The Director Welcomes You

Shooting Range, Graveyard, Prison, Spy.

#ec0f2e

Location

Cloudy, Humid Qatar

Time of Day

4:31

Extraction Point

37 Miles N

Time to Complete

40 Hours

Eyeballs,
As you can see you are trapped inside within earshot of a Pitch Black Casino . We almost couldn't find you — Please explain when you get back. All we know is "Green Dolphin" is responsible and they sent us this message - "An out of place door appears at the Dragon's Sea". Your mission was intelligence, achieve what you can.

Hopefully you still have that Robotic Clamp hidden on you.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Ella Rogers

Alias

"Green Dolphin"

Features

5' 5"

Gray eyes

A second belly button / Right eye

Organization

The Clique of Early Prison

Emotions

Suspicious

Personality

Patiently Tragic

Motive

Take over a country because of a betrayal

Bodyguard

Terry the "Jagged Cockatrice"

Physical Size

Baby

Story

Additional Locations

The Numerous Villa

Pitch Black Grove

Irritation Lodge

Random Events

Demon Skips merrily

Rustler skins a cat with his teeth

Buccaneer screams at the top of their lungs

Demon scurries by

World

Stores

Cameron's Mounted Animal Convenience store

Guzman's Statuette Worldwide

Owens's Spice shelf Technologies

Gordon's Shoe Horn Outlet

Traps

Razor-Wire across Hallway

Portcullis of Bravery

Objects

Mounted Animal that is glowing

Spice shelf with a False bottom

Secret Statuette

Hidden Morning Star

Cat of Bravery

Wand of Wonder

All Dwarves within 10 miles are violently allergic to gold

People

Name Codename Career Likes Dislikes
Candace Guzman "Red Cheesecakes" Merchant Chickens Doors
Raelynn Owens "Fast Spleens" Mole Baseball Trucks
Amir Greene Blacksmith Basketball Robots
Cameron Juarez Physician Books Fire
Aubrey Gordon Spirit Toilets Bracelets

Cipher



                

                
 
                

                

                

                

                

                

The Fuck Is This?

After years of playing Dungeons & Dragons, I decided to make a variation where everything is improv. The DM knows as much as the players and you tell a story together - sitcom style. We use this site as a quest starter, think of some characters, and see how much we can make each other laugh.

It's designed to be simple, portable, and dependent on being creative & inventive. I wanted a framework to guide the plot forward but let us find the story. This page is just a guide to help the stories become too redundant - take as much as you want, ignore as much as you need. If you want to follow along with our adventures or read some examples, check out my personal story notes.

This concept and site was crafted by Andrew Maruska with linguistic help from Evan Stark

But how?

The Most Important Rule

Be Silly. The goal is to laugh not to have a normal adventure. Someone wants to go to the moon? Fuck yeah they do and we're going to do it with medieval technology.

Set Up

Give the players a home base, a year they want to play in, and some general ownership of the setup. It's more successful when everyone has helped create the world because when a player makes suggestions it's easier to integrate them without feeling too precious. It helps to have a figurehead that assigns the quest to authoritatively start.

Characters

90% of creating a character here is a funny voice you're forced to talk in for 3 hours. I typically have people pick one trait they want to be good at and give them a slight advantage when using that - and the same for a negative trait. Don't overcomplicate it. They wanna be a skateboarder who can't feel love? perfect. +2 to cool & -2 to social acceptance.

Rolling

This can be whatever you want but as a general rule I use d20's as a graded scale. Sometimes, I craft the roll to mimic the action i.e. if they are walking a tight rope then might need to roll a 10 because 20 & 1 make them fall to one side or the other. Rolling in D&D got boring so make it fun again.

Dungeon Master

Your goal is to say 'Yes and...' but realistically it's 'Yes and roll to see if you can actually do that triple backflip down the cliff to mount the attacking phoenix...' - It's okay to make them fail, just don't tell them no. This guide is to help you be 1 step ahead of the players but it can't know the vibe of the room, have some empathy and play to the crowd.

Ending

No one can tell you this. The guide is to help you get 1/3 of the adventure set up and the rest will be created by the adventuring party. Have fun with it and try to tie up some loose ends at the end (or don't and bring them back for another adventure).