}$total1${NC}"
echo -e " Roll 2: [$rolls2] = ${YELLOW}$total2${NC}"
echo -e " ${GREEN}Final Result: $final_total${NC} (dropped: $dropped)"
fi
# Output for parsing
echo "FINAL:$final_total|EXPR:$DICE_EXPR|LABEL:$LABEL|ADV:$adv_label"
else
# Normal roll
result=$(roll_dice_expr "$DICE_EXPR")
if [[ $result == ERROR* ]]; then
echo "$result"
exit 1
fi
rolls=$(echo "$result" | sed -n 's/.*ROLLS:\[\([^]]*\)\].*/\1/p')
modifier=$(echo "$result" | sed -n 's/.*MODIFIER:\([^|]*\).*/\1/p')
total=$(echo "$result" | sed -n 's/.*TOTAL:\([0-9]*\).*/\1/p')
if [[ $HIDDEN == false ]]; then
echo -e "${CYAN}🎲 Rolling $DICE_EXPR${NC}"
if [[ -n $LABEL ]]; then
echo -e "${BLUE} $LABEL${NC}"
fi
echo -e " Dice: [${rolls// /, }]"
if [[ $modifier != "+0" ]]; then
echo -e " Modifier: $modifier"
fi
echo -e " ${GREEN}Total: $total${NC}"
fi
# Output for parsing
echo "FINAL:$total|EXPR:$DICE_EXPR|LABEL:$LABEL|ROLLS:[$rolls]|MODIFIER:$modifier"
fi
exit 0

285
skills/dnd-dm/speak-npc.js Executable file
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#!/usr/bin/env node
/**
* D&D NPC Voice TTS CLI Tool
* Usage: node speak-npc.js --text "NPC dialogue" --voice <voice-name> [--npc "NPC Name"]
*
* Examples:
* node speak-npc.js --text "Welcome, traveler!" --voice goblin --npc "Klarg"
* node speak-npc.js --text "I need your help" --voice wizard --npc "Sildar"
*/
import { ElevenLabsClient } from '@elevenlabs/elevenlabs-js';
import { createWriteStream } from 'fs';
import { spawn } from 'child_process';
import { promises as fs } from 'fs';
import { join, dirname } from 'path';
import { fileURLToPath } from 'url';
import dotenv from 'dotenv';
const __filename = fileURLToPath(import.meta.url);
const __dirname = dirname(__filename);
// Load environment variables from .env file in skill directory
dotenv.config({ path: join(__dirname, '.env') });
// Voice presets for different character types
const VOICE_PRESETS = {
// Default/versatile voices
'default': 'JBFqnCBsd6RMkjVDRZzb', // George - neutral male
'narrator': 'pNInz6obpgDQGcFmaJgB', // Adam - calm narrator
// Fantasy character archetypes
'goblin': 'EXAVITQu4vr4xnSDxMaL', // Sarah - can sound sneaky/nasty
'dwarf': 'VR6AewLTigWG4xSOukaG', // Arnold - deep male
'elf': 'ThT5KcBeYPX3keUQqHPh', // Dorothy - elegant female
'wizard': 'pNInz6obpgDQGcFmaJgB', // Adam - wise male
'warrior': 'VR6AewLTigWG4xSOukaG', // Arnold - gruff male
'rogue': 'EXAVITQu4vr4xnSDxMaL', // Sarah - sneaky
'cleric': 'ThT5KcBeYPX3keUQqHPh', // Dorothy - gentle female
'merchant': 'JBFqnCBsd6RMkjVDRZzb', // George - friendly
'guard': 'VR6AewLTigWG4xSOukaG', // Arnold - authoritative
'noble': 'pNInz6obpgDQGcFmaJgB', // Adam - refined
'villain': 'EXAVITQu4vr4xnSDxMaL', // Sarah - menacing
// Age/gender variations
'oldman': 'pNInz6obpgDQGcFmaJgB', // Adam
'youngman': 'JBFqnCBsd6RMkjVDRZzb', // George
'woman': 'ThT5KcBeYPX3keUQqHPh', // Dorothy
'girl': 'ThT5KcBeYPX3keUQqHPh', // Dorothy
};
// ANSI color codes
const colors = {
cyan: '\x1b[36m',
blue: '\x1b[34m',
