The Director Welcomes You

The Bees Darkness Incident

#4e4010

Location

Calm, Stormy Sudan, South

Time of Day

8:59

Extraction Point

55 Miles NWW

Time to Complete

47 Hours

Eyeballs,
As you can see you are trapped inside descend into Rundown Circus . We almost couldn't find you — Please explain when you get back. All we know is "Little Owlman" is responsible and they sent us this message - "Distant sounds of screaming at the witch's mound". Your mission was clandestine, achieve what you can.

Hopefully you still have that Polished Wrench hidden on you.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Sadie Cook

Alias

"Little Owlman"

Features

6' 6"

Amber eyes

Faint curved scar / Right middle finger

Organization

The Division of Tiny Lunch

Emotions

Rejected

Personality

Seldom Stoned

Motive

Make a lot of money out of desperation

Bodyguard

Roberto the "Dusty Elves"

Physical Size

Slight

Story

Additional Locations

The Breezy Mansion

Polluted Villa

Ruin Masquerade

Random Events

Toilet Is accused by the law

Mutant drops from the sky

Whore Ignites violently

Bank Evades the law

World

Stores

Ariel's Trunk Arcade

Espinoza's Trinket Bazaar

Sutton's Cabinet Unlimited

Roberts's Marionette Boutique

Traps

Incendiary Cloud

Beehive of Darkness

Objects

Trunk that is glowing

Cabinet that has been hollowed out

Secret Trinket

Hidden Credit Card

Dagger of Darkness

Wand of Wonder

Everything now worn or carried by target becomes sickly green

People

Name Codename Career Likes Dislikes
Elias Espinoza "No Legs" Merchant Death Soda
Hudson Sutton "Sharp Falafels" Mole Squirrels Money
Brianna Leon Cheerful Rabbits Batteries
Ariel Beck Broker Harmonica Eggs
Juan Roberts Dentist Sponges Basketball

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).