The rollforge cluster goes from two endpoints to eleven. Nine new endpoints cover the mechanical core an agent needs to actually run a 5e-style game, each call settled in USDC.

  • name-gen ($0.001) — batches of original, race-flavored fantasy names.
  • ability-check ($0.001) — resolve a d20 check / attack / save against a DC, with advantage/disadvantage and natural-20/1 detection.
  • initiative-roll ($0.001) — roll a full initiative order for a set of combatants, ties broken correctly.
  • spell-slots ($0.001) — the level 1–9 slot array for any class at any level, including half-casters and Warlock pact magic, plus proficiency bonus.
  • xp-level ($0.001) — XP↔level both directions: level from total XP with progress to the next, or XP required to reach a level.
  • encounter-builder ($0.002) — easy/medium/hard/deadly XP thresholds for a party, and a difficulty rating for a set of monster CRs (with the encounter multiplier applied).
  • random-table ($0.001) — roll on any caller-provided table, weighted entries or classic die-range rows, with or without replacement. A generic random-selection utility.
  • dice-stats ($0.002) — the probability profile of a dice expression: exact distribution for XdY+mod, seeded Monte Carlo for keep-highest/lowest. Mean, standard deviation, and the odds of beating a target.
  • loot-gen ($0.002) — coins, gems, art objects, and a magic-item slot scaled by challenge rating.

The rules come from the 5e SRD (OGL 1.0a / CC-BY-4.0). Pass a seed for a repeatable result, and an agent can run the whole loop — roll the encounter, check the saves, total the loot — in one place. Flavor generators (NPCs, taverns, quests) and SRD monster/spell lookups are next.