The following chapter contains tools the Game Master can use for all the special situations that often come up in a game, such as:
Allies: Managing Extras under the players' control.
Creative Combat: Additional rules for creating unique combats.
Downtime: A way to determine the benefits of character activity between adventures.
Dramatic Tasks: Add tension and drama to situations like crossing a vast chasm.
Fear: The effects of overwhelming terror.
Hazards: The effects of scorching heat, bitter cold, poison, and more.
Interludes: Narrative storytelling for long trips or to reveal bits about the player characters’ backstories.
Mass Battles: Desperate last stands against incredible odds between armies.
Networking: Gathering information (the nice way or the not-so-nice way).
The Planes: Information about other planes of existence.
Quick Encounters: A fast and easy way to resolve fights, heists, or capers when pressed for time.
Social Conflict: Run a court trial, plead for aid, or convince a crowd.
Travel: Figure out how long it takes for the party to cross tracts of Golarion.