The Director Welcomes You

The Boundary Secrecy Incident

#7a3933

Location

Cloudless, Warm Kosovo

Time of Day

12:33

Extraction Point

81 Miles SWW

Time to Complete

42 Hours

Investigators,
We need your help. Agent Daniel Stone has gone missing and we believe "Violet Drunken Irish Guy" is responsible. They were last seen in Kosovo at 21:10. The agent sent one final message – "A mysterious key is found on the ground at the Big Momma". Take this Soft Hammer - it was their favorite tool and might help you.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Delilah McDaniel

Alias

"Violet Drunken Irish Guy"

Features

5' 8"

Heterochromia eyes

Large deep scar / Right hand

Organization

The Agency of Boiling Paper Bag

Emotions

Nervous

Personality

Thankfully Sour

Motive

Take over a country to become famous

Bodyguard

Simon the "Cheap Alien"

Physical Size

Great

Story

Additional Locations

The Chewy Peninsula

Underground Maze

Secrecy Festival

Random Events

Gypsy Pulls on the coat tails of one of the adventurers

Turtle Becomes wounded

Panhandler is heard screaming

Bag of Flour Is throwing a BBQ

World

Stores

Greyson's Mural Warehouse

Cunningham's Pair of Statues Ventures

Payne's Rug Supermarket

Stone's Pan Beauty Stop

Traps

Ray of Sickness

Bestow Curse of Secrecy

Objects

Mural that has been hollowed out

Rug made of heavy metal

Secret Pair of Statues

Hidden Notebook

Club of Secrecy

Wand of Wonder

Target can divine the caster’s exact location 1d4 times per day

People

Name Codename Career Likes Dislikes
Mason Cunningham "Golden Boy" Merchant Soccer Doves
Valentina Payne "Violet Pinky's" Mole Sponges Washing Machines
Bryson McDonald Counselor Cousins Paperclips
Greyson Davidson Physician Sun Glasses Books
Daniel Stone Funeral Director Stickers Flowers

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).