TS Tuesday - Ghost of SaltMarsh No4
#tables
#tstuesday
#saltmarsh
I have added the 4th area to the table. Now included is the Silverstand Woods encounter tables. /g/tablesmith/files/TableSmith%20Tuesday/Ghost%20of%20SaltMarsh Here is the information on the Silverstand: The Silverstand Wood This forest got its name from the silvery sheen that marks the leaves and bark of its trees. Long ago, elves from the Feywild crossed the planar boundaries to settle here. Today, several wood elf clans dwell in elegant, wooden structures built among the forest canopy. Not a single creature enters or leaves the forest's boundaries without the knowledge of the elves. Forest Encounter The flora and fauna of the forest are very attuned to the wood elves that reside here. The elves are neutral and allow all kinds of beast to live in their domain. Not all of them will be friendly. After 2 hours in the forest the party will be shadowed by a patrol of wood elves. They will not intervene if the party has an encounter with a beast so that they can determine their intentions. Check for an encounter twice per day by rolling a d20. On an 18 or higher, the characters have an encounter. The Silverstand has 4 types of encounters: Forest-Encounter Forest-Hazard River-Encounter River-Hazard Here are some samples: Forest-Encounter Monstrosity - (4) centaurs The centaurs in the encounter will be neutral but cautious towards the party. Beast - (2) black bears The black bears in the encounter will be neutral but cautious towards the party. Fey - (1) dryad The dryad in the encounter will be neutral but cautious towards the party. Forest-Hazard Hazard - cliff Player Information: A cliff blocks further travel. The walls of the cliff are somewhat steep and the bottom is 60 feet below. DM Information: Upon closer inspection there is a narrow trail that goes to the base of the cliff. The narrow path requires a DEX save DC 15 to safely navigate. Those that fail must make a second DEX save DC 15 to hold on or they will slip and fall down the cliff. Any character that falls from the trail will suffer 1d6 falling damage per 10 feet fallen and be stunned for 1d4 rounds. The slope of the cliff becomes a gentle enough slope to skip a DEX check after traveling 5 hours to the right or 4 hours to the left. Hazard - large stream Player Information: A wide stream blocks further travel. It is 20 feet wide and appears to be about 5 feet deep. DM Information: There was once a large fallen tree that spanned the stream here, but it was washed away during a flood. Trying to cross requires a DEX save DC 16 to cross. Those that fail will be swept away by the water at a rate of 10 to 40 feet per round. If a character fails their roll, move them downstream the indicated distance at the end of their turn. A character trying to maintain their position relative to the riverbank with (swim DC 16). The stream can be crossed by felling a large tree (roll for extra random encounter) or traveling downstream to reach a shallow water crossing. This will take 6 hours. Hazard - thicket Player Information: Thorns and brambles are flanking the path and are becoming more and more constrictive. The undergrowth has become very dense and mixed with thorny vines. DM Information: The heavy undergrowth flanks the path for the next 100 feet. It starts at 10 feet from the edge of the path but every 30 feet the path gets 5 feet narrower until is a mere 2 feet wide. At the end of the path, the characters will have to crawl for another 30 feet before the path widens. The thicket is 10 feet thick and increases 10 feet in thickness every 20 feet traveled. Players can attempt to force their way through the undergrowth is 4 times the normal movement cost. Characters moving through the thicket will take 1 hp of damage per 10 feet traveled with a maximum of 5 hp. The thicket can be bypassed by backtracking and going around which will take 4 hours. River-Encounter Dragon - (1) young bronze dragon The young bronze dragon in the encounter will be friendly but cautious towards the party. Fey - (4) nymphs The nymphs in the encounter will be neutral but cautious towards
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Function Select
3
Hi all, Two questions to Bruce : 1. For Select, Expr# can be a string or it must be a integer ? Example : {select~%race%,Humain,[HM],Elfe,[EM],Inconnu} I try it and i always get Humain 2. Can I imbricate Select functions ? Example : 1,{select~%race%,Humain,{select~%sex%,Masculin,[HM],[HF]},Elfe,{select~sex,Masculin,[EM],[EF]},Race inconnue} I try it and i get this error : ***ERROR on line 11 of table 'test': startIndex ne peut pas ¨ºtre sup¨¦rieur ¨¤ la longueur de la cha?ne. Nom du param¨¨tre : startIndex( ***ERROR on line 11 of table 'test': startIndex ne peut pas ¨ºtre sup¨¦rieur ¨¤ la longueur de la cha?ne. Nom du param¨¨tre : startIndex({select~%sex%) (SysGen). *** Thanks See u later Yannick