green: '\x1b[32m',
yellow: '\x1b[33m',
red: '\x1b[31m',
reset: '\x1b[0m'
};
function parseArgs() {
const args = process.argv.slice(2);
const parsed = {
text: null,
voice: 'default',
npc: null,
list: false,
help: false
};
for (let i = 0; i < args.length; i++) {
switch (args[i]) {
case '--text':
parsed.text = args[++i];
break;
case '--voice':
parsed.voice = args[++i];
break;
case '--npc':
parsed.npc = args[++i];
break;
case '--list':
parsed.list = true;
break;
case '--help':
case '-h':
parsed.help = true;
break;
}
}
return parsed;
}
function printHelp() {
console.log(`
${colors.cyan}🎭 D&D NPC Voice TTS Tool${colors.reset}
Usage:
node speak-npc.js --text "dialogue" --voice <preset> [--npc "Name"]
node speak-npc.js --list
node speak-npc.js --help
Options:
--text <string> The dialogue text to speak (required)
--voice <preset> Voice preset (default: "default")
--npc <name> NPC name for display (optional)
--list List all available voice presets
--help, -h Show this help message
Examples:
node speak-npc.js --text "Welcome, traveler!" --voice goblin --npc "Klarg"
node speak-npc.js --text "I need your help" --voice wizard --npc "Sildar"
node speak-npc.js --text "You dare challenge me?" --voice villain
Available voice presets:
${Object.keys(VOICE_PRESETS).join(', ')}
Setup:
1. Copy .env.example to .env in the skill directory
2. Add your ElevenLabs API key to .env
3. Get API key from: https://elevenlabs.io/app/settings/api-keys
`);
}
function listVoices() {
console.log(`\n${colors.cyan}🎭 Available Voice Presets${colors.reset}\n`);
const categories = {
'Default': ['default', 'narrator'],
'Fantasy Archetypes': ['goblin', 'dwarf', 'elf', 'wizard', 'warrior', 'rogue', 'cleric'],
'NPCs': ['merchant', 'guard', 'noble', 'villain'],
'Age/Gender': ['oldman', 'youngman', 'woman', 'girl']
};
for (const [category, voices] of Object.entries(categories)) {
console.log(`${colors.yellow}${category}:${colors.reset}`);
voices.forEach(voice => {
if (VOICE_PRESETS[voice]) {
console.log(` ${colors.green}${voice.padEnd(15)}${colors.reset} (ID: ${VOICE_PRESETS[voice]})`);
}
});
console.log();
}
}
async function playAudio(audioPath) {
return new Promise((resolve, reject) => {
// Try afplay (macOS), then ffplay, then mpg123
const players = ['afplay', 'ffplay -nodisp -autoexit', 'mpg123'];
let player = players[0];
if (process.platform === 'darwin') {
player = 'afplay';
} else if (process.platform === 'linux') {
player = 'mpg123';
}
const proc = spawn(player.split(' ')[0], [
...player.split(' ').slice(1),
audioPath
], {
stdio: 'ignore'
});
proc.on('close', (code) => {
if (code === 0) {
resolve();
} else {
reject(new Error(`Audio player exited with code ${code}`));
}
});
proc.on('error', (err) => {
reject(err);
});
});
}
async function textToSpeech(text, voiceId, npcName = null) {
const apiKey = process.env.ELEVENLABS_API_KEY;
if (!apiKey || apiKey === 'your_api_key_here') {
console.error(`${colors.red}❌ Error: ElevenLabs API key not configured${colors.reset}`);
