The Director Welcomes You

The Rapid Doghouse Venture

#f057a8

Location

Windy, Hot Sweden

Time of Day

1:28

Extraction Point

88 Miles NNE

Time to Complete

22 Hours

Shadows,
As you can see you are trapped inside the outside of a Compact Lodge . We almost couldn't find you — Please explain when you get back. All we know is "Two Mummy" is responsible and they sent us this message - "An out of place door appears at the Stone Circle". Your mission was anti-surveillance, achieve what you can.

Hopefully you still have that Evil Screwdriver hidden on you.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Nicholas Robles

Alias

"Two Mummy"

Features

4' 2"

Gray eyes

Small mole / Crotch

Organization

The Community of Obtuse Hockey Arena

Emotions

Sympathy

Personality

Wrongly Hallowed

Motive

Take over a government for revenge

Bodyguard

James the "Square Unicorn"

Physical Size

Meager

Story

Additional Locations

The Rapid Castle

Underground Grove

Reservation Park

Random Events

Gang Glistens gently

Nearby Gas Tank catches on fire

Panhandler explodes

Skeleton Skips merrily

World

Stores

Molly's Trinket Arcade

Price's File Consulting

Ellis's Notebook Bazaar

Meyer's Workbench Properties

Traps

Poison Needle

Black Tentacles of Casualties

Objects

Trinket that is glowing

Notebook that is glowing

Secret File

Hidden Banana

Pike of Casualties

Wand of Wonder

Target dares 1d4 of his allies to try to behead him

People

Name Codename Career Likes Dislikes
Lyla Price "Italian Lemons" Merchant Boxes Children's Stories
Alexandra Ellis "King Throats" Mole Cookies Children's Stories
Charlotte Webb Scientist Hamsters Socks
Molly Caldwell Surgeon Bracelets Hammers
Mattie Meyer Plumber Pillows Sticky Notes

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).