pf2e-subsystems 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +31 -0
- package/README.md +110 -0
- package/bin/cli.mjs +86 -0
- package/data/reference.generated.js +6 -0
- package/data/subsystems.generated.js +7 -0
- package/dist/icon.svg +7 -0
- package/dist/index.html +1930 -0
- package/dist/manifest.webmanifest +13 -0
- package/dist/sw.js +60 -0
- package/notice.md +132 -0
- package/package.json +52 -0
- package/src/content.js +234 -0
- package/src/engine.js +1320 -0
- package/src/icon.svg +7 -0
- package/src/manifest.webmanifest +13 -0
- package/src/styles.css +294 -0
- package/src/sw.js +60 -0
- package/src/template.html +69 -0
- package/tools/build.py +62 -0
- package/tools/build_reference.py +252 -0
- package/tools/build_subsystems.py +315 -0
- package/tools/test.mjs +370 -0
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/* data/subsystems.generated.js — AUTO-GENERATED. Do not hand-edit.
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Rebuild with: npm run build:sub
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Source: foundryvtt/pf2e GM Screen journal (Paizo content, ORC). */
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const GENERATED_SUB_META = {"generated": "2026-09-13", "source": "foundryvtt/pf2e", "sourceBranch": "v14-dev", "sourceCommit": "cf1adff", "pages": 9, "obstacles": 42, "sources": [{"title": "Pathfinder GM Core", "license": "ORC", "count": 9}]};
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const GENERATED_SUBSYSTEMS = [{"slug": "victory-points", "name": "Victory Points", "section": "Subsystem and Variant Rules", "book": "Pathfinder GM Core", "pages": "184-186", "html": "<h3>Accumulating Rolls</h3><p><strong>Critical Success</strong> The PCs gain 2 Victory Points.</p><p><strong>Success</strong> The PCs gain 1 Victory Point.</p><p><strong>Critical Failure</strong> The PCs lose 1 Victory Point.</p><p>This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare‑brained schemes have a fair chance of losing the PCs 1 Victory Point.</p><h3>Diminishing Rolls</h3><p><strong>Critical Success</strong> If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.</p><p><strong>Success</strong> The PCs avoid losing any Victory Points.</p><p><strong>Failure</strong> The PCs lose 1 Victory Point.</p><p><strong>Critical Failure</strong> The PCs lose 2 Victory Points.</p><table class=\"pf2e remaster\"><caption><strong>Table: Victory Point Scales</strong></caption><tbody><tr><th><strong>Duration of Challenge</strong></th><th><strong>VP End Point</strong></th><th><strong>VP Thresholds</strong></th></tr><tr><td>Quick encounter</td><td>3-5</td><td>-</td></tr><tr><td>Long encounter</td><td>7-10</td><td>4</td></tr><tr><td>Most of a session</td><td>15-25</td><td>5, 10, 15</td></tr><tr><td>Adventure-wide, sideline</td><td>15-20</td><td>5, 10, 15</td></tr><tr><td>Adventure-wise, forefront</td><td>25-50</td><td>10, 20, 30, 40</td></tr></tbody></table>"}, {"slug": "influence", "name": "Influence", "section": "Subsystem and Variant Rules", "book": "Pathfinder GM Core", "pages": "187-189", "html": "<p>During each round of an influence encounter, each PC can act once to either Influence or Discover.</p><h3><span class=\"actref\" data-action=\"influence\">Influence</span></h3><h3><span class=\"actref\" data-action=\"discover\">Discover</span></h3>"}, {"slug": "research", "name": "Research", "section": "Subsystem and Variant Rules", "book": "Pathfinder GM Core", "pages": "190-191", "html": "<p>In the research subsystem, PCs accumulate Research Points and learn new information or gain other benefits upon reaching specific thresholds. This subsystem is great for granting PCs more in-depth pieces of information as they continue to explore an area at large. Here, time passes in rounds spanning anywhere from 10 or so minutes to a full day. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with an intelligent book or a combat encounter with a guardian.</p><p>Research challenges work best when the PCs face a time constraint, rival research group, or other form of external condition that presents additional pressures—if the PCs have all the time in the world to safely peruse a library or ruin, you can usually simplify things to a simple skill check, since the PCs are free to keep rolling until they uncover everything there is to find.</p><h2>Building a Research Challenge</h2><p>A research challenge has two components: the library, which is an area containing the various research checks PCs need to attempt to learn about the topic (as well as obstacles that the PCs face while doing so); and a research stat block, which details the topic being researched and contains the information, rewards, and additional complications that happen when the PCs reach certain thresholds of RP.</p><h3>Designing the Library</h3><p>Designing the Library \"Library\" is the general term to designate the setting of the PCs' research. Despite the name, it doesn't necessarily consist of a quiet hall full of books. It could be an Astral memory palace, a gallery of iconographic artwork, or even a mansion where the party is questioning the guests. In many ways, designing a library is similar to designing any other dungeon, castle, or adventure locale, with various rooms or other areas, each with its own complications for the PCs to overcome. If your library is closer to a dungeon crawl on a tactical map, these are likely hazards or encounters with hostile creatures; if your library is meant to be meandered through more narratively, these might instead be skill-based or social encounters with NPCs.</p><p>Throughout the library, you'll place research checks. These describe the task that the party is doing to Research—perusing books, alchemically testing samples, or talking to a stubborn librarian—and a number of skills and DCs the party can use with the Research activity, in order from the lowest DC (the skill that works best) to the highest DC.