Solo Adventure Sheet

Solo Adventure Sheet

Summary of Resolving Scenes

  • Come up with the Scene Setup.

  • Roll 1d10 against Chaos to see if the Setup is modified as an Altered Scene (odd) or an Interrupt (even).

  • Play out the Scene.

  • When the main action ends, the scene ends.

  • Update lists: Characters, Threads, Chaos Factor


Scene 1

Well of the Toad Goad





Scene Setup








Setting Information

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.

Savage Flower Kingdom Hack

VRMMORPG Basic Principles

Savage Flower Kingdom: The Eclipse Phase VRMMORPG Hack

SFK is a great rules-lite RPG by Robertson Sondoh, Jr. available at his blog, Experimental Playground. It uses the LARA System for adjudicating actions by your players and supplements are available for expanding on the things you can do and for a sandbox setting you can play in. For this particular hack, however, I’m just trying to adapt what Sondoh did for a VRMMORPG that exists in Eclipse Phase and is currently under development by it’s designer, Vincent XP.

Credit where credit’s due: Experimental Playground

All you need to play

You’ll need these rules, friends, paper, pencil, a few six-sided dice, and your imagination. If you want to play it solo, there are plenty of GM Oracles available you could use like Mythic’s GM Emulator and the ones from the Scarlet Heroes RPG. If you’re playing this as a character from EP downloading his mind into a “Full Dive” simulspace or VR Game, you’ll need your EP Character Sheet close-by for any sort of metagaming reference or anything else to that effect.

Creating your hero

Your hero is represented by four abilities. They are:

Physical: This ability reflects how good your hero is at using his body. It decides how well you hurdle physical challenges, how good your immune system is, how well you do in combat, and is your base roll for deciding initiative.

Technical: This ability reflects how good your hero is at technical challenges like picking a lock, crafting mundane items, searching an area for trap doors, disarming a trap, and works towards expressing your hero’s creativity.

Intellectual: This ability reflects how good your hero is at problem solving, untangling logic puzzles, learning complicated ideas, memorizing things, knowing the right thing for the right situation, and remembering crucial points of information you may have overheard throughout your adventure.

Magical: This ability reflects your hero’s communion with the inner and arcane world, a combination of your connection with the nature and the living things that permeate it. As such, it not only behaves as your proficiency with magic but also acts as your measure for inner strength, your presence and personality, your willpower, as well as your disposition towards social situations.

To create a hero you must distribute Character Points between the abilities. The minimum points you can pool in an ability is 1 while the maximum is 3 for a beginning hero. If you are creating a download of your EP character, follow these rules.

For Physical, get the average of your SOM and REF scores. Take the first digit as your ability.

For Technical, get the average of your COO and INT scores. Take the first digit.

For Intellectual, get the average of your COG and INT scores. Take the first digit.

For Magical, get the average of your SAV and WIL scores. Take the first digit.

Pick a race

Instead of picking a class like in SFK, I’ve turned classes into races. All races can learn whatever skill they want and use magic. Races who don’t start with MP may gain it during by play by spending XP on it.

Heroes start play as follows:











1 Apprentice






Mystic Blood. You recover 1d6+3 MP when resting for an hour.




Apprentice Goblin Rage

Dungeonsense. You can see in the dark and never get lost in a dungeon.






Apprentice Negotiator

Glamour. Your words are magical. Others can’t deny you the chance to speak.




Giant Strength. You can use double damage die weapons without penalty.





Novice Blood Magic

Orcish Blood. You recover 1d6+3 HP when resting for an hour.




1 Apprentice

Guile.You cannot use 2 handed weapons but add +1 to attack and defense against enemies larger than a human. You can also act twice in combat.

Experience (XP) and Advancement

You get XP from killing monsters and completing scenarios or quests. You may then spend them as follows.

