This project still has a lot of work to go, especially in code clean-up and transferring out json to individual files. It has rudimentary support for building random encounters (both general and monster) based on terrain and party level, encounter loot with a bigger variety of mundane and magical items (though magical items are still rare), fully fleshed-out NPC generation, random shop inventory selectors for differing levels of remoteness and shop types, and a weather generator that takes into account the previous weather and the climate.
Open whichever screen you would like:
- Screen 1
- Chase
- Character Advancement
- CR Details
- Obsured Areas
- Surprise
- Falling and Squeezing
- Lights
- Donning/Duffing Armor
- DCs
- Cover
- Screen 2
- Conditions
- Actions
- Strength
- Intelligence
- Screen 3
- Dexterity
- Constitution
- Wisdom
- Charisma
- Screen 4
- Travel Activities
- Food and Water
- Tracking
- Exhaustion
- Rest
- Travel Rate
- Damage and Dying
- Damaging Objects
- Getting Lost
- Screen 5
- Dangers
- Merchant Types
- Region Types
- Generators
This project uses data from many resouces. Currently, it uses iFrames from "Kobold Fight Club", "Kassoon", and "The Domesday Book". Shop inventories come from "Strongholds: Traders and Merchants". Personality details come from "Improved NPC Interaction" and "Ash’s Guide to RPG Personality & Background". The occupations come from "Obsidian Guild". Many encounters and details come from "Random Wilderness Features / Encounters / Events", "GM's Miscellany: Wilderness Dressing", "GM's Miscellany: Urban Dressing", and "GM's Miscellany: Dungeon Dressing", while the lists of monster encounters come from "Xanathar's Guide to Everything". Weather, food, and water generation were inspired by "Fulvano's Guide to the Wilds", and Herb generation came from "Herbalism & Alchemy Homebrew". Most of the treasures come from "The One Loot Table to Rule Them All", while the coin limits are influenced by the "Dungeon Master's Handbook".