console.error(`\n${colors.yellow}Setup instructions:${colors.reset}`);
console.error(`1. Copy .env.example to .env in the skill directory`);
console.error(`2. Add your API key to .env`);
console.error(`3. Get API key from: https://elevenlabs.io/app/settings/api-keys\n`);
process.exit(1);
}
try {
console.log(`${colors.cyan}🎙️ Generating speech...${colors.reset}`);
if (npcName) {
console.log(`${colors.blue} NPC: ${npcName}${colors.reset}`);
}
console.log(`${colors.blue} Text: "${text}"${colors.reset}`);
const elevenlabs = new ElevenLabsClient({
apiKey: apiKey
});
const audio = await elevenlabs.textToSpeech.convert(
voiceId,
{
text: text,
model_id: 'eleven_flash_v2_5',
output_format: 'mp3_44100_128'
}
);
// Save to temporary file
const tempFile = join(__dirname, '.temp_voice.mp3');
const writeStream = createWriteStream(tempFile);
// Handle the audio stream
if (audio[Symbol.asyncIterator]) {
for await (const chunk of audio) {
writeStream.write(chunk);
}
} else {
writeStream.write(audio);
}
await new Promise((resolve, reject) => {
writeStream.end();
writeStream.on('finish', resolve);
writeStream.on('error', reject);
});
console.log(`${colors.green}✅ Audio generated${colors.reset}`);
console.log(`${colors.cyan}🔊 Playing audio...${colors.reset}`);
// Play the audio
await playAudio(tempFile);
// Clean up temp file
await fs.unlink(tempFile);
console.log(`${colors.green}✅ Complete!${colors.reset}`);
} catch (error) {
console.error(`${colors.red}❌ Error: ${error.message}${colors.reset}`);
if (error.message.includes('401') || error.message.includes('unauthorized')) {
console.error(`\n${colors.yellow}Your API key may be invalid. Please check:${colors.reset}`);
console.error(`1. API key is correct in .env file`);
console.error(`2. Key has not expired`);
console.error(`3. Get a new key from: https://elevenlabs.io/app/settings/api-keys\n`);
}
process.exit(1);
}
}
// Main execution
async function main() {
const args = parseArgs();
if (args.help) {
printHelp();
process.exit(0);
}
if (args.list) {
listVoices();
process.exit(0);
}
if (!args.text) {
console.error(`${colors.red}❌ Error: --text is required${colors.reset}`);
console.error(`Run with --help for usage information\n`);
process.exit(1);
}
const voiceId = VOICE_PRESETS[args.voice] || args.voice;
if (!VOICE_PRESETS[args.voice] && args.voice !== 'default') {
console.warn(`${colors.yellow}⚠️ Warning: Unknown voice preset "${args.voice}", using voice ID directly${colors.reset}`);
}
await textToSpeech(args.text, voiceId, args.npc);
}
main();

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# ElevenLabs API Key for Text-to-Speech
# Get your API key from: https://elevenlabs.io/app/settings/api-keys
# Required for the DM skill's NPC voice feature
ELEVENLABS_API_KEY=your_api_key_here

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skills/npc-voice/README.md Normal file
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# NPC Voice Skill
Text-to-Speech for bringing NPCs and narration to life using ElevenLabs AI voices.
