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diff --git a/macros/latex/contrib/rpg-module/examples/basic.tex b/macros/latex/contrib/rpg-module/examples/basic.tex new file mode 100644 index 0000000000..f3cf4a2de5 --- /dev/null +++ b/macros/latex/contrib/rpg-module/examples/basic.tex @@ -0,0 +1,234 @@ +\documentclass[letterpaper,serif,tightsqueeze]{rpg-module} + +\usepackage{parskip} % Add spacing between paras instead of indents +\usepackage{enumitem} % Control spacing in description list + +\renewcommand{\newmonsterfont}{\bfseries} % Redefine new monster headings to use a smaller font +\renewcommand{\newmonsterbottomskip}{0ex} % Reduce the space below New Monster sections + +\setcounter{page}{44} % Page and section numbers +\setcounter{part}{6} + +\RequirePackage{fancyhdr} % Change page numbering style +\fancypagestyle{plain}{% + \fancyhf{} % clear all header and footer fields + \fancyfoot[C]{B\thepage} % page numbering + \renewcommand{\headrulewidth}{0pt} + \renewcommand{\footrulewidth}{0pt} +} +\pagestyle{plain} + +% Redefine troglodyte/zombie so damage fits on one line + +\monster{troglodyte}{Troglodyte}{||5|2*|120'|40'||||3|2 claws\?1 bite|1d4\x 3|1d4 each|Fighter: 2|9|Chaotic|1--8|5--40|A|25} +\monster{zombie}{Zombie}{||8|2|120'|40'||||1|1 weapon|1d8|1d8~or~weapon|Fighter: 1|12|Chaotic|2--8|4--24|Nil|20} + +% Redefine veteran to be more generic for New Monster block + +\monster{veteran}{Veteran}{||2|1--3|60'|20'||||1|1 weapon|1d8|1d8~or~weapon|Fighter: 1--3|9 (varies)|Any|2--8|2--12|V|10} + +% 3/4 symbol + +\newcommand{\threequarters}{{\usefont{T1}{lmr}{m}{n}\sfrac{3}{4}} } + + + +\begin{document} + +\onecolumn + +\begin{center} +Page intentionally left blank +\end{center} + +\twocolumn + +\begin{newmonster}{troglodyte} +A troglodyte is an intelligent human-like reptile with a short tail, +long legs, and a spiny ``comb'' on its head and arms. Troglodytes +walk upright and use their hands as well as humans. They hate +most other creatures, and will try to kill anyone they meet. They +have a chameleon-like ability to change colors, and use it to hide +by rock walls, surprising on a roll of 1--4 (on 1d6). They secrete an +oil which produces a stench that will nauseate humans and demihumans +unless the victims save vs. Poison. Nauseated characters +will have a penalty of \minus 2 on their ``to hit'' rolls while in hand-to-hand +combat with the troglodytes. + +\includegraphics[width=\linewidth]{troglodyte.png} +\end{newmonster} +\vspace{-3ex}\textbf{Undead:} (see \textbf{Ghoul}, \textbf{Skeleton}, \textbf{Wight} and \textbf{Zombie}) + +Undead are evil creatures who have been created through dark +magic. They are unaffected by things that affect living creatures, +such as poison, and are not affected by spells which affect the +mind, such as \textbf{sleep} and \textbf{charm person}. They do not make noise. + +\begin{newmonster}{veteran} +Veterans are low-level fighters, usually returning from or going to a +war. To determine each veteran's level and alignment, use the +method outlined under \textbf{Creating an NPC Party} (page B52). A +party of veterans may be of mixed levels and alignments, or the +DM may wish to give all members the same levels. +\end{newmonster} +\textbf{Were-creature} (werebear, wearboar, wererat, weretiger, or werewolf); see \textbf{Lycanthropes}.\\[1ex] +\begin{newmonster}{wight} +A wight is an \textbf{undead} spirit living in the body of a dead human or +demi-human. It can only be hit by silvered or magical weapons. +Wights are greatly feared, as they drain life energy when striking a +victim. Each hit drains one level of experience or hit die (life +energy, see page B29). EXAMPLE: A 3rd level fighter struck by a +wight becomes a 2nd level fighter, keeping only enough experience +points to be at the midpoint of 2nd level, and losing 1 hit die +of hit points. Any person totally drained of life energy by a wight +will become a wight in 1--4 days, and will be under control of the +wight who drained him or her. +\end{newmonster} +\begin{newmonster2}{wolf}{dire_wolf} +\textbf{Wolves:} Wolves