# TRAVELLER ENCOUNTER TABLE # Generates a random encounter table for a random biome. Parameters can choose # whether to generate an encounter table for a more specific biome. %randomterrain%,1 %terraintype%,0 %houseanimal%,2 @randomterrain,1,Generate a random terrain type?,Yes,No @terraintype,3,If "no" choose the terrain type:,Clear (Road/Open),Prairie (Plain/Steppe),Rough (Hills/Foothills),Broken (Badlands),Mountain (Alpine),Forest (Woods),Jungle (Rainforest),River (Stream/Creek),Swamp (Bog),Marsh (Wetland),Desert (Dunes),Beach (Shore/Sea Edge),Surface (Ocean/Sea),Shallows (Ocean/Sea),Depths (Ocean/Sea),Bottom (Ocean/Sea),Sea Cave/Cavern,Sargasso (Seaweed),Ruins/(Old City),Cave (Cavern),Chasm (Crevasse/Abyss),Crater (Hollow) @houseanimal,2,(House rule) Apply standard house rules for animals (swimmer weapons + exact weight + integrity)?,Yes,No %roll%,0 ;Start 1,{If~%randomterrain%=1 ?|terraintype={Dice~1d22}|} _[FxnSetExternalVariables] _[Start HTML] _|roll=1|{While~%roll%<12,[Table Row]} _[End HTML] ;Start HTML 1,
| Encounter Table: [Traveller Random Creature.Terrain Type=%terraintype%] | |
|---|---|
| 2D | Result |
| |roll+1|%roll% | [Traveller Random Creature.Start] |