## Quick Start
```bash
# Test it out
node .claude/skills/npc-voice/speak-npc.js \
--text "Hello, adventurer!" \
--voice merchant \
--npc "Shopkeeper"
```
## Installation
1. **Get API Key**: Sign up at [ElevenLabs](https://elevenlabs.io) and get your API key from [settings](https://elevenlabs.io/app/settings/api-keys)
2. **Configure**: Copy `.env.example` to `.env` and add your API key:
```bash
cp .env.example .env
# Edit .env and add: ELEVENLABS_API_KEY=your_key_here
```
3. **Install Dependencies**:
```bash
cd .claude/skills/npc-voice && npm install
```
## Usage
### Basic Command
```bash
node .claude/skills/npc-voice/speak-npc.js \
--text "Your dialogue here" \
--voice <preset> \
--npc "Character Name"
```
### Voice Presets
Run `--list` to see all available voices:
```bash
node .claude/skills/npc-voice/speak-npc.js --list
```
**Popular Presets:**
- `narrator` - Storytelling, scene descriptions
- `merchant` - Friendly shopkeeper
- `villain` - Menacing antagonist
- `wizard` - Wise spellcaster
- `warrior` - Gruff fighter
- `goblin` - Sneaky creature
- `dwarf` - Deep, gruff
- `elf` - Elegant
### Examples
**D&D Session:**
```bash
# DM narration
node .claude/skills/npc-voice/speak-npc.js \
--text "You enter a dimly lit tavern. The smell of ale and pipe smoke fills the air." \
--voice narrator
# NPC dialogue
node .claude/skills/npc-voice/speak-npc.js \
--text "Welcome to my shop! Looking for potions?" \
--voice merchant \
--npc "Albus the Alchemist"
# Villain monologue
node .claude/skills/npc-voice/speak-npc.js \
--text "You fools! You cannot stop me now!" \
--voice villain \
--npc "Dark Wizard Malakar"
```
## How It Works
1. **Text Input**: You provide dialogue/narration text
2. **Voice Selection**: Choose from preset character voices
3. **AI Generation**: ElevenLabs generates natural-sounding speech
4. **Auto-Play**: Audio plays automatically through your system
5. **Cleanup**: Temporary files are removed
## Technical Details
- **Model**: ElevenLabs eleven_flash_v2_5
- **Audio Format**: MP3, 44.1kHz, 128kbps
- **Audio Player**:
- macOS: `afplay`
- Linux: `mpg123`
- **Dependencies**:
- `@elevenlabs/elevenlabs-js`
- `dotenv`
## Use Cases
- **D&D/TTRPG**: Voice NPCs and narrate scenes
- **Storytelling**: Read passages from books with character voices
- **Content Creation**: Generate voiceovers for videos/podcasts
- **Accessibility**: Convert text to speech for easier consumption
- **Game Development**: Prototype character voices
## Files
- `speak-npc.js` - Main TTS script
- `skill.md` - Skill documentation for Claude
- `package.json` - Node.js dependencies
- `.env.example` - Environment variable template
- `.env` - Your API key (git-ignored)
## Troubleshooting
**"API key not configured"**
- Make sure `.env` file exists with valid `ELEVENLABS_API_KEY`
**"Audio player exited with code 1"**
- macOS: `afplay` should work by default
- Linux: Install `mpg123` with `sudo apt install mpg123`
**"401 Unauthorized"**
- Check your API key is correct and active
- Verify you have credits remaining in your ElevenLabs account
## Cost
ElevenLabs pricing (as of 2024):
- Free tier: 10,000 characters/month
- Paid tiers: Starting at $5/month for 30,000 characters
Short NPC dialogues typically use 50-200 characters each.
---
**Created by**: Sahar Carmel
**License**: MIT
**ElevenLabs**: https://elevenlabs.io

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---
name: npc-voice
description: Generate AI-powered voice acting for D&D NPCs using ElevenLabs TTS. Brings characters to life with distinct voices for important moments and memorable NPCs.
---
# NPC Voice Text-to-Speech Skill
Use ElevenLabs AI voices to bring NPCs and narration to life with realistic speech synthesis.
## When to Use
Use this skill **sparingly** for maximum dramatic impact:
