;
; 'wandering' thug/marauder/bandit/soldier encounter table
; for the Conan RPG
;
; to do: coins/wealth on person, other goods, feats for combat
;
Table: enc
[@getthug]\n
;You encounter:
\n &
;[@{1d8} getthug >> implode
] \n
Table: getthug
[@thug]
Table: thug
Set:hitdie=6
Set:feats=1
Set:stroff=0
Set:conoff=0
Set:dexoff=0
Set:intoff=0
Set:wisoff=0
Set:chaoff=0
Set:level=[@level]
Set:levelord=[#{$level} ord]
Set:sex=[@sex]
Set:race=[@race]
Set:class=[@class]
Set:str={!{1d6+7}+{$stroff}+{$statadj}}
Set:int={!{1d6+7}+{$intoff}+{$statadj}}
Set:wis={!{1d6+7}+{$wisoff}+{$statadj}}
Set:con={!{1d6+7}+{$conoff}+{$statadj}}
Set:dex={!{1d6+7}+{$dexoff}+{$statadj}}
Set:cha={!{1d6+7}+{$chaoff}+{$statadj}}
Set:strbonus=[#{$str} statbonus]
Set:intbonus=[#{$int} statbonus]
Set:wisbonus=[#{$wis} statbonus]
Set:conbonus=[#{$con} statbonus]
Set:dexbonus=[#{$dex} statbonus]
Set:chabonus=[#{$cha} statbonus]
Set:weapon1=[@weapons with 1]
Set:nothing=[#{$level} {$class}_levelinfo]
Set:armor=[#{!{1d20}+{$bab1}} armor]
Set:helm=[#{!{1d20}+{$bab1}+{$dr}} helm] //throw in dr to try to match qual of helm with armor level
Set:DRTot={!{$dr}+{$dr2}}
Set:HP={!{$hitdie}+{{!{$level}-1}d{$hitdie}}+ ({$conbonus} * {$level})}
Set:Init=[@init_mod]
Set:featlist=[!{$feats} CombatFeats >> implode]
[{$rep}) >> Bold] [{$levelord} level {$sex} {$race} {$class} >> Bold]\n&
Str: {$str} ({$strbonus}) Dex: {$dex} ({$dexbonus}) Con: {$con} ({$conbonus}) Int: {$int} ({$intbonus}) Wis: {$wis} ({$wisbonus}) Cha: {$cha} ({$chabonus}) \n &
Fort: [@format_mod with {$fort}, {$conbonus}] Ref: [@format_mod with {$ref}, {$dexbonus}] Will: [@format_mod with {$will}, {$wisbonus}] \n&
Hp: {$hp} \n &
Dodge/Parry: [@dodge_parry]\n&
Initiative: [@format_mod with {$init}, 0]\n&
Damage Reduction: {$DRTot}\n&
Armor: {$armor} [when]{$dr2} > 0[do]and {$helm}[end] \n&
Weapons:\n&
{$weapon1} Att: [@attack_mod] Damage: {$dam1}+{!{$strbonus}+0} Crit:{$crit1}\n&
Feats: {$featlist}\n&
Wealth: [#{!{1d6}+{$level}} coins] \n&
Other Items: [!{1d6-3} misc_items >> implode]
Table: level-old
Set:statadj=0 //this is used for the all-stat increase at lev 6
10:1
1:2
Table: level
Set:statadj=0 //this is used for the all-stat increase at lev 6
7:1
10:2
5:3
4:4
3:5
;1:6[statadj==1]
;1:7[statadj==1]
Table: Ord
1st
2nd
3rd
4th
5th
6th
7th
Table: sex
5:male
1:female
Table: race
Aquilonian
Bossonian
Kothic
Argossian
Zamoran
Shemite
Stygian
Kushite
Table: class
10:Soldier{!stroff==4}{!conoff==3}{!hitdie==10}[when]{$level}>3[do]{!stroff==5}[end]
2:Nomad{!stroff==3}{!conoff==4}{!hitdie==10}[when]{$level}>3[do]{!conoff==5}[end]
1:Thief{!dexoff==4}{!hitdie==8}[when]{$level}>3[do]{!dexoff==5}[end]
1:Noble{!stroff==1}{!intoff==1}{!chaoff==2}{!hitdie==8}[when]{$level}>3[do]{!chaoff==5}[end]
;1:Scholar{!intoff==4}{!hitdie==6}[when]{$level}>3[do]{!intoff==5}[end]
Table: statbonus
type: lookup
1:-4
2:-3
3:-3
4:-2
6:-2
7:-1
8:-1
9:0
10:0
11:0
12:1
13:1
14:2
15:2
16:3
17:3
18:4
19:4
20:5
21:5
Table: weapons
2:Handaxe[dam{$1}==1d8][crit{$1}==x3]
5:Short Sword[dam{$1}==1d8][crit{$1}==19-20]
5:Battleaxe[dam{$1}==1d10][crit{$1}==x3]
2:Broadsword[dam{$1}==1d10][crit{$1}==19-20]
2:Cutlass[dam{$1}==1d10][crit{$1}==19-20]
5:Scimitar[dam{$1}==1d8][crit{$1}==18-20]
