{
  "id": "battlezoo-indigo-isles-pf2e",
  "title": "Battlezoo Jewel of the Indigo Isles for Pathfinder 2e by Roll for Combat",
  "description": "Set sail for adventure! Mysteries abound in the pirate town of Rumplank, but none are as well known as the legend of Poppy von Barnacle’s lost treasure. A band of up-and-coming heroes, chosen by the royal family, must reunite a magical map and follow the clues to fifind the lost treasure once and for all. But all is not as it seems, and somewhere, a deep evil from Rumplank’s ancient past stirs. Explore, voyage, battle, and triumph in the legendary Jewel of the Indigo Isles Adventure Path for Pathfifinder Second Edition! This complete campaign takes heroes from 1st to 11th level.",
  "version": "3.3",
  "protected": true,
  "manifest": "https://rollforcombat.com/wp-content/uploads/vttmanifest/battlezoo-indigo-isles-pf2e/module.json",
  "authors": [{
    "name": "Stephen Glicker, Ron Lundeen, Patrick Renie, Mark Seifter, and Linda Zayas-Palmer",
    "flags": {}
  }],
  "compatibility": {
    "minimum": "13",
    "verified": "13"
  },
  "relationships": {
    "systems": [{
      "id": "pf2e",
      "type": "system",
      "manifest": "https://github.com/foundryvtt/pf2e/releases/latest/download/system.json",
      "compatibility": {
        "minimum": "6.1"
      }
    }]
  },
  "flags": {
    "battlezoo-indigo-isles-pf2e": {
      "pf2e-homebrew": {
        "languages": {
          "chochori": "Chochori",
          "gmayun": "G’mayun",
          "orpok": "Orpok",
          "sklaggan": "Sklaggan"
        },
        "baseWeapons": {
          "chochori-whistlespear": "Chochori Whistlespear",
          "galtzagorri-hook-spear": "Galtzagorri Hook Spear",
          "hardriggan-jagblade": "Hardriggan Jagblade"
        },
        "creatureTraits": {
          "chochori": "Chochori",
          "gmayun": "G’mayun",
          "hardriggan": "Hardriggan",
          "kragrak": "Kragrak",
          "orpok": "Orpok",
          "anti-burrow": {
            "label": "Anti-Burrow",
            "description": "Defenses with this trait extend below the ground’s surface and can apply their Guard against invading armies with the Burrow trait."
          },
          "aquatic-defense": {
            "label": "Aquatic Defense",
            "description": "Defenses with this trait extend into the water and can apply their Guard against invading armies with the Aquatic trait."
          },
          "guard": {
            "label": "Guard",
            "description": "A defense adds this much Guard to a district. A district’s Guard must be depleted before an invading army can damage the district’s Hit Points. Some defenses, like spiked wall, have special effects when an army attacks them or can defend against different types of attacks. For this reason, track each defense’s Guard separately. Even if a defense reaches 0 guard, it can still be Repaired."
          },
          "meele": {
            "label": "Melee",
            "description": "A defense with the melee trait deals damage up close and personal. It can’t damage an army with the flying trait, and suffers effects from armies with the counter trait."
          },
          "tier-1": {
            "label": "Tier 1",
            "description": "A measure of how powerful a defense is. Basic defenses are tier 1, whereas advanced defenses are tier 2. Tier 2 defenses typically require you to upgrade a tier 1 defense and then use a rare resource discovered throughout the adventure path."
          },
          "tier-2": {
            "label": "Tier 2",
            "description": "A measure of how powerful a defense is. Basic defenses are tier 1, whereas advanced defenses are tier 2. Tier 2 defenses typically require you to upgrade a tier 1 defense and then use a rare resource discovered throughout the adventure path."
          },
          "ambush": {
            "label": "Ambush",
            "description": "Enemies with ambush act before the PCs in each round. Then the PCs and the Defenses act. Then all other enemies act."
          },
          "amphibious-army": {
            "label": "Amphibious Army",
            "description": "Enemies with the amphibious trait have all the same advantages and disadvantages as the aquatic trait while in water, but they can choose to attack on land as well if they’re in a district with a lot of wave or torrent towers."
          },
          "aquatic-army": {
            "label": "Aquatic Army",
            "description": "Enemies with the aquatic trait can swim into the harbor or from the Misty River. Since every district of Rumplank is built on the water, they can attack anywhere, though if you’re using this system in another location, there might be districts an aquatic enemy can’t reach. They ignore the Guard of any defenses that don’t have the aquatic trait."
          },
          "burrow": {
            "label": "Burrow",
            "description": "Enemies with the burrow trait can burrow underground. They ignore any defenses that don’t have the anti-burrow trait."
