The Director Welcomes You

Metal, Investment, Religion, Spy.

#b42704

Location

Breezy, Warm Yemen

Time of Day

1:27

Extraction Point

55 Miles NNW

Time to Complete

18 Hours

Ambassadors,
I have sent you to be locked inside of a Archaic Labratory to look for a suspect by the name "Dull Sprite". This mission is counterintelligence. Their recent activity is concerning and we need you to uncover their plans. We don't know much about their goals but we've intercepted this cryptic message – "A shrine is nearby at the Dead Forest".

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

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Julianna Bowen

Alias

"Dull Sprite"

Features

5' 9"

Amber eyes

Small mole / Left leg

Organization

The Gang of Squeaking Religion

Emotions

Hopeless

Personality

Especially Defeated

Motive

Take over a government justice for a wrong-doing

Bodyguard

Joseph the "Cuddly Serpent"

Physical Size

Petite

Story

Additional Locations

The Slimey Business

Polluted Forest

Contentment Circus

Random Events

Vagabond Is frozen into a block of ice

Alligator scurries by

Chanting Cult Balances on a ledge

Princess catches on fire

World

Stores

Cecilia's Suit of armor Mall

Hart's Trophy Technologies

Rose's Figurine Du jour

Holland's Pipe Labs

Traps

Compacting Room

Phantasmal Killer of Disaster

Objects

Suit of armor that is glowing

Figurine with a False bottom

Secret Trophy

Hidden Helmet

Sickle of Disaster

Wand of Wonder

Someone nearby turns to water

People

Name Codename Career Likes Dislikes
Maximus Hart "Indigo Lox" Merchant Chocolate Essential Oils
Jasmine Rose "King Thumbs" Mole Chocolate Fire
Kai Barber Blacksmith Scarves Robots
Cecilia Le Journalist Lipstick Limes
Jesse Holland Elevator Mechanic Money Oranges

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).