</p><h3><span class=\"actref\" data-action=\"research\">Research</span></h3><ul class=\"tags paizo-style\"><li class=\"tag traits\"><p>CONCENTRATION</p></li><li class=\"tag traits\"><p>EXPLORATION</p></li></ul><p>If a skill isn't listed but a player provides a strong explanation for using it, you can add it at an appropriate DC (usually the highest listed DC). Academia Lore and Library Lore will often be listed in these entries, but also try to engage the whole party by varying the skills listed in each check; perhaps the books on aeromancy are all flying high overhead, requiring a round of Athletics checks to represent climbing up ladders to retrieve them. A variety of skills and decisions, along with vivid descriptions, are the key to an engaging and memorable research challenge, rather than just a string of die rolls by the investigator or wizard.</p><p>Each research check also has a maximum RP value. After reaching this value, the PCs can't gain any more RP from that research check (they don't gain more information by reading the same book over and over!) so they'll need to continue exploring to find more locations for further research. You can use this to guide your PCs through your library by placing research checks in various sections you know you want them to explore—an easy check near the entrance to introduce them to the topic is usually helpful as well! Be sure that your library provides enough RP for players to meet all the research thresholds in the stat block.</p><h3>Designing the Stat Block</h3><p>Once you've decided what your library looks like and how the areas and research options are structured, it's time to build the stat block and set research thresholds for each topic. Thresholds are your opportunity to reward your PCs with intriguing new information (like the history of the town they're in), tactical intel (such as a legendary monster's only weakness), uncommon or rare options (like a lost spell in the library's depths), or anything else. A mix of rewards is best! Backstory can be interesting, but isn't much of a reward on its own. Research that uncovers only backstory should appear only at the lowest thresholds.</p><p>Reaching thresholds can also change the state of the library, in the PCs' favor or otherwise. In a dusty room, the first threshold might simply be cleaning and organizing the library to lower subsequent checks, but in a haunted library, ghosts might start appearing as their resting place is increasingly disturbed. Reaching a research threshold can do just about anything, but it should always do something.</p><p>Think about the constraints preventing the PCs from researching freely, and use those constraints to determine how many Research Points they must earn to reach each threshold. You don't need to evenly space thresholds—you could require very few Research Points for crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward.</p><p>In a published adventure, you'll find stat blocks presented in the format below. In some cases, this information appears in a single stat block instead, but the rules function the same.</p><h2>RESEARCH TOPIC'S NAME RESEARCH (LEVEL)</h2><ul class=\"tags paizo-style\"><li class=\"tag traits\"><p>traits</p></li></ul><p><strong>Research Checks</strong> The checks PCs can attempt to conduct research listed alongside their locations, tagged with area codes or page references when appropriate.</p><hr><p><strong>Research Thresholds</strong> Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold).</p><p>Beneath the stat block, you can list any events that occur based on timing rather than the PCs' RP total (such as a threatening message arriving on the third day), as well as any other important details.</p>"}, {"slug": "chases", "name": "Chases", "section": "Subsystem and Variant Rules", "book": "Pathfinder GM Core", "pages": "192-195", "html": "<p>Chases are a special type of encounter. Each round, the pursued character or characters act first, then the pursuing characters act. Typically, to reduce variance, the PCs roll checks to progress while their opponents proceed at a steady pace, but if you want to emphasize the back-and-forth nature of a particular chase, you could have both sides roll instead. Characters in the same group can act in whatever order they prefer, each taking a turn. A character must act on their turn. If they pass their turn or are unable to act, they're unable to help the group and automatically cause the group to lose 1 Chase Point.</p><h2>Obstacles</h2><p>Each obstacle requires a certain number of Chase Points to overcome. Typically, half the obstacles require 1 point fewer than the number of party members, and half require 2 points fewer (with a minimum of 1 Chase Point per obstacle). Particularly challenging obstacles might require more. Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a guard or bribe them to look away. Each approach usually requires a skill check or Perception check, but sometimes a saving throw, an attack roll, or something even more unusual, like casting a certain spell.</p><p>On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains.</p><p><strong>Critical Success</strong> The PCs gain 2 Chase Points.</p><p><strong>Success</strong> The PCs gain 1 Chase Point.</p><p><strong>Critical Failure</strong> The PCs lose 1 Chase Point.</p><p>If the means of bypassing the obstacle helps automatically without requiring a check—such as using a certain spell to assist—the PCs typically get 1 Chase Point. You can increase that to 2 if you feel the action is extremely helpful.</p><p>Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill, or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who is legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using Acrobatics to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful.</p><p>Once the PCs accumulate enough Chase Points to overcome the obstacle, they move on to the next. Extra Chase Points don't carry over to the next obstacle. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first, since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0.</p><h2>Building a Chase</h2><p>When building a chase, first build your obstacles, and then decide how far ahead the pursued character or characters begin and at what pace the NPCs will move. Having the NPCs clear one obstacle per round is a good rule of thumb, but it could vary depending on the situation, and should especially be slower against obstacles that require more than the typical number of Chase Points to overcome.