- **Important NPC introductions**: First time meeting a major NPC
- **Dramatic moments**: Villain speeches, emotional reveals, climactic scenes
- **Recurring NPCs**: Builds consistency and player attachment
- **Boss taunts**: Makes combat more memorable
- **Scene narration**: Add atmosphere to key story moments
**Don't overuse it** - save it for special moments so it remains impactful!
## Setup Requirements
**First-time setup:**
1. Get an API key from [ElevenLabs](https://elevenlabs.io/app/settings/api-keys) (free tier available)
2. Create `.env` file in this skill directory:
```
ELEVENLABS_API_KEY=your_api_key_here
```
3. Install dependencies:
```bash
cd .claude/skills/npc-voice && npm install
```
**If no API key is configured**, simply skip using this tool - the dnd-dm skill works perfectly without it!
## Usage
```bash
# Basic usage - speak as an NPC
node .claude/skills/npc-voice/speak-npc.js \
--text "Welcome to my shop, traveler!" \
--voice merchant \
--npc "Elmar Barthen"
# Villain monologue
node .claude/skills/npc-voice/speak-npc.js \
--text "You dare challenge me? Foolish mortals!" \
--voice villain \
--npc "Dark Lord Karzoth"
# Scene narration
node .claude/skills/npc-voice/speak-npc.js \
--text "The ancient door creaks open, revealing a dark corridor..." \
--voice narrator
# List all available voices
node .claude/skills/npc-voice/speak-npc.js --list
```
## Available Voice Presets
**Fantasy Character Types:**
- `goblin` - Sneaky, nasty creatures
- `dwarf` - Deep, gruff voices
- `elf` - Elegant, refined speech
- `wizard` - Wise, scholarly tone
- `warrior` - Gruff, commanding
- `rogue` - Sneaky, sly
- `cleric` - Gentle, compassionate
**NPC Archetypes:**
- `merchant` - Friendly, talkative
- `guard` - Authoritative
- `noble` - Refined, aristocratic
- `villain` - Menacing, threatening
**General:**
- `narrator` - Storytelling and scene descriptions
- `default` - Neutral male voice
**Age/Gender:**
- `oldman` - Elderly male
- `youngman` - Young male
- `woman` - Female
- `girl` - Young female
## Example in Gameplay
```
DM: As you enter the cave, a hulking bugbear emerges from the shadows.
[Use TTS for dramatic effect:]
node .claude/skills/npc-voice/speak-npc.js \
--text "You dare enter Klarg's lair? Your bones will join the others!" \
--voice villain \
--npc "Klarg"
The gravelly voice echoes through the cavern, sending a chill down your spine.
What do you do?
```
## Technical Details
- Uses ElevenLabs TTS API (eleven_flash_v2_5 model for speed)
- Generates high-quality MP3 audio (44.1kHz, 128kbps)
- Auto-plays using system audio player:
- macOS: `afplay` (built-in)
- Linux: `mpg123` (install via package manager)
- Temporary files are cleaned up automatically
## Troubleshooting
If TTS doesn't work:
1. Check that `.env` file exists with valid API key
2. Verify audio player is available on your system
3. Check ElevenLabs API quota at https://elevenlabs.io
4. **Remember: TTS is optional!** The dnd-dm skill works fine without it
## Cost Information
**ElevenLabs Pricing** (as of 2024):
- Free tier: 10,000 characters/month
- Paid tiers: Starting at $5/month for 30,000 characters
- Short NPC dialogues typically use 50-200 characters each
---
**Ready to bring your NPCs to life with voice acting!**

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{
"name": "dnd-dm-skill",
"version": "1.0.0",
"description": "D&D Dungeon Master skill with text-to-speech for NPC voices",
"type": "module",
"scripts": {
"speak": "node speak-npc.js"
},
"dependencies": {
"@elevenlabs/elevenlabs-js": "^2.22.0",
"dotenv": "^16.4.5"
}
}

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#!/usr/bin/env node
/**
* D&D NPC Voice TTS CLI Tool