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TS Tuesday - Ghost of SaltMarsh No3
#tables
#tstuesday
#saltmarsh
I have added the 3rd area to the table. Now included is the Hool Marshes encounter tables. /g/tablesmith/files/TableSmith%20Tuesday/Ghost%20of%20SaltMarsh The Hool Marshes have 4 types of encounters: Marsh-Encounter Marsh-Hazard River-Encounter River-Hazard Here are some samples: MARSH-ENCOUNTER Plant - (1) shambling mound The shambling mound in the encounter will be hostile towards the party. Plant - (6) vine blights, (2) needle blights The vine blights in the encounter will be hostile towards the party. MARSH-HAZARD Hazard - quicksand Player Information: The ground ahead is becoming more wet and muddy, blocking further travel. DM Information: Patches of quicksand present a deceptively solid appearance (appearing as undergrowth or open land) that might trap careless characters. A character approaching a patch of quicksand at a normal pace is entitled to a DC 8 Survival check to spot the danger before stepping in, but charging or running characters don¡¯t have a chance to detect a hidden patch before blundering into it. A typical patch of quicksand is 20 feet in diameter; the momentum of a charging or running character carries him 1d2 ¡Á 5 feet into the quicksand. Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired.If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description in Using Skills). There is a path through the quicksand but it will take 4 hours to safely navigate as the ground is very soft and there is much decaying plant material that hampers movement. Hazard - boggy canal Player Information: A slow moving canal with grass choked shorelines blocks further travel. The canal is 50 feet wide and both banks are soft, clinging mud. DM Information: The slow moving canal can be traversed easily by swimming. The mud on both banks of the canal are very soft. Any character attempting to cross the canal must make a Dex save DC 12 or become stuck in the soft mud on the canal bank. Any heavily armored character or pack animal that becomes stuck will take 3d4 rounds to free. Downstream, the boggy canal narrows and there is a large fallen tree trunk spanning from bank to bank. To reach the crossing will take 6 hours. RIVER-ENCOUNTER Humanoid - (6) lizardfolks The lizardfolks in the encounter will be hostile towards the party. Monstrosity - (1) hydra The hydra in the encounter will be hostile towards the party. RIVER-HAZARD Hazard - sandbar Player Information: In the river ahead is a large sandbar. The sandbar is about 40 feet across and 80 feet long. DM Information: Sandbars are common in this area. They are sometimes above the surface, but mostly below. Most sandbars change from day to day with the changing current. Players must pass a Perception DC 14 check to avoid underwater sandbars. Make 1 check every 6 rounds for the next 30 rounds (5 checks total). If traveling downstream characters will have to get into the water to free the boat. The size of the boat affects how long the boat is trapped. Canoe 1d4 rounds. Row Boat 2d4 rounds. Small fishing boat 2d6+10. Barge or sailing vessel 1d6*10. If traveling upstream all times are halved. Hazard - plant raft Player Information: A floating island of vegetation is floating downriver. The large mat of plants is about 20 feet across and appears to be a floating marsh grass. DM Information: The plant raft (floating marsh) that is not anchored to the soil beneath. It consists of tightly entangled plants and their roots, mixed with peat. Typically there is water flowing below the flotant, then some oozing soil, then clay. Patches of it may occur within normal marsh, and from the surface, it looks like any other marsh. It is solid enough for a human to walk on. Stepping onto flotant marsh feels like standing on a water bed. Walking around causes waves of grass spread around. It is tempting to jump up and down, but the flotant is rarely thick eno
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TS Tuesday - Ghost of SaltMarsh No2
2
#tstuesday
#saltmarsh
#tables