          },
          "counter": {
            "label": "Counter",
            "description": "Enemies with the counter trait have the ability to retaliate when attacked in melee, such as with a spray of acid, causing any defense or PC that attacks them in melee to skip their next turn dealing with the consequences."
          },
          "flying": {
            "label": "Flying",
            "description": "Enemies with the flying trait can fly over most defenses and can’t be harmed by any defense that is melee only. Flying creatures ignore the Guard of all defenses. If a defense has the melee trait, you can’t assign its damage to a flying creature."
          },
          "infiltrator": {
            "label": "Infiltrator",
            "description": "At the end of each round, after attacking, an infiltrator enemy moves to the adjacent district whose defenses have the least potential to deal them damage (if there’s a tie, then they move to the district with lower Guard so they can start damaging the district’s Hit Points directly). If the infiltrator can ignore certain types of damage, take that into account when deciding where to move."
          },
          "ranged": {
            "label": "Ranged",
            "description": "Ranged creatures can attack from afar. They don’t take damage from spiked walls and prioritize attacking them over other sources of Guard."
          },
          "regeneration-5": {
            "label": "Regeneration 5",
            "description": "Whether the creatures are literally regenerating or using healing magic, or the group generates new members via the creation of spawn or minions, enemies with regeneration recover the listed amount of Hit Points each round."
          },
          "resistant-1": {
            "label": "Resistant 1",
            "description": "Resistant creatures take less damage from physical defenses (all defenses except Inferno Towers and Storm Towers). The amount of damage they resist from each source is equal to the listed value. For instance, an attacker with Resistant 2 that was hit with 5 damage from one defense and 7 damage from another would only take a total of 8 damage (instead of 12 if they didn’t have Resistant 2)."
          },
          "resistant-2": {
            "label": "Resistant 2",
            "description": "Resistant creatures take less damage from physical defenses (all defenses except Inferno Towers and Storm Towers). The amount of damage they resist from each source is equal to the listed value. For instance, an attacker with Resistant 2 that was hit with 5 damage from one defense and 7 damage from another would only take a total of 8 damage (instead of 12 if they didn’t have Resistant 2)."
          },
          "trample-5": {
            "label": "Trample 5",
            "description": "There’s only so much that defenses can do to stop an attacker with the trample trait. The listed amount of the creature’s damage applies directly to a district’s Hit Points, ignoring Guard. For instance, an attacker with damage 11 and Trample 5 attacking a district with 6 or more Guard would deal 5 damage to the district’s Hit Points directly and then 6 damage to the district’s Guard. In another example, an attacker with damage 13 and Trample 5 attacking a district with Guard of 7 would deal 5 damage to the district’s Hit Points, 7 damage to the Guard (bringing it down to 0), and then an additional 1 damage to the district’s Hit Points, for a total of 6 damage to the district."
          },
          "undermine": {
            "label": "Undermine",
            "description": "An attacker with the undermine trait deals double damage against Guard, and they always attack before other attackers against a district with Guard (this trait does not grant them the ability to act before the PCs). If a district has less Guard than twice the attacker’s damage, first double the damage, then reduce all the Guard, then divide the remaining damage in half and apply it to the district’s Hit Points. For example, if an attacker with 10 damage and undermine attacks a district with 12 Guard, the initial 10 damage would be multiplied by 2, resulting in a total of 20. The attacker would then deal 12 damage to the Guard and destroy it, leaving 8 damage left. The remaining damage is halved, and only 4 damage is applied to the district’s Hit Points."
          },
          "unreliable": {
            "label": "Unreliable",
            "description": "An attacker with the unreliable trait is an opportunist rather than an actual part of the cult’s plans. On each round, roll a DC 8 flat check. On a success, the unreliable attacker attacks the district as normal. On a failure, they attack other attackers in the district instead. If there are no other attackers left, the unreliable attacker attacks the district without a flat check."
          }
        },
        "weaponTraits": {
          "chochori": {
            "label": "Chochori",
            "description": "A weapon with this trait is a weapon which chochori craft and use."
          },
          "gmayun": {
            "label": "G’mayun",
            "description": "A weapon with this trait is a weapon which g’mayun craft and use."
          },
          "hardriggan": {
            "label": "Hardriggan",
            "description": "A weapon with this trait is a weapon which hardriggan craft and use."
          },
          "kragrak": {
            "label": "Kragrak",
            "description": "A weapon with this trait is a weapon which kragrak craft and use."
          },
          "orpok": {
            "label": "Orpok",
            "description": "A weapon with this trait is a weapon which orpok craft and use."
