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I don't quite get why he puts it out like this instead of just writing "wizard" bold. It works on all the other entrys in the table which, as far as I can see are identical. Here the whole Table:Villain: [Wizard >>bold]- The villain is a vile necromancer, evil witch, wicked priest, or some other type of sorcerer. Agara of Basti was a wizard.
Table: Villain Type: Lookup Roll: 1d6 1:[Avenger >>bold]- Seeks revenge for a perceived wrongdoing either against them personally or something they believe in. Roger Simeon was an avenger. 2:[Corrupter >>bold]- This villain works through subversion rather than brute force. Nakari of Negari was a corrupter. 3:[Destroyer >>bold]- Destroyers are seeking to bring something (or someone) to a permanent end. The king of the akaanas (referenced but never encountered) was a destroyer. 4:[Warlord >>bold]- A warlord is a militaristic villain, seeking to conquer by force. He usually has an army supporting him. King Asshur has a large army, and thus falls under the label of warlord. 5:[Wizard >>bold]- The villain is a vile necromancer, evil witch, wicked priest, or some other type of sorcerer. Agara of Basti was a wizard. 6:[Zealot >>bold]- Whatever this villain’s cause (it could be political, military, or religious for instance), the zealot has a total belief in it. Jeremy Hawk, who sought to become king of Basti, was a zealot.So what is wrong with Wizard and Warlord?
Table: Solomon Kane Adventure [@Villainroll] \n \n[Hook: >>bold] [@hook] \n \n [@Localeroll] \n \n [@Twistroll] Table: Villainroll Type: Lookup Roll: 1d10 1-7: [Villain: >>Bold] [@Villain] \n [@goalroll] \ [Henchmen: >>bold][@hench] 8-10: [Main Villain: >>Bold] [@Villain] \n [@Goalroll] \n [Henchmen: >>bold][@hench], & \n \n[Opposing Villain: >>bold] [@Villain] \n [@goalroll] \n [Henchmen: >>bold] [@hench] Table: Villain Type: Lookup Roll: 1d6 1:[Avenger >>bold]- Seeks revenge for a perceived wrongdoing either against them personally or something they believe in. Roger Simeon was an avenger. 2:[Corrupter >>bold]- This villain works through subversion rather than brute force. Nakari of Negari was a corrupter. 3:[Destroyer >>bold]- Destroyers are seeking to bring something (or someone) to a permanent end. The king of the akaanas (referenced but never encountered) was a destroyer. 4:[Warlord >>bold]- A warlord is a militaristic villain, seeking to conquer by force. He usually has an army supporting him. King Asshur has a large army, and thus falls under the label of warlord. 5:[Wizard >>bold]- The villain is a vile necromancer, evil witch, wicked priest, or some other type of sorcerer. Agara of Basti was a wizard. 6:[Zealot >>bold]- Whatever this villain’s cause (it could be political, military, or religious for instance), the zealot has a total belief in it. Jeremy Hawk, who sought to become king of Basti, was a zealot. Table: goalroll Type: Lookup Roll: 1d10 1-7: [Goal: >>bold] [@goal] 8-10: [Main Goal: >>bold] [@goal] \n[Secondary Goal: >>bold] [@Goal] Table: Goal Type: Lookup Roll: 1d6 1:[Destroy/Conquer: >>bold] A villain may be out to & destroy someone or something. Alternately, & he may seek conquest rather than outright & destruction. An Aztec priest who wants to & overthrow his king, who has converted to & Catholicism, and reestablish worship of the & old gods can be a conqueror. 2:[Discovery: >>bold] The villain seeks to discover & something of value. This may be a ritual for & immortality, the secret path to El Dorado, or & even the man who killed his wife and who & drove him to commit dark deeds. 3:[Greed: >>bold] There’s more to greed than money, & though the former is a powerful motive for & evil deeds. Seeking political favors, rare minerals, & or knowledge can just as easily lead to & villainous activities. Even a warlord has to & fund his conquests. 4:[Kidnap/Steal: >>bold] The villain seeks to kidnap & someone or something. This may be a friend & of a hero, or a victim to use for some dastardly & purpose. A villain may also be after an item, & such as a gold idol or a powerful artifact. 5:[Power: >>bold] Gaining a political position or & acquiring sensitive information can bring a & villain power as easily as discovering a secret & or conquering a land. 6:[Revenge: >>bold] Revenge takes many forms, from & simple humiliation to murder. It usually & involves methods similar to one of the other & goals, but is aimed at a specifi c target for a & personal reason. Table: Hook Type: Lookup Roll: 1d6 1: [Caught up in Events: >>bold] Through no fault of & their own, the heroes fi nd themselves thrust & into the action. Starting this way may leave & the heroes confused as to what is happening, & thus encouraging them to investigate. Skulls & in the Stars begins this way when Kane is set & upon by a ghost outside Torkertown. 2: [Innocent Beginning: >>bold] The story starts & innocently enough, but quickly leads onto & something more sinister. Rattle of Bones & begins in this manner, with Kane merely & seeking shelter for the night at an inn. These & are hard to manage, as players are always on & the lookout for adventures, so having some & more obvious clue apparent as a red herring & can help disguise an Innocent Beginning. 3: [Motivation: >>bold] Heroes have Hindrances and & sometimes those Hindrances drag them into & adventures. Red Shadows begins this way, & when Kane comes across a dying girl and & vows to track down her killers (the Heroic & and Vengeful Hindrances at work). 4: [Old Friend/Enemy: >>bold] An old acquaintance & seeks out the heroes, for good or ill. In Hawk & of Basti, Kane encounters Jeremy Hawk, a & former ally who turns out to be a villain. 