are meat-eaters and hunt in packs. Though +wolves prefer the wilderness, they will occasionally be found in +caves. Captured wolf cubs can be trained like dogs (if the DM permits), +but it is difficult. If 3 wolves or less are encountered, or if a +pack is reduced to less than 50\% of its original numbers, their +morale score is 6 rather than 8. + +\textbf{Dire Wolves:} Dire wolves may be found in caves, woods, or +mountains. They are larger and more ferocious than normal +wolves, and are semi-intelligent. They are fierce enemies and +usually hunt in packs. They are sometimes trained by goblins to be +used as mounts. Captured dire wolf cubs can be trained like dogs +(if the DM permits), but they are even more savage than normal +wolves. +\end{newmonster2} +\begin{newmonster}{yellow_mold} +This deadly fungus covers an area of 10 square feet (2' by 5', for +example), though many are sometimes found together. Yellow +mold can only be killed by fire; a torch will do 1--4 points of damage +to it each round. It will eat through wood and leather but does not +harm metal or stone. It does not actually attack, but if it is touched +(by a torch, for. example) the touch may cause the mold to squirt +out a 10'\x 10'\x 10' cloud of spores. There is a 50\% chance per hit +that the mold will squirt out this cloud. Anyone caught within the +cloud must save vs. Death Ray or choke to death within 6 rounds. +\end{newmonster} +\begin{newmonster}{zombie} +Zombies are undead humans or demi-humans animated by some +evil cleric or magic-user. As all undead, they may be ``Turned'' by +a cleric but are not affected by sleep or charm spells or any form +of mind reading. They are often placed to guard treasures, since +they make no noise until they attack. Zombies will always attack on +sight, but can be destroyed by normal weapons. They are slow +fighters, and always strike last (no initiative roll needed). +\end{newmonster} + +\begin{onecolumnfloat}[t] +\part{Treasure} +\end{onecolumnfloat} +\begin{onecolumnfloat}[hb!] +\begin{center} +\textbf{TREASURE TYPES} +\end{center} +\vspace{1ex} +\addtolength{\tabcolsep}{0.6mm} +\begin{tabularx}{\linewidth}{clllll>{\raggedright\arraybackslash\hsize=1.9cm}X>{\raggedright\arraybackslash\hsize=4.5cm}X} +% Need a bit of a hack to get table headers spanning 2 rows unfortunately +& \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{1000's of} & + \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{*Gems and}\\[-0.7ex] +\tableheader[b]{Type & Copper & Silver & Electrum & Gold & Platinum & Jewelry & Magic Items} +A & 25\% 1--6 & 30\% 1--6 & 20\% 1--4 & 35\% 2--12 & 25\% 1--2 & 50\% 6--36 & 30\% Any 3\\ +B & 50\% 1--8 & 25\% 1--6 & 25\% 1--4 & 25\% 1--3 & Nil & 25\% 1--6 & 10\% 1 sword, armor, or weapon\\ +C & 20\% 1--12 & 30\% 1--4 & 10\% 1--4 & Nil & Nil & 25\% 1--4 & 10\% Any 2\\ +D & 10\% 1--8 & 15\% 1--12 & Nil & 60\% 1--6 & Nil & 30\% 1--8 & 15\% Any 2 + 1 potion\\ +E & 5\% 1--10 & 30\% 1--12 & 25\% 1--4 & 25\% 1--8 & Nil & 10\% 1--10 & 25\% Any 3 + 1 scroll\\ +F & Nil & 10\% 2--20 & 20\% 1--8 & 45\% 1--12 & 30\% 1--3 & 20\% 2--24\?10\%~1--12 & 30\% Any 3 except weapons + 1 potion + 1 scroll\\ +G & Nil & Nil & Nil & 50\% 10--40 & 50\% 1--6 & 25\% 3--18\?25\%~1--10 & 35\% Any 4 + 1 scroll\\ +H & 25\% 3--24 & 50\% 1--100 & 50\% 10--40 & 50\% 10--60 & 25\% 5--20 & 50\% 1--100\?50\%~10--40 & 15\% Any 4 + 1 potion + 1 scroll\\ +I & Nil & Nil & Nil & Nil & 30\% 1--8 & 50\% 2--12 & 15\% Any 1\\ +J & 25\% 1--4 & 10\% 1--3 & Nil & Nil & Nil & Nil & Nil\\ +K & Nil & 30\% 1--6 & 10\% 1--2 & Nil & Nil & Nil & Nil\\ +L & Nil & Nil & Nil & Nil & Nil & 50\% 1--4\?Nil & Nil\\ +M & Nil & Nil & Nil & 40\% 2--8 & 50\% 5--30 & 55\% 5--20\?45\%~2--12 & Nil\\ +N & Nil & Nil & Nil & Nil & Nil & Nil & 40\% 2--8 potions\\ +O & Nil & Nil & Nil & Nil & Nil & Nil & 50\% 1--4 scrolls\\ +\end{tabularx} +% Can't have a footnote inside a float, here is a workaround +\begin{enumerate}[leftmargin=5cm,rightmargin=5cm] +\item[*] Roll twice, once for each category (Gems and Jewelry). The chances are the same unless two