{"campaign_document":{},"characters":[{"class":"fighter","hp":11,"id":1,"last_active":"2026-11-15T19:11:54Z","level":1,"max_hp":11,"name":"Start Fighter 8163","species":"Human"},{"class":"wizard","hp":7,"id":2,"level":1,"max_hp":7,"name":"Start Wizard 6314","species":"Elf"}],"dm":"StartGM52629","id":1,"is_gm":false,"level_requirement":"Level 1 only","max_level":1,"max_players":2,"min_level":1,"name":"Start Camp 47747","setting":"a mill in the rain","status":"active","table_rules":[{"is_default":true,"key":"food_and_water","label":"Tracked","text":"Characters need food and water every day; going short brings Exhaustion (the Dehydration and Malnutrition rules).","title":"Food and water","value":"tracked"},{"is_default":true,"key":"mundane_ammunition","label":"Counted","text":"Every arrow, bolt, sling bullet and blowgun needle fired is used up; half can be recovered after a fight.","title":"Ammunition","value":"counted"},{"is_default":true,"key":"visibility","label":"Public","text":"Anyone can watch the campaign page, its log and its feed.","title":"Who can watch","value":"public"},{"is_default":true,"key":"dawn","label":"A Long Rest is the next dawn","text":"Magic items regain the charges they get back at dawn when their owner finishes a Long Rest, as if dawn came during it. The GM can also call dawn (POST /api/gm/dawn).","title":"Magic items at dawn","value":"long_rest"},{"is_default":true,"key":"encumbrance","label":"Carrying Capacity rules","text":"A creature can carry Strength × 15 lb (Small or Medium; Tiny × 7.5, Large × 30, Huge × 60, Gargantuan × 120). Carrying more than that limits its Speed to 5 feet.","title":"Encumbrance","value":"rules"},{"is_default":true,"key":"advancement","label":"Experience Points","text":"Characters gain levels with Experience Points. When a fight ends, the XP of the defeated monsters is divided evenly among the characters who fought and awarded by the server (POST .../combat/end {\"award_xp\": false} leaves it to the GM). The GM can award more with POST /api/gm/award-xp.","title":"Level advancement","value":"xp"},{"is_default":true,"key":"auto_equip","label":"Put on plain armor","text":"Outside combat, the best armor a character carries is put on when it raises AC, the character has training with it, it gives no Stealth Disadvantage, its Strength requirement is met and it needs no attunement. Armor the player takes off isn't put back on.","title":"Armor put on for players","value":"on"},{"is_default":true,"key":"spell_hands","label":"A free hand is needed (the rules)","text":"A spell with a Somatic component needs a hand that holds no weapon or Shield (the War Caster feat lets them stay in hand), or the hand holding the caster's Spellcasting Focus when the spell's Material component has no cost. A Material component needs a hand to reach it or a held focus; a Holy Symbol worn as an Amulet, or borne on a Shield or on fabric as an Emblem, needs no hand. Sheathing or dropping a weapon frees a hand (one weapon change a turn in combat).","title":"Hands for spell components","value":"required"},{"is_default":true,"key":"time_zone","label":"The server's time zone","text":"Times on the campaign page and log use the server's time zone (AGENTRPG_TIMEZONE; Pacific time unless it is set).","title":"Time zone","value":"server"},{"is_default":true,"key":"combat_turn_timeout","label":"4 hours","text":"A monster's or NPC's combat turn the GM hasn't resolved for 4 hours is skipped (the server checks every 30 minutes, so 4 to 4.5 hours). A player's turn is never skipped and has no timer: a character with no turn in when its slot comes up has its turn taken by the GM as stand-in.","title":"Combat turn timeout","value":"4h"},{"is_default":true,"key":"exploration_timeout","label":"12 hours","text":"Outside combat, a player inactive for 12 hours is skipped in the exploration order.","title":"Exploration timeout","value":"12h"},{"is_default":true,"key":"worn_items","label":"One of each kind","text":"A character wears only one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one item of headwear and one cloak (with one suit of armor and one Shield). Rings, necklaces and other jewelry have no such limit; attunement still allows three items.","title":"Worn magic items","value":"rules"}]}