5: [Patron: >>bold] Someone approaches the heroes & with a job offer (maybe the villain!). In The & Moon of Skulls, Kane visits the vampire city & looking for Marilyn Taferal, whose trail he & had followed after learning she was alive & from her evil uncle, Sir John Taferal. 6: [Rumor: >>bold] With no rapid communication & system to broadcast news of events, rumors & circulate like wildfi res. A rumor can come & in the form of an overheard conversation or & a piece of evidence. The story Wings in the & Night begins this way. Table: localeroll Type: Lookup Roll: 1d10 1-7: [Locale: >>bold] [@locale] 8-10: [Main Locale: >>bold] [@locale] \n[Secondary Locale: >>bold] [@locale] Table: locale Type: Lookup Roll: 2d6 2d6 Result 2 : [Villain’s Lair: >>bold] Much of the adventure takes & place in the & villain’s home in \a [@locale] 3–5: [Ruin/Lost City/Temple: >>bold] Ruins may be war & ravaged towns, forgotten temples of a bygone age, derelict forts, or areas & forcibly vacated of inhabitants by the European powers. 6–7: [Settlement: >>bold] The adventure takes place & somewhere there are lots of innocents. 8–9: [Exotic Land: >>bold]An exotic land is one foreign to & the majority of heroes, such as darkest Africa, mysterious Cathay, or sand-swept Arabia. 10–11: [Wilderness: >>bold] An adventure set outside a & settlement or ruin of some kind is considered & to be in the wilderness. 12 : [Castle/Mansion: >>bold] Part of the adventure & takes place in a castle or mansion. Decide & whether it is an abandoned ruin or still & inhabited. Table: Hench Type: Lookup Roll: 2d6 2d6 Result 2–4: [Combat Veteran: >>bold] Combat veterans are & masters of warfare and should be able to take & down any individual hero in a fair fight. They & may not be capable in other areas, but they & are deadly duelists. 5: [Right Hand Man: >>bold] The villain’s most trusted & lackey is usually a jack-of-all-trades. He can & fi ght, talk, and ride his way out of trouble. He & is also fanatically loyal to his master. 6–8: [Thugs: >>bold] Savage tribesmen, Barbary pirates, or & English musketry are examples of thugs. Whoever & they are, thugs are low grade lackeys. 9–10: [Beast: >>bold] The villain has one or more beasts & at his disposal. These may be mundane, like & lions, or unnatural, such as akaanas or bestial & werewolves. 10–12: [Wizard: >>bold] The villain has a sorcerer of some & description aiding him. Table: Twistroll Type: Lookup Roll: 1d11 1-6: [Twist: >>bold] [@Twist] 7-10: [First Twist: >>bold] [@Twist] \n[Second Twist: >>bold] [@Twist] 11: [First Twist: >>bold] [@Twist] \n[Second Twist: >>bold] [@Twist] \n[Third Twist: >>bold] [@Twist] Table: Twist Type: Lookup Roll: 2d6 2: [Double-Crossed: >>bold]At some point, a key & figure in the adventure switches side. This & works both for and against the heroes, & depending on who it is performing the & double-cross. 3: [Unexpected Foe: >>bold]Maybe the villain turns & out in fact to be someone the heroes weren’t & expecting (“It’s my sister!”), extra henchmen & join a desperate battle at a crucial time, or & some innocent looking animal turns out to & be a vicious killing machine. 4: [Trap/Ambush: >>bold]Traps range from simple & pits to complex traps involving moving walls. & You can either create your own, or check out & page 281 for an idea. 5: [Rescue Ally: >>bold]At some point during the & adventure, an ally of the heroes ends up in & the villain’s clutches. Kidnapping the ally may & be a distraction to cover the villain’s actions & elsewhere, or it may advance the villain’s & main goal directly. 6–8: [Creature: >>bold]Some sort of creature makes a & sudden appearance in the adventure at any & unexpected time. Check out the bestiary & starting on page 300. 9: [Natural Hazard: >>bold]At some point in the & adventure, the characters are hampered by & the forces of nature. There is a list of several & different hazards starting on page 303. Pick & one that fits the character’s current location & and climate. 10: [Unexpected Ally: >>bold]Maybe the natives rise & up against the villain and join the heroes, or & perhaps the old man they met earlier in the & adventure turns out to be a retired duelist & who just can’t sit back and watch the villain & get away with his foul plot. Either way, someone & or something comes to the heroes’ aid at & a crucial moment. 11: [Shock Revelation: >>bold]Something important & is revealed during the adventure. Such Shock & Revelations do not have to be bad—though & they often are! Perhaps an Extra declares his & undying love for a hero or maybe the group & discovers a clue that suggests an old and & trusted friend is secretly in league with the & forces of darkness. 12: [Discovery: >>bold]Many secrets lie buried across & the world and not all bring material reward. & Maybe the heroes find a document revealing & the villain’s plan or discover an inscription & that leads to another adventure. For those & heroes with mundane goals, maybe a cache & of valuable resources is uncovered.
Comments
[Wilderness: >>bold]
I will give post a reply if I figure out anything.
First off all I did was switch all the Capitol B's to lower case. so instead of [Main Villain: >>Bold] it now says [Main Villain: >>bold]
Secondly I placed a space before any of the W's. So instead of [Wizard >>bold] it is now [ Wizard >>bold]. I'm not having any of the issues like you described before. I really have no idea why that fixed it for me. Try it out and let me know if it worked for you. Nice little code you have here!
This had me stumped as well.
I suspect there is a bug with their filter coding.
I'd recommend avoiding the filters and instead using the html version. eg...
4:<b>Warlord </b>
This does the job nicely, 100% of the time.
Cheers,
Plugger
That sounds like there is a problem. The space sholdnt be needed between the [ and W, and the filter name should be case insensitive.
So what about the issue of it not rolling at all? Are there any suggestions?