The Director Welcomes You

The Video Grave Consequences Incident

#30d771

Location

Hot, Hot Saint Kitts and Nevis

Time of Day

6:37

Extraction Point

5 Miles NNE

Time to Complete

38 Hours

Meddlers,
As you can see you are trapped inside enter a Compact Barn Dance . We almost couldn't find you — Please explain when you get back. All we know is "Red Elephant" is responsible and they sent us this message - "A white horse dashes past at the Dragon's Sea". Your mission was counterintelligence, achieve what you can.

Hopefully you still have that Soft Chewing Gum hidden on you.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Aiden Ruiz

Alias

"Red Elephant"

Features

7' 3"

Blue eyes

Large deep scar / Left middle finger

Organization

The Guild of Baleful Rum

Emotions

Delighted

Personality

Lazily Happy

Motive

Take over a country to be left alone

Bodyguard

Joseph the "Depressed Banshee"

Physical Size

Lanky

Story

Additional Locations

The Putrid Festival

Crowded Villa

Joy Festival

Random Events

Wanderer arrives in the mail

Pack of Wild Dogs scurries by

Procession approaches

Sewer arrives in the mail

World

Stores

Grant's Drawers Department store

White's Toolbox Beauty Stop

Burgess's Goblet Consulting

Salinas's Globe Worldwide

Traps

Rune of Paralyzation

Lightning Bolt of Grave Consequences

Objects

Drawers with a False bottom

Goblet that has been hollowed out

Secret Toolbox

Hidden Notebook

Sticks of Grave Consequences

Wand of Wonder

Each day, caster sees great meaning in the first words he hears

People

Name Codename Career Likes Dislikes
Maxwell White "Stiff Dumplings" Merchant Teeth Tea
Sarah Burgess "Slow Pretzels" Mole Sun Glasses Baseball
Eloise Garrett Consultant Scarves Books
Grant Black Firefighter Books Candy
Jordan Salinas Lawyer Shirts Sharks

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).