</p><p>Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If you've already decided that an obstacle uses Stealth, selecting Thievery as the other option doesn't really offer opportunities for different types of characters, since those who are good at Thievery are very likely the same ones who are good at Stealth. On the other hand, offering Athletics as an alternative gives a champion who's terrible at Stealth a way to help. The group can help cover for a character who is less capable at a particular obstacle, but it's more fun for players when you present substantially different options for each obstacle.</p><p>Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If there's no such escape, you might need more obstacles.</p><p><strong>Short:</strong> 6 obstacles, about 10–20 minutes of game time</p><p><strong>Medium:</strong> 8 obstacles, about 15–25 minutes of game time</p><p><strong>Long:</strong> 10 obstacles, about 20–30 minutes of game time</p><h2>Running a Chase</h2><p>When running a chase, narrate the scene and give vivid descriptions of the obstacles the PCs face, rather than just reading off a list of skills and immediately having the players start rolling dice and making checks. A chase is a framework for roleplaying, not just a dice game. Encourage the PCs to describe what they're doing, and how they're helping their comrades overcome each obstacle.</p><p>Typically, it's best to tell the players the DCs of the default options, so they can make informed decisions. At the very least, you should indicate the relative difficulty of the clear paths.</p><p>Try to make it feel like the PCs are really part of a chase scene, like in a movie. As each side makes progress, describe how they pull ahead or close the gap. PCs far from their foes might hear shouts in the distance. As they get closer, they catch glimpses, and then finally see their quarry in full view once they're on the enemies' heels. Think about how the events of the chase affect the environment as well. For instance, if a kaiju is chasing after the PCs, after the PCs overcome an obstacle consisting of a thick copse of trees, you could describe how the kaiju flattens the trees beneath its feet as it stomps after them.</p><h3>If the PCs Get Stuck</h3><p>Sometimes, despite their best efforts, an obstacle will stymie the PCs over and over again. In most cases, after 3 rounds of the PCs struggling with an obstacle that requires the standard number of Chase Points, it's a good idea to just say they found another way around it. If presenting another way around the obstacle just doesn't make sense, such as if a spherical barrier completely blocks the PCs, you might introduce an NPC or other outside force that can help them bypass it, but at a high cost.</p><table class=\"pf2e remaster\"><tbody><tr><th colspan=\"2\"><h4><strong>Underground Obstacles</strong></h4></th></tr><tr><td><p><strong>Crumbling Corridor (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"acrobatics\" data-dc=\"13\">Acrobatics DC 13</span> to avoid disturbing the walls, <span class=\"chk\" data-skill=\"crafting\" data-dc=\"15\">Crafting DC 15</span> to shore up the walls;</p><p><strong>Quaking Corridor (11th)</strong> <span class=\"chk\" data-skill=\"acrobatics\" data-dc=\"25\">Acrobatics DC 25</span>, <span class=\"chk\" data-skill=\"crafting\" data-dc=\"30\">Crafting DC 30</span></p></td></tr><tr><td><p><strong>Fungus Grotto (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"fortitude\" data-dc=\"15\">Fortitude DC 15</span> to endure poisonous spore, <span class=\"chk\" data-skill=\"survival\" data-dc=\"13\">Survival DC 13</span> to avoid the mushrooms;</p><p><strong>Virulent Fungi (5th)</strong> <span class=\"chk\" data-skill=\"fortitude\" data-dc=\"20\">Fortitude DC 20</span>, <span class=\"chk\" data-skill=\"survival\" data-dc=\"18\">Survival DC 18</span></p></td></tr><tr><td><p><strong>Pit Trap (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"athletics\" data-dc=\"13\">Athletics DC 13</span> to quickly climb out, <span class=\"chk\" data-skill=\"perception\" data-dc=\"15\">Perception DC 15</span> to spot the trap before it's triggered;</p><p><strong>Exceptional Pit Trap (5th)</strong> <span class=\"chk\" data-skill=\"athletics\" data-dc=\"20\">Athletics DC 20</span>, <span class=\"chk\" data-skill=\"perception\" data-dc=\"18\">Perception DC 18</span></p></td></tr><tr><td><p><strong>Wandering Gelatinous Cube (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"occultism\" data-dc=\"18\">Occultism DC 18</span> to identify its deficiencies, <span class=\"chk\" data-skill=\"stealth\" data-dc=\"15\">Stealth DC 15</span> to sneak past;</p><p><strong>Wandering Black Pudding (7th)</strong> <span class=\"chk\" data-skill=\"occultism\" data-dc=\"24\">Occultism DC 24</span>, <span class=\"chk\" data-skill=\"stealth\" data-dc=\"19\">Stealth DC 19</span></p></td></tr><tr><td><p><strong>Collapsed Tunnel (5th)</strong></p></td><td><p><span class=\"chk\" data-skill=\"athletics\" data-dc=\"20\">Athletics DC 20</span> to dig through, <span class=\"chk\" data-skill=\"perception\" data-dc=\"18\">Perception DC 18</span> to find a secret door around;</p><p><strong>Ancient Collapse (12th)</strong> <span class=\"chk\" data-skill=\"athletics\" data-dc=\"30\">Athletics DC 30</span>, <span class=\"chk\" data-skill=\"perception\" data-dc=\"28\">Perception DC 28</span></p></td></tr><tr><td><p><strong>Pendulum Trap (5th)</strong></p></td><td><p><span class=\"chk\" data-skill=\"reflex\" data-dc=\"20\">Reflex DC 20</span> to dodge the blades, <span class=\"chk\" data-skill=\"thievery\" data-dc=\"15\">Thievery DC 15</span> to disable the tap;</p><p><strong>Panoply of Pendulums (12th)</strong> <span class=\"chk\" data-skill=\"reflex\" data-dc=\"30\">Reflex DC 30</span>, <span class=\"chk\" data-skill=\"thievery\" data-dc=\"28\">Thievery DC 28</span></p></td></tr><tr><td><p><strong>Wooden Portcullis (8th)</strong></p></td><td><p><span class=\"chk\" data-skill=\"acrobatics\" data-dc=\"25\">Acrobatics DC 25</span> to squeeze through, <span class=\"chk\" data-skill=\"athletics\" data-dc=\"20\">Athletics DC 20</span> to lift the gate;</p><p><strong>Iron Portcullis (11th)</strong> <span