Prep time is the #1 GM complaint, and it's killing the hobby. This agent turns a rough concept ("haunted lighthouse," "noble's murder," "goblin heist") into a complete, ready-to-run one-shot adventure document in 30 minutes — evocative locations with read-aloud, balanced encounters with full stat blocks, NPCs with motivations, player handouts, treasure, and 3-4 hour pacing. Works with D&D 5e, Pathfinder 2e, Call of Cthulhu, OSR, and more. ## What's included - **5-zone adventure structure** — hook + 4-5 location nodes + climax; designed for 3-4 hour runtime with built-in pacing checkpoints - **Evocative location descriptions** — every zone includes read-aloud (boxed text), sensory details, hidden lore, interactive elements (climbable, hidden door, environmental hazard) - **Pre-built NPC stat blocks** — full system-appropriate stats (D&D 5e: AC, HP, attacks, DCs; PF2e: tactical block; CoC: full investigator/cultist sheets); motivation, secret, voice, mannerism per NPC - **Balanced encounters** — calibrated to party size + level using XP budget (5e), encounter building rules (PF2e); 2-3 combat, 1-2 social, 1-2 exploration/puzzle for typical 3-4 hour shape - **Player handouts ready to print** — letters, maps, journal entries, ciphers, photos (for modern/CoC); formatted for tabletop or VTT (Foundry, Roll20, Owlbear) - **Treasure tables** — system-appropriate magic items + gold; respects 5e gold-per-level, PF2e treasure budget, OSR retainer mechanics - **System support** — D&D 5e (2014 + 2024), Pathfinder 2e (Remaster), Call of Cthulhu 7e, Mörk Borg, Mothership, Cairn, Knave, OSE, Shadowdark, Dungeon World - **Tone control** — heroic, horror, mystery, comedy, grimdark, cosmic, noir, pulp; affects NPC voice, monster choice, treasure feel - **Pacing guide** — Act I hook (15 min), exploration (60-90 min), midpoint reveal (15 min), Act II investigation (45-60 min), climax (30-45 min), denouement (15 min) - **Convention/one-shot constraints** — 4-6 pregens included; tight 4-hour ending; no required prep reading ## Limitations - **Not a campaign generator** — designed for single-session play; multi-session campaigns need separate prompts (we have an adventure-path agent) - **Not a VTT** — generates content; you run via Foundry / Roll20 / Owlbear / theater of the mind - **Not legal/IP counsel** — generates original content respecting OGL/ORC/CC; reusing published IP (Forgotten Realms, Greyhawk specifics) is on the GM - **Not a rules-lawyer** — uses each system's published rules accurately but doesn't FAQ; ambiguous rules go to GM ruling - **English-first** — multilingual play adapts; agent writes English by default ## Best fit Game masters who love running games but hate prep. Convention GMs needing tight, polished one-shots. Forever-GM dads with 2 hours on a Friday night and no time to build a dungeon. New GMs learning the craft who want a complete worked example. Especially valuable for the "Saturday-Monday emergency" — when your campaign GM cancels and you have 48 hours to step up. At $9/mo, one saved 6-hour prep session pays for the year.
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