notations are made, in which case the order given is for ``Gems/Jewelry''. +\end{enumerate} +\end{onecolumnfloat} + +The coins, gems, jewelry and magic items that a party finds during +an adventure is known as \textbf{treasure}. Wealth (coins, gems, jewelry +and other items of value) is worth experience points to the player +and allows the player to pay for better equipment, hire more retainers, +and purchase special services (from higher level spell +casters, for example). Magic items will usually give a character +abilities not normally possessed and are useful on later adventures. +Treasure is normally found in the lairs of monsters, but may be +paid to a character by a high level NPC for performing a mission or +job. Treasures are determined randomly or chosen by the DM. The +DM should always determine the contents of a large treasure +hoard before play in order to determine how best to hide and protect +the treasure from theft, and if magic items are present, the DM +may want to allow the monsters to use the items, such as a bugbear +using a \textbf{sword\+1}. + +RANDOM TREASURES: To determine a monster's treasure at +random, the DM uses the following step-by-step procedure: +%\begin{description}[labelindent=1em,leftmargin=1em] +\begin{enumerate} +\item Find the Treasure Type in the monster description. Find the +same letter on the Treasure Types table hereafter; that +line will be used to find the actual treasure. +\item Read across the Treasure Type line to find which types of +treasure may be present. Each type will have a percentage +and a range. If the DM rolls (on d\%) a number equal to or +less than the percentage given, that type of treasure is +present. The DM should roll for each percentage and +make a note of what types are present. +\item Roll dice (the type depends on the range given) to find the +amount of each type of treasure (found in step 2, above) which is present. +\item If any magic items are present, the magic item subtables (page B46) +must be used to find the actual types. +\end{enumerate} + +PLACED TREASURES: The DM may choose treasures instead of +rolling for them randomly, or may choose a result if rolls give too +much or too little treasure. The choices should be made carefully, +since most of the experience the characters will get will be from +treasure (usually \threequarters or more). It will often be easier for the DM to +decide how much experience to give out (considering the size and +levels of experience in the party) and place the treasures to give +this result. However, the monsters should be tough enough to +make sure that the characters earn their treasure! + +ADJUSTMENTS TO TREASURE: Treasures A through O are +large, and generally only for use when large numbers or fairly difficult +monsters are encountered. The lairs of most human-like +monsters contain at least the number of creatures given as the +wilderness ``No. Appearing'' (the number in parentheses). An encounter +with less than a full lair should yield less treasure. On the +other hand if 1--4 is the ``No. Appearing'', even one will have the +normal amount of treasure, and no adjustment is necessary. + +The DM may create Treasure Types other than the ones listed. +Some other valuable items could be rugs, wall hangings, rare +wines, silverware and other kitchen items, or even animal skins. +The DM should give each special item a value, in gold pieces (and, +if the optional encumbrance rules are used, an encumbrance). + +To aid the DM, the average values (in gold pieces) of each treasure +type are given below. These averages do not include the possible +magic in the treasures. After rolling for treasures, the DM may refer +to this list to see whether the treasure is larger or smaller than +average and may then adjust the treasure as desired. + +\begin{tabular}{p{0.25cm} c r p{0.25cm} c r p{0.25cm} c r} +& A & 17,000 & & F & 5,000 & & J & 25\\ +& B & 2,000 & & G & 25,000 & & K & 125\\ +& C & 1,000 & & H & 50,000 & & L & 250\\ +& D & 4,000 & & I & 8,000 & & M & 15,000\\ +& E & 2,500\\ +\end{tabular} + +\end{document} |