* Usage: node speak-npc.js --text "NPC dialogue" --voice <voice-name> [--npc "NPC Name"]
*
* Examples:
* node speak-npc.js --text "Welcome, traveler!" --voice goblin --npc "Klarg"
* node speak-npc.js --text "I need your help" --voice wizard --npc "Sildar"
*/
import { ElevenLabsClient } from '@elevenlabs/elevenlabs-js';
import { createWriteStream } from 'fs';
import { spawn } from 'child_process';
import { promises as fs } from 'fs';
import { join, dirname } from 'path';
import { fileURLToPath } from 'url';
import dotenv from 'dotenv';
const __filename = fileURLToPath(import.meta.url);
const __dirname = dirname(__filename);
// Load environment variables from .env file in skill directory
dotenv.config({ path: join(__dirname, '.env') });
// Voice presets for different character types
const VOICE_PRESETS = {
// Default/versatile voices
'default': 'JBFqnCBsd6RMkjVDRZzb', // George - neutral male
'narrator': 'pNInz6obpgDQGcFmaJgB', // Adam - calm narrator
// Fantasy character archetypes
'goblin': 'EXAVITQu4vr4xnSDxMaL', // Sarah - can sound sneaky/nasty
'dwarf': 'VR6AewLTigWG4xSOukaG', // Arnold - deep male
'elf': 'ThT5KcBeYPX3keUQqHPh', // Dorothy - elegant female
'wizard': 'pNInz6obpgDQGcFmaJgB', // Adam - wise male
'warrior': 'VR6AewLTigWG4xSOukaG', // Arnold - gruff male
'rogue': 'EXAVITQu4vr4xnSDxMaL', // Sarah - sneaky
'cleric': 'ThT5KcBeYPX3keUQqHPh', // Dorothy - gentle female
'merchant': 'JBFqnCBsd6RMkjVDRZzb', // George - friendly
'guard': 'VR6AewLTigWG4xSOukaG', // Arnold - authoritative
'noble': 'pNInz6obpgDQGcFmaJgB', // Adam - refined
'villain': 'EXAVITQu4vr4xnSDxMaL', // Sarah - menacing
// Age/gender variations
'oldman': 'pNInz6obpgDQGcFmaJgB', // Adam
'youngman': 'JBFqnCBsd6RMkjVDRZzb', // George
'woman': 'ThT5KcBeYPX3keUQqHPh', // Dorothy
'girl': 'ThT5KcBeYPX3keUQqHPh', // Dorothy
};
// ANSI color codes
const colors = {
cyan: '\x1b[36m',
blue: '\x1b[34m',
green: '\x1b[32m',
yellow: '\x1b[33m',
red: '\x1b[31m',
reset: '\x1b[0m'
};
function parseArgs() {
const args = process.argv.slice(2);
const parsed = {
text: null,
voice: 'default',
npc: null,
list: false,
help: false
};
for (let i = 0; i < args.length; i++) {
switch (args[i]) {
case '--text':
parsed.text = args[++i];
break;
case '--voice':
parsed.voice = args[++i];
break;
case '--npc':
parsed.npc = args[++i];
break;
case '--list':
parsed.list = true;
break;
case '--help':
case '-h':
parsed.help = true;
break;
}
}
return parsed;
}
function printHelp() {
console.log(`
${colors.cyan}🎭 D&D NPC Voice TTS Tool${colors.reset}
Usage:
node speak-npc.js --text "dialogue" --voice <preset> [--npc "Name"]
node speak-npc.js --list
node speak-npc.js --help
Options:
--text <string> The dialogue text to speak (required)
--voice <preset> Voice preset (default: "default")
--npc <name> NPC name for display (optional)
--list List all available voice presets
--help, -h Show this help message
Examples:
node speak-npc.js --text "Welcome, traveler!" --voice goblin --npc "Klarg"
node speak-npc.js --text "I need your help" --voice wizard --npc "Sildar"
node speak-npc.js --text "You dare challenge me?" --voice villain
Available voice presets:
${Object.keys(VOICE_PRESETS).join(', ')}
Setup:
1. Copy .env.example to .env in the skill directory
2. Add your ElevenLabs API key to .env
3. Get API key from: https://elevenlabs.io/app/settings/api-keys
`);
}
function listVoices() {
console.log(`\n${colors.cyan}🎭 Available Voice Presets${colors.reset}\n`);
const categories = {
'Default': ['default', 'narrator'],
'Fantasy Archetypes': ['goblin', 'dwarf', 'elf', 'wizard', 'warrior', 'rogue', 'cleric'],
'NPCs': ['merchant', 'guard', 'noble', 'villain'],
'Age/Gender': ['oldman', 'youngman', 'woman', 'girl']
};
