mirror of
https://github.com/Foundryborne/daggerheart.git
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* Added attribution for items, adversary and environment * Added Attribution to all adversaries * Added attribution to environments * Added attribution for class and subclass * Added Attribution to Ancestry/Community * Added Attribution for Beastforms * Added Attribution to DomainCards * Added Attribution for wepaons * Attribution for Armor/Loot/Consumables * Added a setting to hide attribution
377 lines
12 KiB
JSON
377 lines
12 KiB
JSON
{
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"name": "Local Tavern",
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"img": "systems/daggerheart/assets/icons/documents/actors/forest.svg",
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"type": "environment",
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"folder": "GQ0VnOLrKBIHR6Us",
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"label": "Guards",
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]
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"label": "Mercenaries",
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]
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},
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"label": "Other",
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}
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"description": "<p>A lively tavern that serves as the social hub for its town.</p>",
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"impulses": "Provide opportunities for adventurers, nurture community",
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"attribution": {
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"source": "Daggerheart SRD",
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"page": 105,
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{
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"name": "What's the Talk of the Town?",
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"type": "feature",
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"description": "<p>A PC can ask the bartender, staff , or patrons about local events, rumors, and potential work with a Presence Roll. On a success, they can pick two of the below details to learn—or three if they critically succeed. On a failure, they can pick one and mark a Stress as the local carries on about something irrelevant. </p><ul><li><p>A fascinating rumor with a connection to a PC’s background</p></li><li><p>A promising job for the party involving a nearby threat or situation </p></li><li><p>Local folklore that relates to something they’ve seen</p></li><li><p>Town gossip that hints at a community problem</p></li></ul><section id=\"secret-x6IPMS6Z4MFBE65u\" class=\"secret\"><p><em>Who has what kind of information? What gossip do the locals start spreading about the PCs?</em></p></section>",
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},
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{
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"name": "Sing For Your Supper",
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"type": "feature",
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"system": {
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"description": "<p>A PC can perform one time for the guests by making a Presence Roll. On a success, they earn <strong>[[/r 1d4]]</strong> handfuls of gold (<strong>[[/r 2d4]]</strong> if they critically succeed). On a failure, they mark a Stress.</p><section id=\"secret-vrH9YdQGP2sTa3cV\" class=\"secret\"><p><em>What piece do you perform? What does that piece mean to you? When’s the last time you performed it for a crowd?</em></p></section>",
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},
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{
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"name": "Mysterious Stranger",
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"type": "feature",
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"system": {
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"description": "<p> Reveal a stranger concealing their identity, lurking in a shaded booth.</p><section id=\"secret-tgxS9TgbDCpI1kZC\" class=\"secret\"><p><em>What do they want? What’s their impression of the PCs? What mannerisms or accessories do they have?</em></p></section>",
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{
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"name": "Someone Comes to Town",
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"type": "feature",
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"system": {
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"description": "<p>Introduce a signifi cant NPC who wants to hire the party for something or who relates to a PC’s background. </p><section id=\"secret-DB6Th0yGCjAsAZp6\" class=\"secret\"><p><em>Did they know the PCs were here? What do they want in this town?</em></p></section>",
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{
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"name": "Bar Fight",
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"type": "feature",
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"system": {
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"description": "<p><strong>Spend a Fear</strong> to have a bar fight erupt in the tavern. When a PC tries to move through the tavern while the fight persists, they must succeed on an Agility or Presence Roll or take <strong>1d6+2</strong> physical damage from a wild swing or thrown object. A PC can try to activate this feature by succeeding on an action roll that would provoke tavern patrons.</p><section class=\"secret\" id=\"secret-xLK8VSKLM6JQRySG\"><p><em>Who started the fight? What will it take to stop it?</em></p></section>",
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