I have added the 2nd area to the table. Now included is the Drowned Forest encounter tables. /g/tablesmith/files/TableSmith%20Tuesday/Ghost%20of%20SaltMarsh This area offered some tricky problems to solve. In addition to the random encounters is something called malevolent fungi. Apparently violet fungi grow throughout the forest. If a fight breaks out there is a chance that they are in hidden in the area of the encounter. Undead - (11) zombies The zombies in the encounter will be hostile towards the party. If there is combat with the zombies, violet fungi will erupt from where they were hidden around the area among the debris and mundane plants and mushrooms. Any character or creature within range is considered a target. Plant - (3) violet fungi There is also something called Forest Oddities which is strange "things" that the party may come across because of Abyssal influence on the area. Oddity - flying Dutchman Player Information: An intact sailing ship sits in the branches of a low-growing grove of trees. DM Information: The branches move in the wind and emulate the motion of the sea. The ship does not look derelict. Oddity - cool water Player Information: A 50-foot-diameter pool of water cool, clear water. DM Information: The pool calls out to creatures who are within 100 feet of it. Those who understand at least one language hear their names being called. Shriekers also grow thru out the forest. Instead of normal random encounter chances the DM can instead roll for the party to come across shriekers. If that happens then there is a chance for a further encounter. So I added a chance for that happening if combat last mere than 2 rounds and a description of it. Plant- (4) shriekers. If the shriekers wail for more than 2 rounds, it will draw the attention of a group of myconid adults and myconid sovereign. Plant - (5) myconid adults, (1) myconid sovereign The myconid adults and myconid sovereign in the encounter will be friendly but cautious towards the party. Lastly I added some random difficult terrain that the party might come across. Hazard - bog Player Information: The ground ahead is becoming more wet and spongy until a watery stagnant pool blocks the path ahead. The bog looks to be about 50 feet across, but stretches to the left and right as far as can be seen. DM Information: The bog is shallow water about 4 feet deep but there are 5 10 foot sections that drop off to 12 feet deep. Any character attempting to cross the bog must make a Dex save DC 10 when a section of deeper water is encountered or slip into deeper water. Characters that slip are forced to tread water until they are able to get to a shallow water square. There is a path across the bog but it will take 10 minutes per 10 foot crossed, to safely navigate as the ground is very soft and there is much decaying plant material that hampers movement. It will take 4 hours to travel around the bog. Hazard - fog Player Information: A thick fog bank has rolled in, making it impossible to see very far. The fog limits visibility to less than 10 feet, obscuring the path ahead and even the sun. DM Information: The fog is very thick and covers the whole area. It would take about 1 hour to try and walk through. Characters that attempt to travel through the fog must make a Survival DC 12 check or become lost. Check twice per hour while moving in al or overland movement to see if travelers have become lost. In the case of a party moving together, only the character leading the way makes the check. Becoming lost may not be the only danger. The fog may also obscure tripping hazards or traps. If the characters decide to wait, the fog will dissapate in 4 hours. Hazard - large stream Player Information: A wide stream blocks the path ahead. It is 20 feet wide and appears to be about 5 feet deep. DM Information: There was once a large fallen tree that spanned the stream here, but it was washed away during a flood. Trying to cross requires a DEX save DC 16 to cross. Those that fail will be swept away by the water at a rate of 10 to 40 feet per round. If a c
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Debugging Help
6
#error
Hello I have a problem with this table called npc2.tab, it's a table made to create population type that can be encountered in my personnal AD&D like universe called Xitragupten It's in french (for the names terms etc but for variable / function in general i use english) The zip with the .tab file + an image which display the error and a txt file (with the text you are currently reading)is uploaded in the ~Debug folder It dont call external table The coding is awful sorry for this :) i dont try to make elegant code it's raw tables who call table who call table etc. The problem i dont achieve to solve is the generation of the class of the npc and the god he worship, for some reason it work well for some but not for some others, if you look at the image with some generated result you can see on the red lines that theses infos are missing A good line is such : full civil ?? Homme ? Humain asiatique ? Chaotique neutre ? Cr¨¨me (5/5) L'indicible MoineA jeune adulte (19-30) niveau 6 niveau apparent 1-7 For the bad line, in the previous line "L'indicible MoineA" would be missing The lines where the god is selected start at 682 (and there is 6 type god which are selected relativly to alignement of course) And as the god and the class of the npc is selected in the same tables it's normal that either both are shown or not From the last search i've done to try to debug it, it could be related to the variable %sexe_applique% which could be not interpreted for an unknow reason Anyway if somebody could help me on this, it would be awesome :) Thanks in advance Zothike