  1. 1000 XP to gain 1 HP
  2. 2000 XP to gain 1 MP
  3. 3000 XP to advance a skill or learn a spell
  4. 4000 XP to advance an ability

Doing actions and stuff

When in doubt, roll a 2d6 and apply the appropriate ability. The result must be equal to or more than the Target Number (TN) to succeed. Refer to the difficulty table below:

Easy 7
Moderate 9
Hard 11
Tough 13

Critical Hit and Fumble

You get a fumble on a natural roll of 2 and a critical hit on a natural roll of 12. A fumble aggravates your failure while a critical hit increases your rewards. In combat, a fumble means you automatically fail and damage yourself while a critical hit means you automatically hit and deal the critical effect of the weapon.


To use magic you need to expend 1 MP and you need to make a Magic roll to see if you succeed. If you fail, the MP is wasted.

Rage (TN 7, self): +1 to melee attack roll for number of turns based on MP spent.

Disarm (TN 9, Ranger, 1 Target): Your target loses a weapon.


There are four skill rankings. These are Novice, Apprentice, Journeyman, and finally, Master. The Novice rank means you have just discovered the existence of a skill but will not enjoy any advantages from it. The Apprentice and Journeyman ranks provide a +1 and +2 bonus for the appropriate rolls respectively. The master rank, however, can only be attained by finding another Master to train you at such. This often involves the completion of a quest.

Inventor. You have a knack for making new things out of old ideas. With this skill you can make new items out of schematics you have either found through your adventuring or developed yourself. The TN for inventing is Processed Material Quality+Tech Level.


Resting a full evening recovers full HP and MP. Resting for an hour recovers 1d6 HP and 1d6 MP.

Wounding and Stress

Whenever your HP is brought to 0 in one encounter, you gain a wound. Whenever your MP is brought to 0 in one encounter, you gain stress. A wound is -1 penalty for Physical and Technical rolls. Stress is a -1 penalty for Intellectual and Magical rolls. Once you reach the same number of wounds as your Physical ability, you die. Once you reach the same number of stress as your Magical ability, you go insane.


In SFK whenever you fall, roll 2d6 for damage. You may roll for Physical ability against the TN (in measures of height appropriate) to halve the damage die. On a critical hit, you are not damaged at all but you should narrate why.


Some monsters have poison as their attack. Whenever it hits, the victim needs to make a Physical roll against TN. The base TN for the attack is the lethality of the Poison. When Poisoned, your hero suffers a -1 penalty on all rolls and might die depending on the poison.


Initiative is the order of who acts when in combat. To determine initiative, each combatant rolls 1d6 and apply their Physical score. The highest goes first. Any ties will act simultaneously.

When your turn arrives, you pick one of the options below:

  1. Attack. Attack a target with a weapon. Roll 2d6 and add Physical or Technical (depending on the weapon) to try and get an equal or higher number than the target’s DEF.
  2. Use Magic. Cast a spell.
  3. Move. A character may move into melee ranger and engage a target, move away from a target, or move into cover. If you’re using abstracted movement, treat move as an attack.
  4. Other Action: This is for actions surrounding picking locks, reloading a bow/crossbow, opening a window, using an item, etc.
  5. Flee: To flee, combatant needs to make a Physical roll against opponent with the highest DEF.

Equipment Table

You start with 10 gold pieces.


Pr Weapon Hands Rng Dmg Skill Critical
Fighting gloves
Iron fist
Spiked fist
Knife Technical
Short sword
Rapier Technical


Pr Type Use Penalty
3 Shield Reduce Damage 1
8 Spiked Shield Reduce Damage 1, Damage Opponent 1 on miss
3 Leather Armor DEF + 1
5 Scale Armor DEF + 2
8 Mail Armor DEF + 3 -1 all rolls
10 Plate Armor DEF + 4 -2 all rolls
12 Spiked armor DEF + 2 opponent on miss takes 1 damage -1 all rolls



Monsters are defined by these stats: Combat, Ability, DEF, HP, and Dmg. Anything in a bracket is the monster’s skill. When a monster is killed, they provide Combat*100 XP.