Sure, Luke... it can be a bit daunting to begin, but soon you'll be making things dance and you'll be wondering about the next thing you can do with more scripts! Let's start with the Metascript Toolbox example. Note that with the Metascript Toolbox installed in your game, if you follow along, you can send each of these command lines through your chat and see the result for yourself. Level 1 - Basic Rolling I'm going to create a table called AttackDescriptor, and in this table I'll put a few items: You can see how 3 out of the 5 entries have an inline roll as a part of the return value. For your table, these would be the descriptions you talk about, some of which might have further rolls you want to expand (we'll look at different ways to handle the rolls in a minute). Just rolling against the table: [[1t[AttackDescriptor]]] ...you might get a return like this: ...where the roll is not detected nor expanded. Just by changing the line you send through chat to be: ![[1t[AttackDescriptor]]].value {&simple} You can "unwrap" that roll so that the included inline roll is detected and expanded: Level 2 - Rolling in a Template The {&simple} tag will work with a roll template, so if you had something of a more formatted look you can still preserve it: !&{template:default} {{name=Proof of Concept}} {{Roll=[[1t[AttackDescriptor]]].value}} {&simple} Note that the {&simple} doesn't have to be right next to the roll. It just needs to be somewhere in the line. You could even have full template parts in the item returned from the table. You would want to format them all the same (as a full template part): {{Fiery Blast=Description of the fiery blast goes here, with other [[1d20]] rolls embedded}} ... so that when you sent through a command like this: !&{template:default}{{name=Proof of Concept}} [[1t[AttackDescriptor]]] {&simple} ...you'd get a roll template with the appropriate item appended to the bottom. Level 3 - A Table Item that Rolls Against a Table Imagine the "Fiery" option of the table was structured as a "this effect plus roll again against this table". Something like: FIery [[1d20]] and [[1t[AttackDescriptor]] Well, if we rolled against the table, unpacked it with the .value syntax, and got the "Fiery" result... we'd be rolling against the same table again. This would be fine for a result where we don't have further rolls against the table, like the "Explosive" return. Sending the command: ![[1t[AttackDescriptor]]].value {&simple} ...we get... But if when we rolled against the table again, we got the same "Fiery" result (which would have us rolling against this table again ), things get a little hairy: Here, I got the "Fiery" result the first time (where it rolled a 13), then I got it again when I rolled against the table a second time (this time I got a 3, though it's hard to see with the gray-on-purple formatting), and when I had to roll against the table a third time, I got the same "Fiery" response, but now the roll syntax isn't detected, and the process ends. To fix this, let's change any table entry that includes roll against a table (where we might have a call to another table, again). We will add the .value syntax to the roll as it is written in the table item: FIery [[1d20]] and [[1t[AttackDescriptor]].value Now, if I roll a "Fiery" result, I will get the appropriate expansion of the ongoing rolls against the table until I get something other than "Fiery" (or something other than having another roll against the table -- "Fiery" just happens to be the only one I've set up this way, for now). Sending this command, again: ![[1t[AttackDescriptor]]].value {&simple} ...we now get... There are more ways to continue adding functionality (Level 4 might be rolling multiple times against the table and using .items instead of .value, etc., Level 5 might be using a button in the return so that the player has to take action and click on the button before something like damage is calculated), but for now, this should get you far enough to see how you can apply it to your setup. If you still have questions or if you want to implement something like a button to prompt for the player to take action, post back with a few examples from your table where some returns would have the extra rolls, and I can get more specific with what you'd need to do.