Solars Go Crazy And Stuff

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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The Beginning

The Beginning

Villagers kidnapped! They need help! Our heroes run off to rescue them.

In a nearby town, the bartender gives them a tip—people have been smuggled on the train out of town to Sijan, and perhaps their friends are on the next one. That night, the bar has been destroyed. Evidence (mostly the giant robot-shaped hole in the bar) indicates it could have been a warstrider. The team buys tickets and get on the train.

After the train leaves, they climb onto the roof and sneak to the cargo car in the back. Progress is stopped by a noisy fall and a warstrider. The gaurds are quickly dealt with, and the team moves to the cargo hold. Someone (Sky? I forget who…) takes a look at the mech, and Chejop Kejak materializes out of the shadows. He introduces himself, and suggests that a bunch of renegade Terrestrials really shouldn’t be messing with Solar affairs. Then he drafts them. Into the Army.

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ZOMBIES! SHIT!

After some time in the army, our adventurers make a pair of friends, who I do believe still need to be named. The religious monk, and an inventor/guerrilla fighter. They are all put on the same spec-ops team to serve [Solar who needs a name and will be finally showing her face next session].

While at The Creaking Coffin (the local tavern), a bunch of undead march on the city. Our heroes holed up inside the bar, and found that the idiot necromancer who summoned them hung out in the basement. After Capt. Planet helped them clean up the young sorcerer’s mess, they found a cave to the necromancer’s lair.

With little effort, they cut through the throngs of zombies and murdered the delinquent. All in a day’s work. I… uh… think they got his magical book? But they also picked up a double-barrel shotgun from above the bar. There is some debate among the group as to if it actually works or not.

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