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TS Tuesday - Ghost of SaltMarsh No1
4
#tstuesday
#saltmarsh
#tables
This Tuesdays table is the random encounter tables for the 5e adventure Ghost of Saltmarsh. This is the 1st area of 8 plus a dashboard to group the tables together. When complete, each table will run as a standalone table and output can be human readable or for another table. The tables can be found here: /g/tablesmith/files/TableSmith%20Tuesday GoSM EncDreadwood.tab The 1st module is to The Deadwood Forest. When running the table go to the parameters button to select which area to generate a table for: Outer Fringe, Middle Reaches, Dread Deeps, Terrain Hazard, RANDOM Also select the type of output: Human Readable, For another table And lastly select if you want to see the variables used and what the results are. View Variables: Yes, No Here is a sample result: Shapechanger: (4) jackalweres The jackalweres in the encounter will be hostile towards the party.Encounter: Shapechanger: (4) jackalweres The jackalweres in the encounter will be hostile towards the party. EncName: jackalweres EncType: shapechanger EncReaction: H GoSM AreaRandomEncounters.tab The GoSM dashboard brings all the tables together, adds flavor text, and styles the output with a Ghost of Saltmarsh theme. To get the theme to work, the stylesheet needs to be installed in a CSS folder. Parameters: To use the table pick the parameters button and select the items to display: Area Description, Area Effects and Random Encounter. These choices are check boxes allowing for multiple items to be selected. If all are unchecked an error trap will pop up a message box. Area Description - includes a description of the area from the adventure. Area Effects - Includes information that may affect players while travelling through the area (like Dark Dreams) Random Encounter - This generates a random encounter based on the tables from the adventure. Next choice is "How many encounters to roll? (10 max)" This choice allows 1-10 random encounters for each area to be rolled. There is an error trap that if 0 or none are input, it will default to 1. If more than 10 are input, it will default to 10. Lastly are the areas to generate. Multiple sites and areas can be chosen. For this 1st TSTuesday, only the Dreadwood area is functioning. The table will be updated as more tables are completed. Here is a screenshot of the dashboard using the CSS and the fonts are installed.
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New file uploaded to [email protected]
Hello, This email message is a notification to let you know that a file has been uploaded to the Files area of the [email protected] group. File: GoSM AreaRandomEncounters.zip Uploaded By: rxmouton@... Description: WIP. Random Encounters for the adventure Ghost of Saltmarsh. Included in the zip file is a table for the area Dreadwood Forest. Also a "central" dashboard table that uses CSS to style the results and group together the tables when they are all done. Also included are the fonts used (these will need to be installed) and the CSS needed. You can access this file at the URL: /g/tablesmith/files/TableSmith%20Tuesday/GoSM%20AreaRandomEncounters.zip Cheers, The Groups.io Team
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Starting Over
2
#tables
I've been using TableSmith on and off since 2006. Over time, I've changed game systems and TableSmith has changed, too. Last month I decided that after my break from GMing Pathfinder (we FINALLY finished the Mythic Wrath of the Righteous adventure path!) that I would get back to D&D proper and also get back to running more of my own material. I've dusted off some of my old books and took a quick look at my old FR files. They are so out of date that I've decided to start over with new tables for 5e. Taking a look at the files available here in Groups.io, I've noticed Valminder (my hero!) has posted new files since I downloaded TS5.2 years ago. What files should I grab here to have the newest, shiniest files? Thanks!
