The Director Welcomes You

The Mailbox Endownment Incident

#64245b

Location

Dark, Balmy Seychelles

Time of Day

20:0

Extraction Point

167 Miles SEE

Time to Complete

10 Hours

Shadows,
We need your help. Agent Anna McCormick has gone missing and we believe "Heavy Succubus" is responsible. They were last seen in Seychelles at 15:24. The agent sent one final message – "A lone flower growing at the Turtle Rock". Take this Light Atlas - it was their favorite tool and might help you.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Samantha Clark

Alias

"Heavy Succubus"

Features

7' 8"

Brown eyes

Large deep scar / Left leg

Organization

The Guild of Prehensile Information

Emotions

Attraction

Personality

Bashfully Loquacious

Motive

Make a lot of money to achieve their destiny

Bodyguard

Ralphie the "Deep kobold"

Physical Size

Towering

Story

Additional Locations

The Hallowed Citadel

Touristy Fortress

Instability Business

Random Events

Gallon of Trash Lunges at the group

Bag of Lemons arrives in the mail

Dracula screams at the top of their lungs

Goblet emerges

World

Stores

Micah's Faberge Egg Bazaar

Newton's Quill and Ink Properties

Zimmerman's Potted Plant Mall

McCormick's Chair Productions

Traps

Water-Filled Room

Blade Barrier of Endownment

Objects

Faberge Egg made of heavy metal

Potted Plant made of heavy metal

Secret Quill and Ink

Hidden Newspaper

Sickle of Endownment

Wand of Wonder

Target asserts that he has a key that unlocks his skull

People

Name Codename Career Likes Dislikes
Giovanni Newton "Cheap Falafels" Merchant Trucks Houses
Naomi Zimmerman "Quiet Bagels" Mole Books Syrup
Jasmine Marsh Blacksmith Snowglobes Jazz
Micah White Elevator Mechanic Jazz Lamps
Anna McCormick Annoyed Stickers Tigers

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).