The Director Welcomes You

The Frequently Surly Agent

#8c82bc

Location

Dry, Gloomy Nepal

Time of Day

11:43

Extraction Point

156 Miles SE

Time to Complete

23 Hours

Undercover Emissaries,
I have sent you to climb a Crowded Acropolis to look for a suspect by the name "King Wendigo". This mission is anti-surveillance. Their recent activity is concerning and we need you to disable the bomb. We don't know much about their goals but we've intercepted this cryptic message – "A thick fog rolls in at the ruined castle".

We're low budget this mission – I've packed a Fluffy Blaser in your kit to help.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Rowan Hughes

Alias

"King Wendigo"

Features

5' 3"

Amber eyes

Large deep scar / Crotch

Organization

The Office of Moist Mouth

Emotions

Disappointed

Personality

Frequently Polite

Motive

Take over a government out of greed

Bodyguard

Frankie the "Brutish Pig"

Physical Size

Poor

Story

Additional Locations

The Surly Mansion

Expensive Crypt

Catastrophe Fortress

Random Events

Dancer Gets their hand chopped off

Wedding Cake Crashes slowly

Thief Integrates silently into the group

Softball Becomes wounded

World

Stores

Sara's Crate Wardrobe

Chambers's Vase Market

Swanson's Bottle Industries

McCormick's Plaster Bust Little shop

Traps

Earthquake

Ghoul Touch of Doom

Objects

Crate that has been hollowed out

Bottle with a False bottom

Secret Vase

Hidden Blowgun

Rock of Doom

Wand of Wonder

Someone nearby no longer needs to eat

People

Name Codename Career Likes Dislikes
Eleanor Chambers "Three Hearts" Merchant Drinking Clocks
Leonardo Swanson "Violet Kidneys" Mole Potatoes Boxes
Nicholas Murray Bounty hunter Rock n' Roll Attention
Sara Pratt Midwife Football Essential Oils
Brianna McCormick Master Distiller Washing Machines Batteries

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).