<html><head><meta name="color-scheme" content="light dark"></head><body><pre style="word-wrap: break-word; white-space: pre-wrap;">\documentclass[a4paper,openany]{book}
\usepackage{bind}

\date{\today}

\begin{document}

\chapter{How to Make Monsters}

\section{Introduction}

\begin{multicols}{2}

\subsection{All about Dragons}

\begin{boxtext}

As you embark upon your first adventure, you summon your first monster with a simple backstroke.
You write down {\tt\textbackslash dragon}, and behold!

\end{boxtext}

\dragon

Each time you conjure the dragon, it will look a little different.
The next one might look like this:

\dragon

If you find it hard to tell the difference between all the dragons, you can give them names in square brackets with the {\tt\textbackslash npc command}, like this:

{\tt\textbackslash dragon[\textbackslash npc\{\textbackslash M\}\{Bob the dragon\}] }

Which then makes a male dragon called ``Bob'':

\dragon[\npc{\M}{Bob the Dragon}]

You can summon dozens of monsters, including {\tt\textbackslash humansoldier}, {\tt\textbackslash basilisk}, and {\tt \textbackslash ghoul}
(see {\tt monsters.tex} for all the examples).

\subsection{Individual NPCs}

Individual characters can be created by using the {\tt\textbackslash npc} command then the \textbackslash person command, with its nine arguments:

\begin{verbatim}

\npc{\M}{Alice}

\person{0}% STRENGTH
{1}% DEXTERITY 
{-1}% SPEED
{{2}% INTELLIGENCE
{0}% WITS
{0}}% CHARISMA
{0}% DR
{1}% COMBAT
{Academics 1, Wyldcrafting 1}% SKILLS
{\longsword, adventuring equipment}% EQUIPMENT
{}

\end{verbatim}

\npc{\M}{Alice}
\person{0}% STRENGTH
{1}% DEXTERITY 
{-1}% SPEED
{{2}% INTELLIGENCE
{0}% WITS
{0}}% CHARISMA
{0}% DR
{1}% COMBAT
{Academics 1, Wyldcrafting 1}% SKILLS
{\longsword, adventuring equipment}% EQUIPMENT
{}

\subsubsection{Bestiary}

Statblocks in a bestiary chapter (or any space for examples).
You can set an example chapter by writing {\tt\textbackslash settoggle\{bestiarychapter\}\{true\}}

Then the {\tt \textbackslash humansoldier} command turns from this:

\humansoldier

\settoggle{bestiarychapter}{true}

\ldots into this:

\humansoldier

This second soldier is still partly random.

\subsection{Boxes}

You can add things for these people to say with a {\tt\textbackslash begin\{speechtext\}} command:

\begin{speechtext}

  ``Would you tell me, please, which way I ought to go from here?''

  ``That depends a good deal on where you want to get to.''

\end{speechtext}

\subsection{Magical items}

This is a magical item.

\begin{verbatim}

\magicitem{Noodle of Death}% NAME
  {Extinguish}% SPELL
  {Divinity (FSM)}% PATH
  {Instant}% DURATION
  {Pocket Spell}% TYPE
  {2}% Potency
  {5}% MP

\end{verbatim}

\magicitem{Noodle of Death}% NAME
  {Extinguish}% SPELL
  {Divinity (FSM)}% PATH
  {Instant}% DURATION
  {Pocket Spell}% TYPE
  {2}% Potency
  {5}% MP

\subsection{Encounters}

Make encounter tables like this:

\begin{verbatim}

  \begin{encounters}{Wonderland}

    Fields &amp; Gardens &amp; Results \\\hline

    \li &amp; Doormouse \\
    \li &amp; Dodo \\
    \li \lii Unicorn \\
    \li \lii Red Queen \\
    &amp; \lii Black Queen \\
    &amp; \lii Green Queen \\

\end{verbatim}

\begin{encounters}{Wonderland}

  Fields &amp; Gardens &amp; Results \\\hline

  \li &amp; Doormouse \\
  \li &amp; Dodo \\
  \li \lii Unicorn \\
  \li \lii Red Queen \\
  &amp; \lii Black Queen \\
  &amp; \lii Green Queen \\


\end{encounters}

And charts about roll successes like this:

\begin{verbatim}


  \begin{rollchart}

    Roll &amp; Result \\\hline

    12 &amp; Success \\

    11 &amp; Failure \\

  \end{rollchart}

\end{verbatim}

\begin{rollchart}

  Roll &amp; Result \\\hline

  12 &amp; Success \\

  11 &amp; Failure \\

\end{rollchart}

\end{multicols}

\end{document}
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