class=\"chk\" data-skill=\"acrobatics\" data-dc=\"25\">Acrobatics DC 25</span>, <span class=\"chk\" data-skill=\"athletics\" data-dc=\"30\">Athletics DC 30</span></p></td></tr></tbody></table><table class=\"pf2e remaster\"><tbody><tr><th colspan=\"2\"><h4><strong>Urban Obstacles</strong></h4></th></tr><tr><td><p><strong>Crowd (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"acrobatics\" data-dc=\"15\">Acrobatics DC 15</span> or Athletics to weave or push through, <span class=\"chk\" data-skill=\"society\" data-dc=\"13\">Society DC 13</span> to follow the flow;</p><p><strong>Festival Crowd (4th)</strong> <span class=\"chk\" data-skill=\"athletics\" data-dc=\"20\">Athletics DC 20</span>, <span class=\"chk\" data-skill=\"society\" data-dc=\"18\">Society DC 18</span></p></td></tr><tr><td><p><strong>Fruit Cart (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"athletics\" data-dc=\"13\">Athletics DC 13</span> to vault over or smash through, <span class=\"chk\" data-skill=\"intimidation\" data-dc=\"15\">Intimidation DC 15</span> to make the merchant move it;</p><p><strong>Merchant Pavilion (5th)</strong> <span class=\"chk\" data-skill=\"athletics\" data-dc=\"20\">Athletics DC 20</span>, <span class=\"chk\" data-skill=\"intimidation\" data-dc=\"22\">Intimidation DC 22</span></p></td></tr><tr><td><p><strong>Guard Dog (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"nature\" data-dc=\"14\">Nature DC 14</span> to calm, <span class=\"chk\" data-skill=\"stealth\" data-dc=\"16\">Stealth DC 16</span> to sneak past;</p><p><strong>Guard Roc (9th)</strong> <span class=\"chk\" data-skill=\"nature\" data-dc=\"26\">Nature DC 26</span>, <span class=\"chk\" data-skill=\"stealth\" data-dc=\"28\">Stealth DC 28</span></p></td></tr><tr><td><p><strong>Rickety Rooftops (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"acrobatics\" data-dc=\"15\">Acrobatics DC 15</span> to cross clotheslines, <span class=\"chk\" data-skill=\"athletics\" data-dc=\"13\">Athletics DC 13</span> to jump from roof to roof;</p><p><strong>Crumbling, Steep Rooftops (5th)</strong> <span class=\"chk\" data-skill=\"acrobatics\" data-dc=\"18\">Acrobatics DC 18</span>, <span class=\"chk\" data-skill=\"athletics\" data-dc=\"20\">Athletics DC 20</span></p></td></tr><tr><td><p><strong>Wooden Fence (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"athletics\" data-dc=\"13\">Athletics DC 13</span> to climb over, <span class=\"chk\" data-skill=\"thievery\" data-dc=\"15\">Thievery DC 15</span> to unlock a gate;</p><p><strong>High Iron Fence (8th)</strong> <span class=\"chk\" data-skill=\"athletics\" data-dc=\"20\">Athletics DC 20</span>, <span class=\"chk\" data-skill=\"thievery\" data-dc=\"25\">Thievery DC 25</span></p></td></tr><tr><td><p><strong>Gang of Hooligans (2nd)</strong></p></td><td><p><span class=\"chk\" data-skill=\"deception\" data-dc=\"13\">Deception DC 13</span> to trick, <span class=\"chk\" data-skill=\"stealth\" data-dc=\"15\">Stealth DC 15</span> to sneak past;</p><p><strong>Elite Criminals (12th)</strong> <span class=\"chk\" data-skill=\"deception\" data-dc=\"28\">Deception DC 28</span>, <span class=\"chk\" data-skill=\"stealth\" data-dc=\"30\">Stealth DC 30</span></p></td></tr><tr><td><p><strong>Twisting Alleyways (2nd)</strong></p></td><td><p><span class=\"chk\" data-skill=\"perception\" data-dc=\"17\">Perception DC 17</span> to find a path, <span class=\"chk\" data-skill=\"society\" data-dc=\"13\">Society DC 13</span> to recall a map;</p><p><strong>Multi-Story Maze (7th)</strong> <span class=\"chk\" data-skill=\"perception\" data-dc=\"22\">Perception DC 22</span>, <span class=\"chk\" data-skill=\"society\" data-dc=\"20\">Society DC 20</span></p></td></tr></tbody></table><table class=\"pf2e remaster\"><tbody><tr><th colspan=\"2\"><h4><strong>Wilderness Obstacles</strong></h4></th></tr><tr><td><p><strong>Deep Mud (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"athletics\" data-dc=\"15\">Athletics DC 15</span> to slog through, <span class=\"chk\" data-skill=\"perception\" data-dc=\"13\">Perception DC 13</span> to find a path;</p><p><strong>Horrid Bog (5th)</strong> <span class=\"chk\" data-skill=\"athletics\" data-dc=\"20\">Athletics DC 20</span>, <span class=\"chk\" data-skill=\"perception\" data-dc=\"18\">Perception DC 18</span></p></td></tr><tr><td><p><strong>Downpour (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"fortitude\" data-dc=\"13\">Fortitude DC 13</span> to push through, <span class=\"chk\" data-skill=\"nature\" data-dc=\"15\">Nature DC 15</span> to predict the weather;</p><p><strong>Magical Thunderstorm (5th)</strong> <span class=\"chk\" data-skill=\"fortitude\" data-dc=\"30\">Fortitude DC 30</span>, <span class=\"chk\" data-skill=\"nature\" data-dc=\"25\">Nature DC 25</span></p></td></tr><tr><td><p><strong>Rope Bridge (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"acrobatics\" data-dc=\"15\">Acrobatics DC 15</span> to cross carefully, <span class=\"chk\" data-skill=\"crafting\" data-dc=\"13\">Crafting DC 13</span> to make repairs;</p><p><strong>Solitary Frayed Rope (11th)</strong> <span class=\"chk\" data-skill=\"acrobatics\" data-dc=\"25\">Acrobatics DC 25</span>, <span class=\"chk\" data-skill=\"crafting\" data-dc=\"30\">Crafting DC 30</span></p></td></tr><tr><td><p><strong>Rushing River (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"athletics\" data-dc=\"15\">Athletics DC 15</span> to swim or hop across stones, <span class=\"chk\" data-skill=\"survival\" data-dc=\"13\">Survival DC 13</span> to find a ford nearby;</p><p><strong>Flash Flood (5th)</strong> <span class=\"chk\" data-skill=\"athletics\" data-dc=\"20\">Athletics DC 20</span>, <span class=\"chk\" data-skill=\"survival\" data-dc=\"18\">Survival DC 18</span></p></td></tr><tr><td><p><strong>Steep Hills (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"athletics\" data-dc=\"13\">Athletics DC 13</span> to climb across, <span class=\"chk\" data-skill=\"perception\" data-dc=\"15\">Perception DC 15</span> to find easier path;</p><p><strong>Rugged Mountain (5th)</strong> <span class=\"chk\" data-skill=\"athletics\" data-dc=\"20\">Athletics DC 20</span>, <span class=\"chk\" data-skill=\"perception\" data-dc=\"18\">Perception DC 18</span></p></td></tr><tr><td><p><strong>Swarm