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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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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.

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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!

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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.

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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.

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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.

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Blitzkrieg in the Bay!
Freedom Guard helps win the war in the Pacific.

Freedom Guard enlists the help of Night Watcher shortly after thwarting The Maroon‘s attack on a clown convention. Night Watcher’s investigations reveal an attack on the nearby naval base. Night Watcher alerts Freedom Guard, who arrive just as an Axis attack is in motion. Star Ranger (I), Billy Sparks, Boy Genius, Miss Magician, and Gold Eagle face off against two walking tanks, as well as the supervillains Day Knight and IndiGoRilla. Billy Sparks and Miss Magician quickly immobilize the tanks, but it takes longer to stop the tanks’ weaponry. IndiGoRilla goes berserk at the sight of Billy Sparks, but is frustrated because Billy stays out of reach by using his flight suit. It falls to Star Ranger to put the beast down. Missiles carried by one tank explode after a hit from one of Gold Eagle’s grenades. Day Knight is caught in the blast, and killed. Captain Blitzkrieg shows up immediately afterward, and swears to avenge Day Knight. Blitzkrieg escapes, but IndiGoRilla and a tank are captured. Freedom Guard’s efforts prevent the destruction of an aircraft carrier.

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The Atlantean Invasion of Britain
Freedom Guard saves one princess, and discovers another.
An attempt to control the British Isles is led by the Atlantean General Murderon in September of 1947. The initial wave of attacks is largely successful, though Murderon is captured by Freedom Guard (who were visiting due to an astrium exhibit at the Royal Museum). Freedom Guard also prevents the kidnapping of Princess Elizabeth. The Atlanteans were able to disable any technological devices with a beam developed by Dr Julius Sivana. Billy Sparks, Boy Genius quickly invented a countermeasure, and the Atlanteans were beaten back. Freedom Guard learns the blue-skinned baby rescued from the lair of Professor Tokugawa before World War 2 is Princess Mara, rightful heir to the throne of Atlantis. Information provided by an Atlantean officer loyal to Princess Mara pinpoints the location of the Atlanteans’ industrial center. The Indestructible Man pilots a small sub with an atomic bomb to the factories and destroys them, but he is nowhere to be found afterwards.
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Dawn of the Atomic Age.

The year is 1955. The Second World War and the Atlantean Invasion of Britain are over, and the world yearns for peace. Mankind has taken its first steps in harnessing the power of the atom, and the future seems limitless. Superpowered beings have become even more powerful, with many eclipsing all but the mightiest heroes of the last decade. But the threats facing them have grown more terrible as well. A monster from a forgotten age, awakened before the wars, grows into its terrifying adulthood. Evil masterminds continue to pervert the blessings of science into mad schemes of world domination. And from unknowable depths of time and space, jealous eyes view the blue jewel called Earth…and scheme.

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SOS: The Pacific Fleet!
Freedom Guard encounters a monster from a forgotten age.

The current leaders of Freedom Guard, Star Ranger (II) and Roswell, are contacted by the US Navy. They are asked to fly out to the Aurora, a research vessel that belongs to the Confronters of the Unexplained. Their leader, Professor Diane Parks, helped Roswell after he gained his powers. Prof. Parks explains that the island of Alleong is due to be the site of nuclear weapons tests in a few weeks. The island is supposed to be almost devoid of life, the result of a volcanic eruption in 1938 and a previous nuclear test in 1954. But photos of the island taken recently by spy planes show it is covered by lush vegetation. The Confronters have been called in to solve the mystery. Prof. Parks requested Freedom Guard’s assistance due to several shipping vessels that have disappeared in the area in the last two weeks. While briefing Freedom Guard, the Aurora receives a distress signal from a carrier group several hundred miles away. Star Ranger and Roswell fly to intercept, and see several sinking and burning ships, one intact destroyer, and a large reptilian creature swimming toward the destroyer. Roswell picks up a sinking battleship, and uses it to collect all the survivors stranded in the water. He then flies the ship to a nearby island, saving hundreds of lives. Meanwhile Star Ranger engages the beast after activating his invisibility device. Some well placed shots stagger the creature, but it is able to heal itself back to full strength. Roswell flies in after rescuing the sailors, and blasts the monster. This serves to focus the colossal reptile’s attention, and it strikes back with its own energy blast. Even Roswell is unable to absorb the blast’s effect, but by drawing on reserves of courage Roswell shrugs off the pain and stays in the fight. Star Ranger quickly dials up his atomic pack’s protective powers to their full level. The lone surviving naval vessel, the destroyer USS Cushing, offers to assist, but Freedom Guard orders them to retreat to safety. The monster submerges and attempts to flee underwater, but is pursued by Freedom Guard. Roswell is then knocked unconscious. Star Ranger continues to chase the monster, attempting to hit a vital spot with his photonic ray gun. The added challenge of doing this underwater causes that critical shot to elude Star Ranger. The beast then improbably strikes the invisible Star Ranger with its energy blast due to a very lucky attack. Star Ranger is then rendered unconscious. Roswell regains consciousness an hour later, followed shortly by Star Ranger. Freedom Guard returns to the Aurora and the anxious Confronters of the Unexplained, who had feared the worst. The Aurora continues to the island of Alleong, the beast’s presumed home.

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