for (const [category, voices] of Object.entries(categories)) {
console.log(`${colors.yellow}${category}:${colors.reset}`);
voices.forEach(voice => {
if (VOICE_PRESETS[voice]) {
console.log(` ${colors.green}${voice.padEnd(15)}${colors.reset} (ID: ${VOICE_PRESETS[voice]})`);
}
});
console.log();
}
}
async function playAudio(audioPath) {
return new Promise((resolve, reject) => {
// Try afplay (macOS), then ffplay, then mpg123
const players = ['afplay', 'ffplay -nodisp -autoexit', 'mpg123'];
let player = players[0];
if (process.platform === 'darwin') {
player = 'afplay';
} else if (process.platform === 'linux') {
player = 'mpg123';
}
const proc = spawn(player.split(' ')[0], [
...player.split(' ').slice(1),
audioPath
], {
stdio: 'ignore'
});
proc.on('close', (code) => {
if (code === 0) {
resolve();
} else {
reject(new Error(`Audio player exited with code ${code}`));
}
});
proc.on('error', (err) => {
reject(err);
});
});
}
async function textToSpeech(text, voiceId, npcName = null) {
const apiKey = process.env.ELEVENLABS_API_KEY;
if (!apiKey || apiKey === 'your_api_key_here') {
console.error(`${colors.red}❌ Error: ElevenLabs API key not configured${colors.reset}`);
console.error(`\n${colors.yellow}Setup instructions:${colors.reset}`);
console.error(`1. Copy .env.example to .env in the skill directory`);
console.error(`2. Add your API key to .env`);
console.error(`3. Get API key from: https://elevenlabs.io/app/settings/api-keys\n`);
process.exit(1);
}
try {
console.log(`${colors.cyan}🎙️ Generating speech...${colors.reset}`);
if (npcName) {
console.log(`${colors.blue} NPC: ${npcName}${colors.reset}`);
}
console.log(`${colors.blue} Text: "${text}"${colors.reset}`);
const elevenlabs = new ElevenLabsClient({
apiKey: apiKey
});
const audio = await elevenlabs.textToSpeech.convert(
voiceId,
{
text: text,
model_id: 'eleven_flash_v2_5',
output_format: 'mp3_44100_128'
}
);
// Save to temporary file
const tempFile = join(__dirname, '.temp_voice.mp3');
const writeStream = createWriteStream(tempFile);
// Handle the audio stream
if (audio[Symbol.asyncIterator]) {
for await (const chunk of audio) {
writeStream.write(chunk);
}
} else {
writeStream.write(audio);
}
await new Promise((resolve, reject) => {
writeStream.end();
writeStream.on('finish', resolve);
writeStream.on('error', reject);
});
console.log(`${colors.green}✅ Audio generated${colors.reset}`);
console.log(`${colors.cyan}🔊 Playing audio...${colors.reset}`);
// Play the audio
await playAudio(tempFile);
// Clean up temp file
await fs.unlink(tempFile);
console.log(`${colors.green}✅ Complete!${colors.reset}`);
} catch (error) {
console.error(`${colors.red}❌ Error: ${error.message}${colors.reset}`);
if (error.message.includes('401') || error.message.includes('unauthorized')) {
console.error(`\n${colors.yellow}Your API key may be invalid. Please check:${colors.reset}`);
console.error(`1. API key is correct in .env file`);
console.error(`2. Key has not expired`);
console.error(`3. Get a new key from: https://elevenlabs.io/app/settings/api-keys\n`);
}
process.exit(1);
}
}
// Main execution
async function main() {
const args = parseArgs();
if (args.help) {
printHelp();
process.exit(0);
}
if (args.list) {
listVoices();
process.exit(0);
}
if (!args.text) {
console.error(`${colors.red}❌ Error: --text is required${colors.reset}`);
console.error(`Run with --help for usage information\n`);
process.exit(1);
}
const voiceId = VOICE_PRESETS[args.voice] || args.voice;
if (!VOICE_PRESETS[args.voice] && args.voice !== 'default') {
console.warn(`${colors.yellow}⚠️ Warning: Unknown voice preset "${args.voice}", using voice ID directly${colors.reset}`);
}
await textToSpeech(args.text, voiceId, args.npc);
}
main();