assuming rand/srand dont work, you can do something like create "global variables" in the perl script of the 
quest, something like:
	Code:
	$SEED = int( $npc->GetX() );
$NUMBER_OF_PHRASES = 7;
 and then have a method like:
	Code:
	sub
generateRandom
{
    $SEED += int( $npc->GetX() );
    $SEED %= $NUMBER_OF_PHRASES;
    return $SEED;
}
 and then you can do:
	Code:
	sub
EVENT_AGGRO
{
    quest::say( $PHRASE[ &generateRandom ] );
}
 its not a perfect random number generator, but it should offer you a bootstrap until you can wire up a better random generator.  you can try using srand/rand, but i do not know if they are exposed to the quest engine.  you will have to redefine the phrases as an array for this (in either case) to work:
	Code:
	@PHRASE = 
(
    "phrase 1",
    "phrase 2", 
   # etc.
);
 == sfisque