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dungeon-crawl-wheat.vercel.app

dungeon-crawl-wheat.vercel.app

live Unverified (seed import) Media & Personal 5 tools imperative implementation

Dungeon Crawl

First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com

Answer 1 · Act 4 · Transact 0 · Score: Not yet scored

Tool inspector

advance_story

act imperative

Move the story on and open the way to somewhere new. Pass the player's stated intent as direction (e.g. "follow the singing down the stair"). If this room still has hand-written content left, that is revealed and the prose is already written — you can send direction alone. Once the written map runs out you are writing the room yourself: send room_name, mood and description and they become the actual scene the player reads, marked ✦ on the map as yours. THE HOUSE VOICE, match it: second person, present tense, plain words. Dread comes from something being slightly wrong — a sound that stops when it should not, wet stone where stone should be dry, a task someone was doing here until they stopped. Name real objects: lamps, water, iron, wax, chalk marks, rope. No elves, no magic systems, no "ancient evil", no adjective piles. Two to four sentences, and let one of them be short. The player still has to walk there themselves.

Input schema

PropertyTypeRequiredDescription
direction string no Where or how the story moves, in the player's words when they gave any.
room_name string no What this place is called, the way a lamplighter would write it on a chart: "The Bell Stair", "The Wet Vestry". Falls back to a name built from direction if you don't send one.
mood string no One short line under the room name — what the place feels like. A fragment, not a sentence: "Wet plaster, and someone else breathing."
description string no The scene itself, in the house voice described above. This is shown to the player verbatim as the room they are looking at, so write the room, not a summary of it. Under 900 characters.
Raw JSON schema
{
  "type": "object",
  "properties": {
    "direction": {
      "type": "string",
      "description": "Where or how the story moves, in the player's words when they gave any."
    },
    "room_name": {
      "type": "string",
      "description": "What this place is called, the way a lamplighter would write it on a chart: \"The Bell Stair\", \"The Wet Vestry\". Falls back to a name built from direction if you don't send one."
    },
    "mood": {
      "type": "string",
      "description": "One short line under the room name — what the place feels like. A fragment, not a sentence: \"Wet plaster, and someone else breathing.\""
    },
    "description": {
      "type": "string",
      "description": "The scene itself, in the house voice described above. This is shown to the player verbatim as the room they are looking at, so write the room, not a summary of it. Under 900 characters."
    }
  }
}

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