5:Arming Sword[dam{$1}==1d10][crit{$1}==19-20]
1:War Club[dam{$1}==2d6][crit{$1}==x2]
1:War Sword[dam{$1}==1d12][crit{$1}==x2]
1:Greatsword[dam{$1}==2d10][crit{$1}==19-20]
1:Tulwar[dam{$1}==2d8][crit{$1}==18-20]
Table: armor
type:lookup
1-5:None[dr==0]
6-7:Quilted Jerkin[dr==3]
8-12:Leather Jerkin[dr==4]
13-16:Mail Shirt[dr==5]
17-18:Scale Corselet[dr==5]
19-20:Brigandine Coat[dr==6]
21-22:Mail Hauberk[dr==6]
23-24:Breastplate[dr==6]
25-26:Mail Shirt and Breastplate[dr==8]
27:Mail Hauberk and Breastplate[dr==9]
Table: helm
type:lookup
1-3:None[dr2==0]
4-15:Steel Cap[dr2==1]
16-25:Great Helm[dr2==2]
26-100:Visored Helm[dr2==2]
Table: attack_mod
{!aa==({$bab1})+({$strbonus})}&
{!ab=={$bab2}+({$strbonus})}&
[when]{$aa} > 0[do]+{$aa}[else]{$aa}[end]&
[when]{$bab2} > 0[do]/+{$ab}[end]
Table: init_mod
{!aa==({$dexbonus})+{$ref}}[when]{$aa} > 0[do]+{$aa}[else]{$aa}[end]
Table:dodge_parry
{!10+({$dodge})+({$dexbonus})}/&
{!10+({$parry})+({$strbonus})}
Table: format_mod
{!aa=={$1}+({$2})}[when]{$aa} > 0[do]+{$aa}[else]{$aa}[end]
;Level modifiers for classes
Table: Soldier_levelinfo
type:Lookup
1:[bab1==1][bab2==0][dodge==0][parry==0][fort==2][ref==0][will==0]{!feats=={$feats}+1}
2:[bab1==2][bab2==0][dodge==1][parry==1][fort==3][ref==0][will==0]{!feats=={$feats}+2}
3:[bab1==3][bab2==0][dodge==1][parry==2][fort==3][ref==1][will==1]{!feats=={$feats}+3}
4:[bab1==4][bab2==0][dodge==2][parry==3][fort==4][ref==1][will==1]{!feats=={$feats}+4}
5:[bab1==5][bab2==0][dodge==2][parry==4][fort==4][ref==1][will==1]{!feats=={$feats}+4}
6:[bab1==6][bab2==1][dodge==3][parry==4][fort==5][ref==2][will==2]{!feats=={$feats}+6}
7:[bab1==7][bab2==2][dodge==3][parry==5][fort==5][ref==2][will==2]{!feats=={$feats}+6}
Table: Nomad_levelinfo
type:Lookup
1:[bab1==1][bab2==0][dodge==0][parry==0][fort==2][ref==2][will==0]{!feats=={$feats}+1}
2:[bab1==2][bab2==0][dodge==1][parry==1][fort==3][ref==3][will==0]{!feats=={$feats}+1}
3:[bab1==3][bab2==0][dodge==1][parry==1][fort==3][ref==3][will==1]{!feats=={$feats}+2}
4:[bab1==4][bab2==0][dodge==2][parry==2][fort==4][ref==4][will==1]{!feats=={$feats}+2}
5:[bab1==5][bab2==0][dodge==2][parry==2][fort==4][ref==4][will==1]{!feats=={$feats}+2}
6:[bab1==6][bab2==1][dodge==3][parry==3][fort==5][ref==5][will==2]{!feats=={$feats}+3}
7:[bab1==7][bab1==2][dodge==3][parry==3][fort==5][ref==5][will==2]{!feats=={$feats}+4}
Table: Thief_levelinfo
type:Lookup
1:[bab1==0][bab2==0][dodge==0][parry==0][fort==0][ref==2][will==0]{!feats=={$feats}+1}
2:[bab1==1][bab2==0][dodge==1][parry==1][fort==0][ref==3][will==0]{!feats=={$feats}+1}
3:[bab1==2][bab2==0][dodge==1][parry==1][fort==1][ref==3][will==1]{!feats=={$feats}+2}
4:[bab1==3][bab2==0][dodge==2][parry==2][fort==1][ref==4][will==1]{!feats=={$feats}+2}
5:[bab1==3][bab2==0][dodge==2][parry==2][fort==1][ref==4][will==1]{!feats=={$feats}+2}
6:[bab1==4][bab2==0][dodge==3][parry==3][fort==2][ref==5][will==2]{!feats=={$feats}+3}
7:[bab1==5][bab2==0][dodge==3][parry==3][fort==2][ref==5][will==2]{!feats=={$feats}+3}
Table: Noble_levelinfo
type:Lookup
1:[bab1==0][bab2==0][dodge==0][parry==0][fort==0][ref==0][will==2]{!feats=={$feats}+1}
2:[bab1==1][bab2==0][dodge==0][parry==1][fort==0][ref==0][will==3]{!feats=={$feats}+1}
