Ray’s Solo Campaigns
A vault of solo tabletop RPG campaigns, played and chronicled in
mission-companion’s RPG mode.
Active campaigns
Echo Resounding
Yoon-Suin’s caste society. The Year of the Wandering Crane. A
slug-man Heretic-Scholar in the vein of Thomas Müntzer.
A solo Whitehack campaign set in Yoon-Suin,
threaded with the dominion-and-faction tools of An Echo Resounding
and the dynastic flavor of Romance of the Three Kingdoms. The
player character is Vothrog the Wise, a slug-man
Heretic-Scholar preaching that the divine spark resides in every
body regardless of species or caste — a protocommunist anabaptist
tuned to a setting of caste-locked god-emperors and opium-flooded
slums.
Where things stand at the end of Turn 16: Vothrog has
carried the news back to the cell and sent Selindi and
Tuket to the Cartulary of the Three Bells. After a night’s
rest and a morning’s provisioning, he stands at the merchant-
quarter river-steps with Krah-Moh and Pav — and a
salt-shore-blooded woman waiting on an honest answer before
she’ll travel with them. The road south begins.
Read in order:
- Campaign — the seed: system, setting, character concept.
- Chronicle — the running summary. Read this for the story so far.
- Adventure Log — the full play record, turn by turn, with dice
and all. Sixteen turns and counting.
How this vault is organized
| Folder | Contents |
|---|---|
| Root | Campaign seed, Chronicle, Adventure Log index. |
| Turns | One note per ❖ turn (Turn 01 … Turn 16). |
| Characters | One note per named NPC; grouped by faction; relationship diagram. |
| Locations | One note per named place; geography hierarchy. |
| Events | Historical events the campaign keeps circling. |
| Maps | The city maps, turn by turn, and scene paintings. |
| Portraits | Character portrait paintings. |
How play actually happens
Vothrog’s story is generated turn-by-turn through conversation with
an LLM running inside mission-companion’s RPG mode. The GM is a
prompt template; the dice are real (rolled in-app); the chronicle
gets compacted automatically when the log runs long. The result is a
campaign that survives across days/weeks without me needing to keep
the whole state in my head.
Every turn is one ❖ in the Adventure Log. Sixteen turns in as
of this publish.