//Random Gossip Generator by Ed Marshall void main() { string sName1 = RandomName(); string sName2 = RandomName(); string sVerb1; string sLocation; string sNoun; string sAdj1; string sAdj2; string sVerb2; string sCreature; SetCustomToken(600,sName1); SetCustomToken(601,sName2); int iVerb1 = d20(1); switch (iVerb1) { case 1: SetCustomToken(602,"crouching"); break; case 2: SetCustomToken(602,"sneaking"); break; case 3: SetCustomToken(602,"banging"); break; case 4: SetCustomToken(602,"skipping"); break; case 5: SetCustomToken(602,"throwing rocks"); break; case 6: SetCustomToken(602,"inappropriately touching"); break; case 7: SetCustomToken(602,"bickering"); break; case 8: SetCustomToken(602,"digging"); break; case 9: SetCustomToken(602,"eating turnips"); break; case 10: SetCustomToken(602,"smelting ore"); break; case 11: SetCustomToken(602,"undressing one another"); break; case 12: SetCustomToken(602,"fighting"); break; case 13: SetCustomToken(602,"dueling"); break; case 14: SetCustomToken(602,"playing chess"); break; case 15: SetCustomToken(602,"killing bugs"); break; case 16: SetCustomToken(602,"hunting rats"); break; case 17: SetCustomToken(602,"bouncing"); break; case 18: SetCustomToken(602,"eating crumpets"); break; case 19: SetCustomToken(602,"having tea"); break; case 20: SetCustomToken(602,"building golems"); break; } int iLoc = d20(1); switch (iLoc) { case 1: SetCustomToken(603,"behind the temple"); break; case 2: SetCustomToken(603,"in the river"); break; case 3: SetCustomToken(603,"in the forest"); break; case 4: SetCustomToken(603,"in a tree"); break; case 5: SetCustomToken(603,"inside the tavern"); break; case 6: SetCustomToken(603,"at a house of ill repute"); break; case 7: SetCustomToken(603,"in a canoe"); break; case 8: SetCustomToken(603,"in the cemetery"); break; case 9: SetCustomToken(603,"out back"); break; case 10: SetCustomToken(603,"right over there"); break; case 11: SetCustomToken(603,"right behind you"); break; case 12: SetCustomToken(603,"over near the well"); break; case 13: SetCustomToken(603,"in the astral plane"); break; case 14: SetCustomToken(603,"at the blacksmith shop"); break; case 15: SetCustomToken(603,"in a fountain"); break; case 16: SetCustomToken(603,"in the pig pen"); break; case 17: SetCustomToken(603,"around a bonfire"); break; case 18: SetCustomToken(603,"in a tent"); break; case 19: SetCustomToken(603,"under a tree"); break; case 20: SetCustomToken(603,"on the roof of the barracks"); break; } int iNoun = d20(1); switch (iNoun) { case 1: SetCustomToken(604,"axe handle"); break; case 2: SetCustomToken(604,"bag of gold"); break; case 3: SetCustomToken(604,"Mayor of Valeford"); break; case 4: SetCustomToken(604,"provisioner"); break; case 5: SetCustomToken(604,"captain of the guard"); break; case 6: SetCustomToken(604,"pile of rocks"); break; case 7: SetCustomToken(604,"stray cat"); break; case 8: SetCustomToken(604,"gravestone"); break; case 9: SetCustomToken(604,"garden"); break; case 10: SetCustomToken(604,"cow dung"); break; case 11: SetCustomToken(604,"mug of ale"); break; case 12: SetCustomToken(604,"statue"); break; case 13: SetCustomToken(604,"very heavy book"); break; case 14: SetCustomToken(604,"bucket of water"); break; case 15: SetCustomToken(604,"Goggles of Minute Seeing"); break; case 16: SetCustomToken(604,"flaming bastard sword"); break; case 17: SetCustomToken(604,"cage"); break; case 18: SetCustomToken(604,"pond with frogs in it"); break; case 19: SetCustomToken(604,"rope"); break; case 20: SetCustomToken(604,"the undead"); break; } int iAdj1 = d20(1); switch (iAdj1) { case 1: SetCustomToken(605,"ugly"); break; case 2: SetCustomToken(605,"bruised"); break; case 3: SetCustomToken(605,"green"); break; case 4: SetCustomToken(605,"smelly"); break; case 5: