The Director Welcomes You

Brothers Royale

#f776f5

Location

Cloudless, Windless Papua New Guinea

Time of Day

14:37

Extraction Point

108 Miles S

Time to Complete

2 Hours

Operatives,
We need your help. Agent Lucy Carr has gone missing and we believe "Three Anteaters" is responsible. They were last seen in Papua New Guinea at 16:11. The agent sent one final message – "The group finds a sword in a stone at the Top of the carousel wheel". Take this Delicate Purse - it was their favorite tool and might help you.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Harrison Perry

Alias

"Three Anteaters"

Features

5' 11"

Hazel eyes

A second belly button / Left foot

Organization

The Authority of Slimy Sawdust

Emotions

Bored

Personality

Kiddingly Weak

Motive

Disrupt the military to become famous

Bodyguard

Juan the "Thundering Werewolf"

Physical Size

Petty

Story

Additional Locations

The Raspy Carousal

Underwater Carnival

Euthanasia Grove

Random Events

Tramp runs over an infant

Water Vessel Bursts loudly

Panhandler is heard screaming

Spectator Strikes the church bell

World

Stores

Hunter's Bench Brothers

Ruiz's Flowers Growing Warehouse

Casey's Notebook Unlimited

Carr's Trunk Labs

Traps

Lightning Bolt

Camouflaged Pit of Redemption

Objects

Bench children's replica

Notebook children's replica

Secret Flowers Growing

Hidden Cutlass

Longsword of Redemption

Wand of Wonder

All magic rings within 50 yards shrink by 10% with each use

People

Name Codename Career Likes Dislikes
August Ruiz "Little Hands" Merchant Writers Toilets
Aiden Casey "Fast Toes" Mole Hamsters Christmas
Oscar McDaniel Pharmacist Water Ice Cubes
Hunter Hicks Police Officer Lipstick Fire
Lucy Carr Professional Cuddler Balloons 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).