The Director Welcomes You

Solutions Royale

#129e91

Location

Hot, Overcast Maldives

Time of Day

3:48

Extraction Point

45 Miles NNW

Time to Complete

28 Hours

Scrutinizers,
We need your help. Agent Zoe Gregory has gone missing and we believe "Wild Chimera" is responsible. They were last seen in Maldives at 14:01. The agent sent one final message – "The earth shakes briefly at the Dead Forest". Take this Polished Bolt Cutter - it was their favorite tool and might help you.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Molly Tran

Alias

"Wild Chimera"

Features

7' 6"

Red eyes

Faint curved scar / Left hand

Organization

The Order of Puckish Story

Emotions

Calm

Personality

Speedily Wide

Motive

Make a lot of money for pure destruction

Bodyguard

Daniel the "Engorged Goblins"

Physical Size

Colossal

Story

Additional Locations

The Sore Castle

Overpopulated Carnival

Vulnerability Sanctuary

Random Events

Baker chase a suspect

Meteor Balances on a ledge

Bag of Flour Calls menacingly

Rhapsody is heard screaming

World

Stores

Nova's Shirt Solutions

Castillo's End Table Logistics

Price's Shoe Horn Solutions

Gregory's Taxidermy animal Technologies

Traps

Water-Filled Room

Collapsing Column of Expiration

Objects

Shirt that has been hollowed out

Shoe Horn that is glowing

Secret End Table

Hidden Pants

Spikes of Expiration

Wand of Wonder

Caster finds a large, gold box containing nothing but sand

People

Name Codename Career Likes Dislikes
Margaret Castillo "Blue Fingers" Merchant Death Bears
Brandon Price "Casual Spleens" Mole Contracts Limes
Ashley Jackson Accountant Bread Jigsaw Puzzles
Nova Blake Annoyed Cookies Cousins
Zoe Gregory Headhunter Soup Socks

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).