SetCustomToken(605,"putrid"); break; case 6: SetCustomToken(605,"leafy"); break; case 7: SetCustomToken(605,"natural"); break; case 8: SetCustomToken(605,"shaky"); break; case 9: SetCustomToken(605,"fast"); break; case 10: SetCustomToken(605,"shiny"); break; case 11: SetCustomToken(605,"numb"); break; case 12: SetCustomToken(605,"upside down"); break; case 13: SetCustomToken(605,"expensive"); break; case 14: SetCustomToken(605,"fat"); break; case 15: SetCustomToken(605,"scary"); break; case 16: SetCustomToken(605,"plump"); break; case 17: SetCustomToken(605,"candied"); break; case 18: SetCustomToken(605,"swollen"); break; case 19: SetCustomToken(605,"used"); break; case 20: SetCustomToken(605,"sopping wet"); break; } int iAdj2 = d20(1); switch (iAdj2) { case 1: SetCustomToken(606,"fiery"); break; case 2: SetCustomToken(606,"hot"); break; case 3: SetCustomToken(606,"sweaty"); break; case 4: SetCustomToken(606,"stupid"); break; case 5: SetCustomToken(606,"moronic"); break; case 6: SetCustomToken(606,"buffed"); break; case 7: SetCustomToken(606,"rubbery"); break; case 8: SetCustomToken(606,"gold"); break; case 9: SetCustomToken(606,"ghoulish"); break; case 10: SetCustomToken(606,"uncanny"); break; case 11: SetCustomToken(606,"comical"); break; case 12: SetCustomToken(606,"backward"); break; case 13: SetCustomToken(606,"sensitive"); break; case 14: SetCustomToken(606,"yellow"); break; case 15: SetCustomToken(606,"bent over"); break; case 16: SetCustomToken(606,"cuddly"); break; case 17: SetCustomToken(606,"legendary"); break; case 18: SetCustomToken(606,"heroic"); break; case 19: SetCustomToken(606,"cowardly"); break; case 20: SetCustomToken(606,"insane"); break; } int iVerb2 = d20(1); switch (iVerb2) { case 1: SetCustomToken(607,"dancing"); break; case 2: SetCustomToken(607,"slapping"); break; case 3: SetCustomToken(607,"hiding"); break; case 4: SetCustomToken(607,"cooking"); break; case 5: SetCustomToken(607,"practicing"); break; case 6: SetCustomToken(607,"kissing"); break; case 7: SetCustomToken(607,"painting"); break; case 8: SetCustomToken(607,"fletching arrows"); break; case 9: SetCustomToken(607,"eating cabbage"); break; case 10: SetCustomToken(607,"building a fort"); break; case 11: SetCustomToken(607,"mending a fence"); break; case 12: SetCustomToken(607,"drinking ale"); break; case 13: SetCustomToken(607,"smoking pipeweed"); break; case 14: SetCustomToken(607,"skinning deer"); break; case 15: SetCustomToken(607,"chopping wood"); break; case 16: SetCustomToken(607,"searching for buried treasure"); break; case 17: SetCustomToken(607,"building snare traps"); break; case 18: SetCustomToken(607,"collecting shells"); break; case 19: SetCustomToken(607,"sewing"); break; case 20: SetCustomToken(607,"whittling sticks"); break; } int iCreature = d20(1); switch (iCreature) { case 1: SetCustomToken(608,"a goblin"); break; case 2: SetCustomToken(608,"an orc"); break; case 3: SetCustomToken(608,"a dragon"); break; case 4: SetCustomToken(608,"a zombie"); break; case 5: SetCustomToken(608,"a rust monster"); break; case 6: SetCustomToken(608,"a bullfrog"); break; case 7: SetCustomToken(608,"a pit viper"); break; case 8: SetCustomToken(608,"a dung golem"); break; case 9: SetCustomToken(608,"a kobold"); break; case 10: SetCustomToken(608,"a halfling"); break; case 11: SetCustomToken(608,"an elf"); break; case 12: SetCustomToken(608,"a dwarf"); break; case 13: SetCustomToken(608,"a bird"); break; case 14: SetCustomToken(608,"a vicious bunny"); break; case 15: SetCustomToken(608,"a cat"); break; case 16: SetCustomToken(608,"a horse"); break; case 17: SetCustomToken(608,"a cow"); break; case 18: SetCustomToken(608,"a goat"); break; case 19: SetCustomToken(608,"a fire elemental"); break; case 20: SetCustomToken(608,"a beaver"); break; } }