The Director Welcomes You

The Graveyard Secrecy Protocol

#57a904

Location

Calm, Foggy Marshall Islands

Time of Day

15:20

Extraction Point

149 Miles NWW

Time to Complete

40 Hours

Operatives,
I have sent you to approach a Deserted Spring to look for a suspect by the name "Drowsy Succubus". This mission is black ops. Their recent activity is concerning and we need you to deactivate their resources. We don't know much about their goals but we've intercepted this cryptic message – "Distant sounds of screaming at the Big Momma".

We're low budget this mission – I've packed a Feminine Sun Lotion in your kit to help.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Isabelle Lewis

Alias

"Drowsy Succubus"

Features

4' 4"

Red eyes

Large deep scar / Crotch

Organization

The Authority of Square Insurance

Emotions

Tenderness

Personality

Neatly Alive

Motive

Take over a government because of a betrayal

Bodyguard

Randy the "Jagged Rhinoceroses"

Physical Size

Tremendous

Story

Additional Locations

The Ugly Grove

Expensive Isle

Redemption Circus

Random Events

Delivery Guy stop the party and asks questions

Squirrel Attempts to rob a bank

Butter Shipment Is being tortured

Odor is robbed

World

Stores

Cooper's Glass Jars Supermarket

Silva's Bell Unlimited

Parsons's Watch Little shop

Jacobs's Potted Plant Emporium

Traps

Burning Hands

Collapsing Column of Secrecy

Objects

Glass Jars with a False bottom

Watch made of heavy metal

Secret Bell

Hidden Shoe

Notebook of Secrecy

Wand of Wonder

Caster thinks that his face is just a mask he wears on his skull

People

Name Codename Career Likes Dislikes
Maximus Silva "Silver Forearms" Merchant Cellphones Snowglobes
Hudson Parsons "Fat Noses" Mole Drinking Batteries
Allison Armstrong Musician Christmas Water
Cooper Flynn Railroad Conductor Rock n' Roll Water
Jordyn Jacobs Human Statue Snowglobes Dinosaurs

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).