in the Timer's 'script', this is how you'd assign a random number to an Integer Attribute:
run as script -> add a~new script -> variables -> 'set a variable or attribute' Script -> (see below)
// using 'room' for the Integer Attribute's name as Adammadam gave for example (I would use some other word for the Integer Attribute's name, and not room, but I guess it's okay to use ~ hopefully it won't cause any problems~conflicts)
// the example below is using 'npc' as the Object's name, so you may not be using 'npc' if that's not your npc Object's name.
// an example below:
http://docs.textadventures.co.uk/quest/ ... omint.html ~ GetRandomInt (min_Value, max_Value)
set variable npc.room = [expression] GetRandomInt (1,10)
----
now add the rest of the scripts (still within the Timer):
if (npc.room = 1), move player to castle, and a message... 'the npc has suddenly appeared in the castle', as Jay pointed out
else if (npc.room = 2), move player to forest, and a message... 'the npc has suddenlu appeared in the forest', as Jay pointed out
etc etc etc 'else ifs'
else if (npc.room = 10), move player to dungeon, and a message... 'the npc has suddenlu appeared in the dungeon', as Jay pointed out