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Burial Cairn SITE for TableSmith Tuesday - Again
#site
#tstuesday
#tables
Ok. With the crazy huge projects that I find myself taking on, I figured that I would like to drop some small table on the site too. With that in mind I'd like to bring back TableSmith Tuesday (which was started by JB). This week I created a table to generate a simple description for a burial mound that players might encounter while adventuring. It's uploaded in the Adventuring file section: /g/tablesmith/files/Adventuring ( /g/tablesmith/files/Adventuring ) /g/tablesmith/files/Adventuring/SITE%20Burial%20Cairns.tab SITE Burial Cairns.tab The table will generate a description that includes: location, construction, current state, and who is buried inside. Since this a simple, basic table, I kept the detail to a minimum. This table could be the starting point for a complete encounter with history, traps, monsters and treasure. I included a parameter to display the populated variable if you want to see how the description is built. Here are 10 results from the table. On top of a natural hill was built a jumbled pile of stones that is a burial cairn. The entrance has been smashed and inside the chamber is the body of a ranger. In the center of a meadow is a burial cairn with the entrance stone moved to the side. The cairn is a low long narrow structure with a burial chamber below. In the chamber is the body of a warrior that has been disturbed. Amongst the twisted roots of a grove of trees is a burial cairn that has partially collapsed. The cairn is a simple low stone structure with a burial chamber below. In the chamber are the bodies of a whole family. A monolithic stone is a burial cairn and the cairn appears intentionally damaged. The cairn stands on top of a natural hill and inside are the bones of a humanoid chieftain. On an embankment next to a slow moving river is a burial cairn with offerings at the entrance. The cairn is a mound of stacked large flat stones with a burial chamber below. In the chamber are the bones of a ranger. A low earthen mound stands on top of a natural hill. The entrance is tightly sealed and if the party wishes to investigate the cairn they would find in the burial chamber are the remains of a humanoid chieftain. On an embankment next to a slow moving river is a burial cairn that appears undisturbed. The cairn itself is a monolithic stone with a burial chamber below. In the chamber are the remains of a whole family. A simple low stone structure is a burial cairn and the entrance is tightly sealed. The cairn stands amongst the twisted roots of a grove of trees and inside is the body of a humanoid chieftain. In a newly planted stand of trees is a jumbled pile of stones that is a burial cairn. The elements appear to have damaged the cairn and inside are the remains of a humanoid chieftain. On an embankment next to a slow moving stream is a burial cairn that has partially collapsed. The cairn itself is a round structure of loose fitting stones with a burial chamber below. In the chamber is the body of a ranger.
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New file uploaded to [email protected]
12
Hello, This email message is a notification to let you know that a file has been uploaded to the Files area of the [email protected] group. File: 5eTitle_Splash.xcf Uploaded By: rxmouton@... Description: GIMP file for creating your own title screen You can access this file at the URL: /g/tablesmith/files/TableSmith%20Utilities/TS%20Title%20Splash%20files/5eTitle_Splash.xcf Cheers, The Groups.io Team
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Using Tablesmith with WorldBuilder and hex crawls
2
#hexcrawl
I found this on youtube. https://youtu.be/4hI52c5bFYQ A pretty cool use of TableSmith and WorldBuilder
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TSR Basic DnD Title Screen Mock-up
2
#tablesmith
#dnd
#titlescreen
I uploaded the images. Included the Title.html too /g/tablesmith/files/TableSmith%20Utilities/TS%20Title%20Splash%20files
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New file uploaded to [email protected]
7
Hello, This email message is a notification to let you know that a file has been uploaded to the Files area of the [email protected] group. File: TSTitleScreen - 1 TableSmith.zip Uploaded By: rxmouton@... Description: Graphics for the table subTS Title Screens 1TableSmith.tab You can access this file at the URL: /g/tablesmith/files/Graphics/TableSmith%20Title%20-%20Splash%20Screen/TSTitleScreen%20-%201%20TableSmith.zip Cheers, The Groups.io Team
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5e Title Screen Mock-up
6
#dnd
#tablesmith
#titlescreen
Since I'm using TableSmith mostly for 5e games, I've customized my title screen to look like a 5th edition D&D book. I made 12 versions so I can swap them out occasionally.