of Wasps (1st)</strong></p></td><td><p><span class=\"chk\" data-skill=\"fortitude\" data-dc=\"15\">Fortitude DC 15</span> to endure stings, <span class=\"chk\" data-skill=\"survival\" data-dc=\"13\">Survival DC 13</span> to smoke them out;</p><p><strong>Those Aren't Wasps! (5th)</strong> <span class=\"chk\" data-skill=\"fortitude\" data-dc=\"20\">Fortitude DC 20</span>, <span class=\"chk\" data-skill=\"survival\" data-dc=\"18\">Survival DC 18</span></p></td></tr><tr><td><p><strong>Tangled Forest (2nd)</strong></p></td><td><p><span class=\"chk\" data-skill=\"perception\" data-dc=\"17\">Perception DC 17</span> to find the way, <span class=\"chk\" data-skill=\"survival\" data-dc=\"13\">Survival DC 13</span> to plot a path;</p><p><strong>Enchanted Forest (5th)</strong> <span class=\"chk\" data-skill=\"perception\" data-dc=\"20\">Perception DC 20</span>, <span class=\"chk\" data-skill=\"survival\" data-dc=\"18\">Survival DC 18</span></p></td></tr></tbody></table>"}, {"slug": "infiltration", "name": "Infiltration", "section": "Subsystem and Variant Rules", "book": "Pathfinder GM Core", "pages": "196-199", "html": "<h2>Obstacles in Play</h2><p>On a character's turn, the character describes what they do to get past the obstacle. They then attempt any required check (or perform the required action, if their choice doesn't require a check). The result of the check determines how many Infiltration Points the character gains toward overcoming that obstacle—or whether they instead raise suspicions and accrue Awareness Points!</p><p><strong>Critical Success</strong> The PC gains 2 Infiltration Points.</p><p><strong>Success</strong> The PC gains 1 Infiltration Point.</p><p><strong>Failure</strong> The PCs accrue 1 Awareness Point.</p><p><strong>Critical Failure</strong> The PCs accrue 2 Awareness Points.</p><p>If the character's actions automatically help without requiring a check, like using a spell, they usually gain 1 IP, but you can award 2 for particularly helpful actions.</p><h2>Preparation Activities</h2><h3><span class=\"actref\" data-action=\"bribe-contact\">Bribe Contact</span></h3><h3><span class=\"actref\" data-action=\"forge-documents\">Forge Documents</span></h3><h3><span class=\"actref\" data-action=\"gain-contact\">Gain Contact</span></h3><h3><span class=\"actref\" data-action=\"gossip\">Gossip</span></h3><h3><span class=\"actref\" data-action=\"gossip\">Gossip</span></h3><h3><span class=\"actref\" data-action=\"scout-location\">Scout Location</span></h3><h3><span class=\"actref\" data-action=\"secure-disguises\">Secure Disguises</span></h3>"}, {"slug": "reputation", "name": "Reputation", "section": "Subsystem and Variant Rules", "book": "Pathfinder GM Core", "pages": "200-201", "html": "<table class=\"pf2e remaster\"><caption><strong>REPUTATIONS</strong></caption><tbody><tr><th>Reputation</th><th>Reputation Points</th><th>Raised By</th><th>Lowered By</th></tr><tr><td>Revered</td><td>30 to 50</td><td>Major favor</td><td>Moderate or major disservice</td></tr><tr><td>Admired</td><td>15 to 29</td><td>Major favor</td><td>Any disservice</td></tr><tr><td>Liked</td><td>5 to 14</td><td>Moderate or major favor</td><td>Any disservice</td></tr><tr><td>Ignored</td><td>-4 to 4</td><td>Any favor</td><td>Any disservice</td></tr><tr><td>Disliked</td><td>-5 to -14</td><td>Any favor</td><td>Moderate or major disservice</td></tr><tr><td>Hated</td><td>-15 to -29</td><td>Any favor</td><td>Major disservice</td></tr><tr><td>Hunted</td><td>-30 -50</td><td>Moderate or major favor</td><td>Major disservice</td></tr></tbody></table><h2>Reputations</h2><h3>Ignored</h3><p>The PCs either aren't on this group's radar or the group knows about the PCs but is generally ambivalent to them. This is the default for most PCs with most groups, and it carries no special benefits or detriments.</p><h3>Liked</h3><p>The PCs have gained this group's favor. Many members of the group know about the PCs, and those who do are usually friendly to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further.</p><h3>Admired</h3><p>The PCs have earned this group's admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are helpful toward the PCs, and those who aren't are friendly. Only major favors accrue Reputation Points.</p><h3>Revered</h3><p>The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is helpful toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them.</p><h3>Disliked</h3><p>The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually unfriendly to them. At this reputation, only moderate and major disservices reduce Reputation Points.</p><h3>Hated</h3><p>The PCs have earned this group's ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are hostile toward the PCs, and those who aren't are unfriendly. When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points.</p><h3>Hunted</h3><p>The group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is hostile toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them.</p>"}, {"slug": "duels", "name": "Duels", "section": "Subsystem and Variant Rules", "book": "Pathfinder GM Core", "pages": "202-203", "html": "<h1>Setting Up a Duel</h1><p>Participants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duel's rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules.</p><h2>Compete Alone</h2><p>It's customary that each participant must compete alone and may receive no help from outside sources. However, some duels pit pairs of combatants against one another (either all together or as tag teams).</p><h2>Compete Alone</h2><p>The participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that don't involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or healing.</p><h2>Duration</h2><p>Combat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability.</p><h2>Adjudication</h2><p>Most duels are overseen by a third party who ensures the duelists don't break the duel's rules—inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge.</p><h1>Combat Duels</h1><p>Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat.</p><h2>Initiative and Dueling Actions</h2><p>Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use Deception, Intimidation, or Perception when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelist's next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round.