RJS Comics Group

Dying is Easy, Comedy is Hard
Learn who becomes the Big Top Clown!

After questioning one of The Maroon‘s thugs after the attack on All Hands on Deck, Freedom Guard is presented with more riddles. One riddle’s answer suggests the Maroon is in league with Captain Blitzkrieg. The other indicates he plans to set fire to a location filled with clowns. Freedom Guard then heads to a clown convention being held in The City, which is sponsored by Duke Boodoo’s Clown College. Freedom Guard talks to Duke Boodoo, and learn the Maroon tried to join the clown college a few months back. Boodoo turned him down because he wasn’t funny. Boodoo mentions that an exhibition is taking place that day, where the participants show off their best gags. The winner is presented the Big Top Clown trophy. Freedom Guard mingle with the crowd at the exhibition, disguised as clowns. A small car comes in, and six clowns dressed like the Maroon’s thugs exit. Star Ranger (I) moves to attack shortly after the sixth clown exits. Billy Sparks, Boy Genius fires his panic inducer beam, which scares off the Maroon’s thugs in short order. It also hits Mister Scorch before he exits the car, and instills in Scorch a fear of clowns. The Maroon enters the fray shortly thereafter as well. Scorch is eventually defeated with no loss of life and only minimal property damage. Scorch is taken into custody, but the Maroon manages to slip away. Duke Boodoo presents Freedom Guard with the Big Top Clown trophy in gratitude for saving the clowns.

The Maroon Deals Out Death!
The Maroon invites Freedom Guard to his attack on a card club.

Freedom Guard receives a riddle that leads them to suspect an attack on a new card club in The City, All Hands on Deck. The club is owned by the Spagoni mob, which is led by Salvatore Spagoni. The club is located on the pier in Fisherman’s Wharf. Star Ranger (I) enters the club as his civilian identity, private detective Alfred Centauri. Billy Sparks, Boy Genius enters as well, hidden by his invisibility belt. The “club” turns out to be a full-fledged casino, watched over by several uniformed police officers. Star Ranger is on his way to warn Salvatore Spagoni when a brightly colored tugboat crashes into the club. Garishly dressed thugs then turn a flamethrower on the crowd, roasting Salvatore Spagoni and most of his entourage. The Maroon reveals himself as one of the patrons after Star Ranger changes into his hero ID. But despite the Maroon and the later assault of a light tank (which may have been a Professor Tokugawa creation), Freedom Guard is able to halt the attack. The Maroon is able to escape, however. Freedom Guard is able to question one of the Maroon’s thugs thanks to quick-thinking by Billy.

Rise of the IndiGoRilla!
Freedom Guard (mostly) stops Dr. Monroe's scheme.

Freedom Guard tracks the evil Dr. Monroe down to a warehouse on the docks of The City. A signal emanates from the warehouse shortly after they arrive, but Billy Sparks, Boy Genius jams it. (This prevents birdmen from being summoned to the warehouse). Billy and Star Ranger (I) assault the warehouse. They find a few scientists are performing an operation involving Dr Windom Monroe and a large gorilla. This experiment is guarded by many ratmen. Billy hits the operating theater with a nullification beam at a critical juncture, preventing the complete transfer of Monroe’s mind. Freedom Guard attacks, and have a difficult time at first with the tough ratmen. Star Ranger then turns the tide by using vehicles, barrels, and the ratmens’ own bodies as weapons. While fighting near the operating theater, Star Ranger is attacked by the gorilla. It has Monroe’s mind, but it lacks nearly all higher brain functions. It’s fur has been turned an indigo color by the strange energies unleashed by the failed mind transfer. Enraged by the knowledge his mind is ruined, the IndiGoRilla unleashes his fury on Star Ranger. But Star Ranger is able to defeat the beast, and the IndiGoRilla is held in a zoo. Later, the IndiGoRilla tears apart a zoo keeper named Billy, as that name sends him into an uncontrollable rage.

The Evil of Dr. Monroe
Freedom Guard closes in on an evil scientist.

After the beastmen’s failed attack at the Top of the Park, Star Ranger (I) interrogates a captured ratman. Star Ranger learns the beastmen are the creation of Dr Windom Monroe, who has a lab on a ship somewhere near the Bay. Star Ranger and Billy Sparks, Boy Genius track down the ship. They find that Dr. Monroe has left. They free two of Monroe’s experiments, Smokey Bear and Devil Chimp. Freedom Guard learns Monroe plans to transfer his mind into that of a powerful gorilla!

Flight of the Birdmen
Freedom Guard vs. Birdmen and Ratmen.

The year is 1941. Weeks before America’s entry into World War 2, Freedom Guard has a meeting scheduled with Admiral Dwayne Hicks and General William Gorman. It takes place at the Park Thompkins Hotel. The military men had breakfast on the outside patio of the Top of the Park. A flight of Birdmen carrying Ratmen attack from the air, while more ratmen attack from the ground. Freedom Guard foils the beastmen from kidnapping the military officers, but Gorman is wounded by a ratman’s knife. Gorman subsequently blames Freedom Guard.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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