; ; '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