</p><p>If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for Intimidation, Deceptive Sidestep for Deception, or Sense Weakness for Perception. Neither duelist is aware of what type of roll the other used for initiative—surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.</p><h3><span class=\"actref\" data-action=\"bullying-press\">Bullying Press</span></h3><hr><h3><span class=\"actref\" data-action=\"deceptive-sidestep\">Deceptive Sidestep</span></h3><hr><h3><span class=\"actref\" data-action=\"sense-weakness\">Sense Weakness</span></h3><hr><h2>Ending the Duel</h2><p>The duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat.</p><h1>Spellcasting Duels</h1><p>Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turn's worth of spells, giving their rivals a chance to counter the spells if they can.</p><h2>Initiative and Dueling Actions</h2><p>In most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an Arcana, Nature, Occultism, or Religion check instead of Perception. If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a magical tradition corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponent's spell if their tradition focus matches the tradition of that spell. They also gain the Change Tradition Focus action, which changes the duelist's tradition focus to a different tradition. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.</p><p>When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll Arcana, Nature, Occultism, or Religion for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels.</p><h3><span class=\"actref\" data-action=\"dueling-counter\">Dueling Counter</span></h3><hr><h3><span class=\"actref\" data-action=\"change-tradition-focus\">Change Tradition Focus</span></h3><h2>Ending the Duel</h2><p>Just like a combat duel, a spellcasting duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat.</p>"}, {"slug": "leadership", "name": "Leadership", "section": "Subsystem and Variant Rules", "book": "Pathfinder GM Core", "pages": "204-205", "html": "<p>Leadership is a long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. This subsystem provides a flexible way to reflect the party's growing influence in and connection to the world around them through downtime events and periodic benefits similar to those gained from joining an existing in-world organization. The organization can come into play only during downtime, or it can provide adventure seeds or even play a major role in a campaign.</p><p><strong>ORGANIZATION STATISTICS BY LEVEL</strong></p><table class=\"pf2e remaster\"><thead><tr><th>Level</th><th>Max Followers</th><th>Lieutenant Level</th><th>Lieutenants</th><th>Levels</th></tr></thead><tbody><tr><td>1</td><td>1-2</td><td>0</td><td>-</td><td>-</td></tr><tr><td>2</td><td>3-4</td><td>0</td><td>-</td><td>-</td></tr><tr><td>3</td><td>5-6</td><td>0</td><td>1</td><td>1</td></tr><tr><td>4</td><td>7-9</td><td>0</td><td>1</td><td>1</td></tr><tr><td>5</td><td>10-13</td><td>0</td><td>1</td><td>1</td></tr><tr><td>6</td><td>14-18</td><td>1</td><td>2</td><td>2</td></tr><tr><td>7</td><td>19-27</td><td>1</td><td>2</td><td>2</td></tr><tr><td>8</td><td>28-36</td><td>1</td><td>3</td><td>2-3</td></tr><tr><td>9</td><td>37-53</td><td>1</td><td>4-5</td><td>2-3</td></tr><tr><td>10</td><td>54-75</td><td>2</td><td>6-7</td><td>3-4</td></tr><tr><td>11</td><td>76-99</td><td>2</td><td>8-10</td><td>3-4</td></tr><tr><td>12</td><td>100-150</td><td>2</td><td>11-15</td><td>3-5</td></tr><tr><td>13</td><td>151-215</td><td>2</td><td>16-22</td><td>3-5</td></tr><tr><td>14</td><td>216-300</td><td>3</td><td>23-30</td><td>4-6</td></tr><tr><td>15</td><td>301-425</td><td>3</td><td>31-42</td><td>4-6</td></tr><tr><td>16</td><td>426-600</td><td>3</td><td>43-60</td><td>4-7</td></tr><tr><td>17</td><td>601-850</td><td>3</td><td>61-85</td><td>4-7</td></tr><tr><td>18</td><td>851-1,200</td><td>4</td><td>86-120</td><td>5-8</td></tr><tr><td>19</td><td>1,201-1,700</td><td>4</td><td>121-170</td><td>5-8</td></tr><tr><td>20</td><td>1,701-2,400</td><td>4</td><td>171-240</td><td>5-9</td></tr></tbody></table><h3>Running Leadership</h3><p>When running a game with the leadership subsystem, adding new NPCs who join the PCs' cause becomes a type of reward you should grant the PCs consistently throughout the campaign. For a typical rate of growth, give the PCs enough followers for the organization to level up at roughly the same rate as the PCs. In some cases, you might want to vary that rate—sometimes drastically. Perhaps the 10th-level PCs have a 20th-level organization with top lieutenants nearly as powerful as the PCs, or maybe the PCs start gathering followers only at 15th level and start their organization from scratch as a 1st-level organization.</p><h3>Leadership Events</h3><p>During downtime, or over the course of long stretches of time when the PCs aren't in downtime but their organization is operating in the background, you should periodically provide special leadership events. These are in addition to the events you would normally provide the PCs during downtime. These should generally be a good mix between the following three categories.</p><p><strong>Opportunity</strong>: An opportunity offers the PCs a chance to make a consequential decision that shapes the organization moving forward. For instance, the Aspis Consortium offers the PCs a deal to store their goods in the PCs' mercenary fort. Accepting gives the PCs money, but they'll have to deal with the consortium's unsavory goods. Rejecting the proposal might upset the consortium, but it allows the PCs to show their priorities between conscience and coin.</p><p><strong>Trouble:</strong> Something's gone wrong with the organization. Perhaps the thieves' guild is dealing with a clever new guard captain and needs help from the PCs to stay safe. Typically the resources the PCs need to invest to solve the troubles should be less than the benefits the PCs gain from windfalls to ensure that the organization is providing a substantial benefit to the PCs, rather than simply evening out.