The Director Welcomes You

Factory Royale

#934109

Location

Warm, Breezy Colombia

Time of Day

4:56

Extraction Point

114 Miles NWW

Time to Complete

30 Hours

Sleuths,
This week should be easy. You are delivering a Skeletal Animal that has been hollowed out. Get to Colombia at 08:01

Good Luck.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Laila Fisher

Alias

"Green Bat"

Features

6' 8"

Brown eyes

Faint curved scar / Left leg

Organization

The Office of Puny Tail

Emotions

Weary

Personality

Fiercely Repulsive

Motive

Take over a country to achieve their destiny

Bodyguard

Timmy the "Dangerous kobold"

Physical Size

Miniature

Story

Additional Locations

The Mysterious Maze

Overpopulated Forge

Good Spirits Business

Random Events

Dead Animal Is under a curse

Vagrant Bursts loudly

Bottle of Soy Sauce Is being kidnapped

Donkey approaches

World

Stores

Thomas's Skeletal Animal Factory

Alvarado's Lipstick Specialities

Silva's Cutting board Brothers

Garrett's Diary Logistics

Traps

Crushing Room

Chain Lightning of Endownment

Objects

Skeletal Animal that has been hollowed out

Cutting board that has been hollowed out

Secret Lipstick

Hidden Rock

Bow of Endownment

Wand of Wonder

Caster thinks that he’s on fire and begs people to extinguish him

People

Name Codename Career Likes Dislikes
Jack Alvarado "Big Arms" Merchant Cellphones Candles
Kaiden Silva "Big Scars" Mole Chocolate Slippers
Michael Reid Restless Shirts Ice Cubes
Thomas Todd Veteran Dinosaurs Technology
Miles Garrett Hotel Manager Soccer Cartography

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).