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WIP table
30
#challenge
#ruins
#tablemodify
I identified 8 types of structures in the original table: castle, monastery, tower, stronghold, manor, shrine, temple and inn. I decided to add a ninth, hamlet. Here is the original group and then my modified group: ;Building 2,an old castle (<b>[Formal Names.Start]</b>)|Size=1| 5,a forgotten monastery|Size=2| 3,a wizard's tower (<b>[Names Generator.NAME Random]</b>)|Size=3| 1,an orcish stronghold (<b>[Names Generator.NAME Orc]</b>)|Size=2| 5,a large manor (<b>[Formal Names.Start]</b>)|Size=4| 5,a small shrine of [LN~Religion.Deities]|Size=5| 1,a great temple of [LN~Religion.Deities]|Size=2| 5,a wayside inn ([LN~Inn and Tavern Names.Names])|Size=6| ;Building 5,|Building=castle|an old %Building% (<b>[Formal Names.Start]</b>) 5,|Building=monastery|a forgotten %Building% 3,|Building=tower|a wizard's %Building% (<b>[Names Generator.NAME Random]</b>) 1,|Building=stronghold|an orcish %Building% (<b>[Names Generator.NAME Orc]</b>) 5,|Building=manor|a large %Building% (<b>[Formal Names.Start]</b>) 5,|Building=shrine|a small %Building% of [LN~Religion.Deities] 1,|Building=temple|a great %Building% of [LN~Religion.Deities] 5,|Building=inn|a wayside %Building% ([LN~Inn and Tavern Names.Names]) 5,|Building=hamlet|a %Building% I plan on modifying each line more as the table develops.
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New file uploaded to [email protected]
Hello, This email message is a notification to let you know that a file has been uploaded to the Files area of the [email protected] group. File: Saltmarsh CSS 5e.zip Uploaded By: rxmouton@... Description: Saltmarsh style test. There are 2 tables in this zip file. One shows how to use the CSS to get different colors and styles used for Ghost of Saltmarsh. The other is a sample of player background for the module. Unzip tables and images to tables/saltmarsh. unzip css file to a tablesmith folder CSS. You can access this file at the URL: /g/tablesmith/files/Adventuring/Saltmarsh%20CSS%205e.zip Cheers, The Groups.io Team
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Ghost of Saltmarsh
#offtopic
Happy July everyone. While trying to finish the Ruins table I bought the Ghost of Saltmarsh module and started looking at it for slinging out some tables. Pretty easy stuff until I had the brilliant idea of wanting the output to match the theme of the module. With the use of style sheets (CSS) it should be pretty easy to accomplish. JB put this together with info from the book and styled it by using a CSS file. As always what started a simple project somehow is ballooning into more. We started with available fonts and it looked really good. Then I thought "wouldn't it be great to use the same fonts that is in the module." Well that was a bigger task than I anticipated. I uploaded this example into a zip file in the Adventure file folder. It has the TAB file, CSS file, and fonts that I used. Let us know what you think.
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HTML Version + Background Image issue
17
Hi collective minds... Can someone let me know what HTML version, and what tags I can use? I see some tags, but some don't work, and some don't work correctly so seeking clarity. I have an image in the "Images" folder. No matter how I try and get the back ground image to work nothing shows up. image is called "8ball.png" in the "Images" folder. the calling tab is in "Miscellaneous" folder. those configurations I have tried: /Background "8ball.png" /Background "./8ball.png" /Background "./Images/8ball.png" /Background "./../Images/8ball.png" I copied the file into the folder where the tab is Tried all the above with backslashes instead of forward. I have tried all I can see, and searching and F1 have not helped. TIA.
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New file uploaded to [email protected]
Hello, This email message is a notification to let you know that a file has been uploaded to the Files area of the [email protected] group. File: sub_SITE Ruins_Construction.tab Uploaded By: rxmouton@... Description: This is a sub-table for generating the details of what structural items make up a ruin. It will run on it's own You can access this file at the URL: /g/tablesmith/files/Table%20Challenge/Kheferens%20Tables%20-%20SITE%20Ruins%20v3/sub_SITE%20Ruins_Construction.tab Cheers, The Groups.io Team
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Is there a way? #error trapping
2
#error
#dsread
Is there a way to do error trapping for the DSRead function. I'd like to add to the table a way to run a different group if it can't find the data file it needs to run.
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