The Director Welcomes You

The Mealy Seed Thriller

#60720f

Location

Gloomy, Wet The Bahamas

Time of Day

13:8

Extraction Point

68 Miles NEE

Time to Complete

1 Hours

Meddlers,
We need your help. Agent Emmanuel Ford has gone missing and we believe "Blue Kaiju" is responsible. They were last seen in The Bahamas at 05:24. The agent sent one final message – "A stranger can be seen in the shadows at the Where grass will not grow". Take this Mechanical Screwdriver - it was their favorite tool and might help you.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Emmett Fischer

Alias

"Blue Kaiju"

Features

7' 4"

Red eyes

Stretch Marks / Right arm

Organization

The Community of Icy Horse

Emotions

Uncertain

Personality

Carefully Skinny

Motive

Take over a country because of grief and loss

Bodyguard

Jerry the "Victorian ghost"

Physical Size

Full

Story

Additional Locations

The Mealy Circus

Ancient Lagoon

Pleasure Carnival

Random Events

Bunny grabs a lady's purse

Cat Is being detained

Crazy Man Lunges at the group

Bum approaches

World

Stores

Caleb's Potted Plant Ventures

Rojas's Sconce Closet

Campos's Workbench Industries

Ford's Candle Labs

Traps

Ceiling Pendulum

Phantasmal Killer of Prosperity

Objects

Potted Plant that is glowing

Workbench that has been hollowed out

Secret Sconce

Hidden Arrows

Newspaper of Prosperity

Wand of Wonder

When caster dies, his killer is thrown 1d20 days into the future

People

Name Codename Career Likes Dislikes
Skylar Rojas "Wild Eyes" Merchant Cookies Death
Logan Campos "Three Elbows" Mole Chalk Rock n' Roll
Angelina Schmidt Counselor Limes Books
Caleb Scott Zestful Washing Machines Broccoli
Emmanuel Ford Sad Glass Cellphones

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).