void TombSpawn(object oTarget, object oPC)
{
// Use a switch statement, it will simplify adding or changing cases
string sTomb;
string ResRef;
object oItem;
int oFlag = 0;
int nDice;
string oMonst;
oMonst = GetTag(oTarget);
nDice = d20();
if (nDice==1)
   {
    sTomb = "deathwurm";

   }
if (nDice==2)
   {
    sTomb = "blaroglord";

   }
if (nDice==3)
   {
    sTomb = "darkreaver";

   }
if (nDice==4)
   {
     sTomb = "wardemon";
   }
if (nDice==5)
   {
    sTomb = "thevalar";
   }
if (nDice==6)
   {
    sTomb = "deathwurm2";
   }
if (nDice==7)
   {
    sTomb = "blaroglord2";
   }
if (nDice==8)
   {
    sTomb = "darkreaver2";
   }
if (nDice==9)
   {
     sTomb = "wardemon2";
   }
if (nDice==10)
   {
    sTomb = "thevalar2";
   }
if (nDice==11)
   {
    sTomb = "baal1";

   }
if (nDice==12)
   {
    sTomb = "baal2";

   }
if (nDice==13)
   {
    sTomb = "bardheratic";

   }
if (nDice==14)
   {
     sTomb = "bardheratic2";
   }
if (nDice==15)
   {
    sTomb = "kamaji";
   }
if (nDice==16)
   {
    sTomb = "kamaji2";
   }
if (nDice==17)
   {
    sTomb = "mistress";
   }
if (nDice==18)
   {
    sTomb = "mistress2";
   }
if (nDice==19)
   {
     sTomb = "lucifer1";
   }
if (nDice==20)
   {
    sTomb = "lucifer2";
   }
oItem = GetFirstItemInInventory(oPC);
while (oItem!=OBJECT_INVALID)
{
 ResRef = GetResRef(oItem);
 if (ResRef==sTomb)
    {
     oFlag=1;
    }
 oItem = GetNextItemInInventory(oPC);
}
if (oFlag!=1)
   {
    CreateItemOnObject(sTomb, oTarget);
   }
}

void CreateGold(object oTarget, int nStackSize)
{
object oPC = GetLastKiller();
int oKills = GetLocalInt(oPC, "iKilled");
int oDeaths = GetLocalInt(oPC, "iDied");
nStackSize+=(oKills-oDeaths)*100;
string sItemTemplate1 = "nw_it_gold001";  // gold
CreateItemOnObject(sItemTemplate1, oTarget, nStackSize);
}

//void main (){}