AF 10 Johnny XP: Adventure Log 1

I will be posting this story on, or at least an edited version of it after I’ve rewritten the story into this new idea of mine.

Adventure Log. Day 1.

I have just done battle with four of the Lizardfolk. They weren’t much of a challenge. I managed to collect the arrows that I’ve used, but one broke. I neither have the time nore the patience to make more. And I don’t think my character has the skills necessary for rudimentary survival craft. Looking at my sheet, I feel I may have made a mistake in adventuring into a dungeon. Be that as it may, I decided to make the most of it.

I gathered the bodies of the dead and laid them before their weird god. I replaced my stock of ammunition and retraced my steps back to where I left my pack. This I brought back to the guard post, deciding I should make it my first checkpoint. And besides, there was a bit of investigation I wanted to do before delving any further anyway.

My language of caves is limited, so please bear with me.

This world’s reality and its parameters were built on the content and mechanics of an old school rpg. This means most of the objects that populate the gameworld weren’t all products of a procedural generator. For example, take the Lizardfolk. Based on the pre-fall rulebook I used, these creatures were jungle and swamp dwellers, not cave dwellers. And yet, even when transposed from their natural habitat, they seemed to thrive here.

On account of a prominent religious icon carven into a permanent feature of the cave’s first point of interest, the hunting parties stalking a subterranean ecosystem for large game, the barest hints of civilization on their bodies, and the establishment of a guard post, I assumed a strong argument for a culture that evolved outside of their natural habitat.

This I found very interesting. While my game engine may have used modules and pre-constructed packages for its objects, how these objects spawned and behaved in relation to each other was still due to the engine’s procedural storyteller. Meaning, something in this Lizardfolk tribe’s past forced it to abandon its original culture and develop a new one here based on alien circumstances.

That was the beauty of the engine. It was simple and still needed human input, but the things it could do with what it was given were always full of surprises. Every world was a unique experience waiting to be lived through. Unique histories, unique legends, there was always something left to explore and discover.

With that, I resolved to find the answers to the following questions:
1. Who was the god the Lizardfolk carved into the rock?
2. Did the Lizardfolk really even make it in the first placed?
3. What brought the Lizardfolk here to this cave?

I started my intelligence gathering on the guardcamp itself. And besides, I needed more details to give me a better sense of what I might find the deeper I go into the dungeon.

Starting with the corpses, I rifled through their things. As it turns out, only the Hunt Leader had anything of worth on him. 5 measly coins of ruddy gold. I didn’t recognize the stamp of the coins, so I assumed they were valuable and worry about it later. Next, I rummaged through their camp to get a better estimate of their technological aptitude. Inspecting their weapons, their garb, and the state of their camp; these were all things straight out of the stone age. Flint arrowheads, tattered leather wrapped about their necks which were more for decoration than actual protection. Being this deep into the earth probably meant less danger of predators, hence, less need for innovation. What tools they had were only the bare essentials necessary for survival. Finally, I studied the Idol. On closer inspection, no evidence actually supported a connection between it and the Lizardfolk. But, at least I knew then that the rock-hewn image might be older than the Lizardfolk. Satisfied, I turned my attention to the game they brought back from deeper in.

All I could say of it was that it was a snake, a fat snake, with the head of a snub-nosed crocodiles and a body wider than it’s head or its tail. It’s eyes had glzed over and the flesh hadn’t yet hardened, so I set about to finding a way to preserve it for when I get back. I had checked my pack and found I had only enough rations for ten days. Time spent in the dungeon might not be that understanding of my food situation. So, I made the best of it and spent the next hour cutting up the corpse. I searched the camp again for anything that could help me, and found that I had everything I needed for preparing rations. I found salt, skewers, and what looked to be a set of seasoning kept in little clay pots. I counted myself lucky and set about preparing the meat for salting.

I set the scaled hide of the create near the fire and carefully placed my salted meat there. I didn’t how it would turn out, but I hoped the temperature would keep it dry and the salt would keep it from rot. Hopefully, this’d keep me from starving after I’ve cleared out the dungeon.

[Scene ends. Chaos factor at 5, progressed to 6 due to a battle.]

Another feature of the engine I’ve integrated was a sort of automated gamemaster that managed events along narrative lines. This way, the Story engine always had something going on no matter who the actors were.

Should I end it here? I believe I should,  I’m tired now anyway. Zen, log me off.

[Zen.0] Copy That.