</p><p><strong>Windfall:</strong> The organization has received an unexpected benefit that helps the PCs. This is typically access to an uncommon option: perhaps the organization researched a new spell or discovered the techniques for an uncommon feat. However, it could be extra money or resources, clues for the PCs' adventures, political prestige, or anything else you can think of. The players might even be able to suggest a few options for their followers and lieutenants to work toward to give you some ideas.</p>"}, {"slug": "hexploration", "name": "Hexploration", "section": "Subsystem and Variant Rules", "book": "Pathfinder GM Core", "pages": "208-209", "html": "<p><strong>RANDOM TERRAIN TYPE</strong></p><table class=\"pf2e remaster\"><thead><tr><th>1d20</th><th>Result</th></tr></thead><tbody><tr><td>1-3</td><td>Plains</td></tr><tr><td>4-5</td><td>Desert</td></tr><tr><td>6-7</td><td>Aquatic (lake, sea, or ocean)</td></tr><tr><td>8-9</td><td>Mountain</td></tr><tr><td>10-11</td><td>Forest</td></tr><tr><td>12</td><td>Swamp</td></tr><tr><td>13</td><td>Arctic</td></tr><tr><td>14-20</td><td>Match the previous hex</td></tr></tbody></table><p><strong>RANDOM TERRAIN FEATURE</strong></p><table class=\"pf2e remaster\"><thead><tr><th>1d20</th><th>Result</th></tr></thead><tbody><tr><td>1-3</td><td>Landmark A feature of some significance that distinguishes the hex as noteworthy.</td></tr><tr><td>4-6</td><td>Secret The hex contains a secret the party uncovers upon exploring the hex.</td></tr><tr><td>7-9</td><td>Resource The hex contains some valuable resource appropriate to the terrain.</td></tr><tr><td>10-20</td><td>Standard A standard representation of the terrain type.</td></tr></tbody></table><p><strong>HEXPLORATION ACTIVITIES PER DAY</strong></p><table class=\"pf2e remaster\"><thead><tr><th>Speed</th><th>Activities per Day</th></tr></thead><tbody><tr><td>10 feet or less</td><td>1/2</td></tr><tr><td>15-25 feet</td><td>1</td></tr><tr><td>30-40 feet</td><td>2</td></tr><tr><td>45-55 feet</td><td>3</td></tr><tr><td>60 feet or more</td><td>4</td></tr></tbody></table><h2>Group Activities</h2><h3><span class=\"actref\" data-action=\"travel\">Travel</span></h3><hr><h3><span class=\"actref\" data-action=\"reconnoiter\">Reconnoiter</span></h3><hr><h2>Individual Activities</h2><h3><span class=\"actref\" data-action=\"fortify-camp\">Fortify Camp</span></h3><hr><h3><span class=\"actref\" data-action=\"map-the-area\">Map the Area</span></h3><hr><h4><strong>Existing Activities</strong></h4><p>Characters can use the Subsist downtime activity, which follows the same rules but assumes they're using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to Subsist normally still apply here. In general, the various {Exploration Activities} (except Hustle) can be used as individual hexploration activities, as can {Skill Actions}, at the GM's discretion.</p><h2>Random Encounters</h2><p><strong>RANDOM ENCOUNTER CHANCE</strong></p><table class=\"pf2e remaster\"><thead><tr><th>Terrain Type</th><th>Flat Check DC*</th></tr></thead><tbody><tr><td>Aquatic</td><td>17</td></tr><tr><td>Arctic</td><td>17</td></tr><tr><td>Desert</td><td>17</td></tr><tr><td>Forest</td><td>14</td></tr><tr><td>Mountain</td><td>16</td></tr><tr><td>Plains</td><td>12</td></tr><tr><td>Swamp</td><td>14</td></tr><tr></tr><tr><td colspan=\"2\">*On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs.</td></tr></tbody></table><p><strong>RANDOM ENCOUNTER TYPE</strong></p><table class=\"pf2e remaster\"><thead><tr><th>1d10</th><th>Encounter</th></tr></thead><tbody><tr><td>1-5</td><td>Harmless</td></tr><tr><td>6-7</td><td>Hazard</td></tr><tr><td>8-10</td><td>Creature</td></tr></tbody></table>"}];
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const GENERATED_CHASE_OBSTACLES = [{"table": "Underground", "name": "Crumbling Corridor", "level": 1, "options": [{"skill": "acrobatics", "dc": 13, "how": "avoid disturbing the walls"}, {"skill": "crafting", "dc": 15, "how": "shore up the walls"}]}, {"table": "Underground", "name": "Quaking Corridor", "level": 11, "options": [{"skill": "acrobatics", "dc": 25, "how": null}, {"skill": "crafting", "dc": 30, "how": null}]}, {"table": "Underground", "name": "Fungus Grotto", "level": 1, "options": [{"skill": "fortitude", "dc": 15, "how": "endure poisonous spore"}, {"skill": "survival", "dc": 13, "how": "avoid the mushrooms"}]}, {"table": "Underground", "name": "Virulent Fungi", "level": 5, "options": [{"skill": "fortitude", "dc": 20, "how": null}, {"skill": "survival", "dc": 18, "how": null}]}, {"table": "Underground", "name": "Pit Trap", "level": 1, "options": [{"skill": "athletics", "dc": 13, "how": "quickly climb out"}, {"skill": "perception", "dc": 15, "how": "spot the trap before it's triggered"}]}, {"table": "Underground", "name": "Exceptional Pit Trap", "level": 5, "options": [{"skill": "athletics", "dc": 20, "how": null}, {"skill": "perception", "dc": 18, "how": null}]}, {"table": "Underground", "name": "Wandering Gelatinous Cube", "level": 1, "options": [{"skill": "occultism", "dc": 18, "how": "identify its deficiencies"}, {"skill": "stealth", "dc": 15, "how": "sneak past"}]}, {"table": "Underground", "name": "Wandering Black Pudding", "level": 7, "options": [{"skill": "occultism", "dc": 24, "how": null}, {"skill": "stealth", "dc": 19, "how": null}]}, {"table": "Underground", "name": "Collapsed Tunnel", "level": 5, "options": [{"skill": "athletics", "dc": 20, "how": "dig through"}, {"skill": "perception", "dc": 18, "how": "find a secret door around"}]}, {"table": "Underground", "name": "Ancient Collapse", "level": 12, "options": [{"skill": "athletics", "dc": 30, "how": null}, {"skill": "perception", "dc": 28, "how": null}]}, {"table": "Underground", "name": "Pendulum Trap", "level": 5, "options": [{"skill": "reflex", "dc": 20, "how": "dodge the blades"}, {"skill": "thievery", "dc": 15, "how": "disable the tap"}]}, {"table": "Underground", "name": "Panoply of Pendulums", "level": 12, "options": [{"skill": "reflex", "dc": 30, "how": null}, {"skill": "thievery", "dc": 28, "how": null}]}, {"table": "Underground", "name": "Wooden Portcullis", "level": 8, "options": [{"skill": "acrobatics", "dc": 25, "how": "squeeze through"}, {"skill": "athletics", "dc": 20, "how": "lift the gate"}]}, {"table": "Underground", "name": "Iron Portcullis", "level": 11, "options": [{"skill": "acrobatics", "dc": 