3:[bab1==2][bab2==0][dodge==1][parry==1][fort==1][ref==1][will==3]{!feats=={$feats}+2}
4:[bab1==3][bab2==0][dodge==1][parry==2][fort==1][ref==1][will==4]{!feats=={$feats}+2}
5:[bab1==3][bab2==0][dodge==1][parry==2][fort==1][ref==1][will==4]{!feats=={$feats}+2}
6:[bab1==4][bab2==0][dodge==2][parry==3][fort==2][ref==2][will==5]{!feats=={$feats}+3}
7:[bab1==5][bab2==0][dodge==2][parry==3][fort==2][ref==2][will==5]{!feats=={$feats}+3}
Table: Scholar_levelinfo
type:Lookup
1:[bab1==0][bab2==0][dodge==0][parry==0][fort==0][ref==0][will==2]{!feats=={$feats}+1}
2:[bab1==1][bab2==0][dodge==0][parry==0][fort==0][ref==0][will==3]{!feats=={$feats}+1}
3:[bab1==2][bab2==0][dodge==1][parry==1][fort==1][ref==1][will==3]{!feats=={$feats}+2}
4:[bab1==3][bab2==0][dodge==1][parry==1][fort==1][ref==1][will==4]{!feats=={$feats}+2}
5:[bab1==3][bab2==0][dodge==1][parry==1][fort==1][ref==1][will==4]{!feats=={$feats}+2}
6:[bab1==4][bab2==0][dodge==2][parry==2][fort==2][ref==2][will==5]{!feats=={$feats}+3}
7:[bab1==5][bab2==0][dodge==2][parry==2][fort==2][ref==2][will==5]{!feats=={$feats}+3}
Table: combatfeats
Alertness
Blind-Fight
Brawl
5:Combat Reflexes
Diehard
Diligent
Dodge{!dodge=={$dodge}+1}
Endurance
10:Great Fortitude{!fort=={$fort}+2}
Improved Bull Rush
Improved Disarm
Improved Feint
Improved Grapple
10:Improved Initiative{!init==({$init})+4}
Improved Overrun
Improved Two-Weapon Combat
5:Improved Unarmed Strike
5:Iron Will{!will=={$will}+2}
5:Lightning Reflexes{!ref=={$ref}+2}
Parry{!parry=={$parry}+1}
Point Blank Shot
10:Power Attack
Rapid Shot
Reflexive Parry
5:Toughness{!hp=={$hp}+{$level}} (+{$level} hp)
10:Weapon Focus{!bab1=={$bab1}+1} (+1[when]{$bab2}>0[do]{!bab2=={$bab2}+1}/+1[end] to hit)
Table: Coins
type:Lookup
1:None
2:{1d6} Silver
3:{2d6} Silver
4:{3d6} Silver
5:{4d6} Silver
6:{5d6} Silver
7:{5d6} Silver, {1d6} Gold
8:{5d6} Silver, {2d6} Gold
9:{5d6} Silver, {3d6} Gold
10:{5d6} Silver, {4d6} Gold
11:{5d6} Silver, {5d6} Gold
12:{5d6} Silver, {5d6} Gold, {1d4} Gems worth {!{1d10}*10} gp each
13:{5d6} Silver, {5d6} Gold, {1d4} Gems worth {!{1d10}*10} gp each, {1d4} Gems worth {!{1d10}*10} gp each
Table: misc_items
wine skin (full of wine)
wine skin (full of hard liquor)
bottle of hard liquor
bottle of [|fine|awful] [|wine|beer|mead]
small pouch of black lotus extract [|(mostly gone)|]
religous [|medallion|icon] worth ({!{1d10}*10} sp)
[|gold|silver|copper|steel] ring [|with small {1d4*10} sp gem||]
[|gold|silver|copper|steel] neck chain
[|gold|silver|copper|steel] nose ring
feather from an exotic bird
[|squirrel|rabbit|racoon|jaguar|lion|tiger] pelt
fishing hook and line
bottle of ink and quill [|(empty)|]
{1d4} sticks of chalk
manacles
spade
sewing needle
chain ({1d6+6} ft)
{1d6} sheets of parchment
small vial [|(empty)|(poison DC 12)|(sleeping draught)|(hallucinogen)|(unknown)]
small [|leather|cloth] bag with [|dice|figurine] game
playing cards
silk rope ({2d10+10} ft)
small [|leather|cloth] bag of herbs ([|(poison DC {1d6+9})|sleeping aid|hallucinogen|unknown|healing|stimulant|medicinal])
[|small|large] bag of [|nuts and raisins|vegetables|jerky|grain|hard candy|stones|seashells]
cooking pot
metal spoon
whistle
drum
flute
metal cup
block of wax
{1d4} candles