          }
        }
      }
    }
  },
  "packs": [
    {
    "label": "Indigo Isles Bestiary",
    "name": "indigo-isles-bestiary",
    "path": "packs/bestiary",
    "banner": "modules/battlezoo-indigo-isles-pf2e/assets/tiles/tile-00.webp",
    "system": "pf2e",
    "type": "Actor",
    "flags": {},
    "ownership": {
      "PLAYER": "OBSERVER",
      "ASSISTANT": "OWNER"
    }
  }, {
    "label": "Indigo Isles Backgrounds",
    "name": "indigo-isles-backgrounds",
    "path": "packs/backgrounds",
    "banner": "modules/battlezoo-indigo-isles-pf2e/assets/tiles/tile-01.webp",
    "system": "pf2e",
    "type": "Item",
    "flags": {},
    "ownership": {
      "PLAYER": "OBSERVER",
      "ASSISTANT": "OWNER"
    }
  }, {
    "label": "Indigo Isles Equipment",
    "name": "indigo-isles-equipment",
    "path": "packs/equipment",
    "banner": "modules/battlezoo-indigo-isles-pf2e/assets/tiles/tile-02.webp",
    "system": "pf2e",
    "type": "Item",
    "flags": {},
    "ownership": {
      "PLAYER": "OBSERVER",
      "ASSISTANT": "OWNER"
    }
  }, {
    "label": "Indigo Isles Effects",
    "name": "indigo-isles-effects",
    "path": "packs/effects",
    "banner": "modules/battlezoo-indigo-isles-pf2e/assets/tiles/tile-03.webp",
    "system": "pf2e",
    "type": "Item",
    "flags": {},
    "ownership": {
      "PLAYER": "OBSERVER",
      "ASSISTANT": "OWNER"
    }
  }, {
    "label": "Battlezoo Jewel of the Indigo Isles Adventures",
    "name": "indigo-isles-adventures",
    "path": "packs/adventures",
    "banner": "modules/battlezoo-indigo-isles-pf2e/assets/tiles/tile-04.webp",
    "system": "pf2e",
    "type": "Adventure",
    "flags": {},
    "ownership": {
      "PLAYER": "OBSERVER",
      "ASSISTANT": "OWNER"
    }
  }, {
    "label": "Indigo Isles Spells",
    "name": "indigo-isles-spells",
    "path": "packs/spells",
    "banner": "modules/battlezoo-indigo-isles-pf2e/assets/tiles/tile-05.webp",
    "system": "pf2e",
    "type": "Item",
    "flags": {},
    "ownership": {
      "PLAYER": "OBSERVER",
      "ASSISTANT": "OWNER"
    }
  }, {
    "label": "Indigo Isles NPC Adjustments",
    "name": "indigo-isles-npc-adjustments",
    "path": "packs/npc-adjustments",
    "banner": "modules/battlezoo-indigo-isles-pf2e/assets/tiles/tile-06.webp",
    "system": "pf2e",
    "type": "Item",
    "flags": {},
    "ownership": {
      "PLAYER": "OBSERVER",
      "ASSISTANT": "OWNER"
    }
  }, {
    "label": "Indigo Isles Feats",
    "name": "indigo-isles-feats",
    "path": "packs/indigo-isles-feats",
    "banner": "modules/battlezoo-indigo-isles-pf2e/assets/tiles/tile-07.webp",
    "system": "pf2e",
    "type": "Item",
    "flags": {},
    "ownership": {
      "PLAYER": "OBSERVER",
      "ASSISTANT": "OWNER"
    }
  }],
  "media": [{
    "type": "setup",
    "caption": "Jewel of the Indigo Isles",
    "thumbnail": "modules/battlezoo-indigo-isles-pf2e/assets/art/preview.webp",
    "loop": false,
    "flags": {}
  }],
  "packFolders": [{
    "name": "Roll For Combat",
    "sorting": "m",
    "folders": [{
      "name": "Jewel of the Indigo Isles",
      "sorting": "m",
      "packs": [
        "indigo-isles-adventures",
        "indigo-isles-bestiary",
        "indigo-isles-backgrounds",
        "indigo-isles-feats",
        "indigo-isles-equipment",
        "indigo-isles-effects",
        "indigo-isles-spells",
        "indigo-isles-npc-adjustments"
      ],
      "color": null,
      "folders": []
    }]
  }],
  "esmodules": [
    "scripts/register-journal-style.mjs",
    "scripts/popup.mjs"
  ],
  "styles": [
    "styles/ii-pf2e.css"
  ]
}
