The Director Welcomes You

The Shallow Wax Riddle

#ce6821

Location

Mild, Cloudless Luxembourg

Time of Day

15:35

Extraction Point

185 Miles SEE

Time to Complete

29 Hours

Shadows,
As you can see you are trapped inside climb a Deserted Chateau . We almost couldn't find you — Please explain when you get back. All we know is "White Banshee" is responsible and they sent us this message - "A stranger can be seen in the shadows at the Old battlefield". Your mission was intelligence, achieve what you can.

Hopefully you still have that Glowing Level hidden on you.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Luca Williams

Alias

"White Banshee"

Features

7' 3"

Heterochromia eyes

Large deep scar / Left arm

Organization

The Society of High Wilderness

Emotions

Happy

Personality

Righteously Quaint

Motive

Disrupt the military to achieve their destiny

Bodyguard

Terry the "Mecha Beast"

Physical Size

Minute

Story

Additional Locations

The Shallow Lodge

Pitch Black Barn Dance

Doom Crypt

Random Events

Keg Catches leprosy

Water Vessel Adopts a nearby child

Bunny Catches leprosy

Crying Child Becomes wounded

World

Stores

Nolan's Goblet Bazaar

Hubbard's Large book Discount

Klein's Picture Frame Factory

Chang's Sconce Threads

Traps

Acid Arrow

Box of Brown Mold of Perspiration

Objects

Goblet made of heavy metal

Picture Frame children's replica

Secret Large book

Hidden Dagger

Whip of Perspiration

Wand of Wonder

Target’s death will bring swift retaliation from the authorities

People

Name Codename Career Likes Dislikes
Brantley Hubbard "Fat Arms" Merchant Bears Paperclips
Rowan Klein "Right Heels" Mole Octopus Toilets
Gael Stevens Surgeon Video Games Sharp Things
Nolan Burton Graphic Designer Doors Paperclips
Jaxon Chang Professional Bridesmaid Horses Singing

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).