25, "how": null}, {"skill": "athletics", "dc": 30, "how": null}]}, {"table": "Urban", "name": "Crowd", "level": 1, "options": [{"skill": "acrobatics", "dc": 15, "how": "or Athletics to weave or push through"}, {"skill": "society", "dc": 13, "how": "follow the flow"}]}, {"table": "Urban", "name": "Festival Crowd", "level": 4, "options": [{"skill": "athletics", "dc": 20, "how": null}, {"skill": "society", "dc": 18, "how": null}]}, {"table": "Urban", "name": "Fruit Cart", "level": 1, "options": [{"skill": "athletics", "dc": 13, "how": "vault over or smash through"}, {"skill": "intimidation", "dc": 15, "how": "make the merchant move it"}]}, {"table": "Urban", "name": "Merchant Pavilion", "level": 5, "options": [{"skill": "athletics", "dc": 20, "how": null}, {"skill": "intimidation", "dc": 22, "how": null}]}, {"table": "Urban", "name": "Guard Dog", "level": 1, "options": [{"skill": "nature", "dc": 14, "how": "calm"}, {"skill": "stealth", "dc": 16, "how": "sneak past"}]}, {"table": "Urban", "name": "Guard Roc", "level": 9, "options": [{"skill": "nature", "dc": 26, "how": null}, {"skill": "stealth", "dc": 28, "how": null}]}, {"table": "Urban", "name": "Rickety Rooftops", "level": 1, "options": [{"skill": "acrobatics", "dc": 15, "how": "cross clotheslines"}, {"skill": "athletics", "dc": 13, "how": "jump from roof to roof"}]}, {"table": "Urban", "name": "Crumbling, Steep Rooftops", "level": 5, "options": [{"skill": "acrobatics", "dc": 18, "how": null}, {"skill": "athletics", "dc": 20, "how": null}]}, {"table": "Urban", "name": "Wooden Fence", "level": 1, "options": [{"skill": "athletics", "dc": 13, "how": "climb over"}, {"skill": "thievery", "dc": 15, "how": "unlock a gate"}]}, {"table": "Urban", "name": "High Iron Fence", "level": 8, "options": [{"skill": "athletics", "dc": 20, "how": null}, {"skill": "thievery", "dc": 25, "how": null}]}, {"table": "Urban", "name": "Gang of Hooligans", "level": 2, "options": [{"skill": "deception", "dc": 13, "how": "trick"}, {"skill": "stealth", "dc": 15, "how": "sneak past"}]}, {"table": "Urban", "name": "Elite Criminals", "level": 12, "options": [{"skill": "deception", "dc": 28, "how": null}, {"skill": "stealth", "dc": 30, "how": null}]}, {"table": "Urban", "name": "Twisting Alleyways", "level": 2, "options": [{"skill": "perception", "dc": 17, "how": "find a path"}, {"skill": "society", "dc": 13, "how": "recall a map"}]}, {"table": "Urban", "name": "Multi-Story Maze", "level": 7, "options": [{"skill": "perception", "dc": 22, "how": null}, {"skill": "society", "dc": 20, "how": null}]}, {"table": "Wilderness", "name": "Deep Mud", "level": 1, "options": [{"skill": "athletics", "dc": 15, "how": "slog through"}, {"skill": "perception", "dc": 13, "how": "find a path"}]}, {"table": "Wilderness", "name": "Horrid Bog", "level": 5, "options": [{"skill": "athletics", "dc": 20, "how": null}, {"skill": "perception", "dc": 18, "how": null}]}, {"table": "Wilderness", "name": "Downpour", "level": 1, "options": [{"skill": "fortitude", "dc": 13, "how": "push through"}, {"skill": "nature", "dc": 15, "how": "predict the weather"}]}, {"table": "Wilderness", "name": "Magical Thunderstorm", "level": 5, "options": [{"skill": "fortitude", "dc": 30, "how": null}, {"skill": "nature", "dc": 25, "how": null}]}, {"table": "Wilderness", "name": "Rope Bridge", "level": 1, "options": [{"skill": "acrobatics", "dc": 15, "how": "cross carefully"}, {"skill": "crafting", "dc": 13, "how": "make repairs"}]}, {"table": "Wilderness", "name": "Solitary Frayed Rope", "level": 11, "options": [{"skill": "acrobatics", "dc": 25, "how": null}, {"skill": "crafting", "dc": 30, "how": null}]}, {"table": "Wilderness", "name": "Rushing River", "level": 1, "options": [{"skill": "athletics", "dc": 15, "how": "swim or hop across stones"}, {"skill": "survival", "dc": 13, "how": "find a ford nearby"}]}, {"table": "Wilderness", "name": "Flash Flood", "level": 5, "options": [{"skill": "athletics", "dc": 20, "how": null}, {"skill": "survival", "dc": 18, "how": null}]}, {"table": "Wilderness", "name": "Steep Hills", "level": 1, "options": [{"skill": "athletics", "dc": 13, "how": "climb across"}, {"skill": "perception", "dc": 15, "how": "find easier path"}]}, {"table": "Wilderness", "name": "Rugged Mountain", "level": 5, "options": [{"skill": "athletics", "dc": 20, "how": null}, {"skill": "perception", "dc": 18, "how": null}]}, {"table": "Wilderness", "name": "Swarm of Wasps", "level": 1, "options": [{"skill": "fortitude", "dc": 15, "how": "endure stings"}, {"skill": "survival", "dc": 13, "how": "smoke them out"}]}, {"table": "Wilderness", "name": "Those Aren't Wasps!", "level": 5, "options": [{"skill": "fortitude", "dc": 20, "how": null}, {"skill": "survival", "dc": 18, "how": null}]}, {"table": "Wilderness", "name": "Tangled Forest", "level": 2, "options": [{"skill": "perception", "dc": 17, "how": "find the way"}, {"skill": "survival", "dc": 13, "how": "plot a path"}]}, {"table": "Wilderness", "name": "Enchanted Forest", "level": 5, "options": [{"skill": "perception", "dc": 20, "how": null}, {"skill": "survival", "dc": 18, "how": null}]}];
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const GENERATED_VP_SCALES = [{"duration": "Quick encounter", "endPoint": "3-5", "thresholds": []}, {"duration": "Long encounter", "endPoint": "7-10", "thresholds": [4]}, {"duration": "Most of a session", "endPoint": "15-25", "thresholds": [5, 10, 15]}, {"duration": "Adventure-wide, sideline", "endPoint": "15-20", "thresholds": [5, 10, 15]}, {"duration": "Adventure-wise, forefront", "endPoint": "25-50", "thresholds": [10, 20, 30, 40]}];
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="#a87c4a" stroke-width="1.6" stroke-linecap="round" stroke-linejoin="round">
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<path d="M3 20h18"/>
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<path d="M6 20v-4"/>
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<path d="M11 20v-8"/>
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<path d="M16 20v-12"/>
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<path d="M3 7h18" stroke-dasharray="2.5 2.5"/>
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</svg>
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