The Director Welcomes You

Safety, Idea, Manager, Spy.

#33b834

Location

Gloomy, Hot Saint Lucia

Time of Day

8:33

Extraction Point

192 Miles N

Time to Complete

14 Hours

Meddlers,
As you can see you are trapped inside approach a Ancient Acropolis . We almost couldn't find you — Please explain when you get back. All we know is "Right Bat" is responsible and they sent us this message - "A pool of blood at the Dragon's Sea". Your mission was black bag, achieve what you can.

Hopefully you still have that Invisible Abascus hidden on you.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Mya Harrington

Alias

"Right Bat"

Features

4' 8"

Green eyes

Stretch Marks / Left foot

Organization

The Association of Ambitious Manager

Emotions

Overwhelmed

Personality

Cautiously Insidious

Motive

Take over a government to better Humanity

Bodyguard

Jerry the "Gregorian mammoth"

Physical Size

Petite

Story

Additional Locations

The Bankrupt Reef

Expensive Park

Catastrophe Castle

Random Events

Horse Carriage Is getting confiscated

Bard Is hurled at the adventurers

Bag of Lemons skins a cat with his teeth

Milk Shipment approaches

World

Stores

Amelia's Crate Hole

Bush's Drawers Bazaar

Hampton's Stamp Set Convenience store

Bowers's Skeletal Animal Mall

Traps

Extended Bane

Falling Block of Silence

Objects

Crate children's replica

Stamp Set that is glowing

Secret Drawers

Hidden Coin

Brass Knuckles of Silence

Wand of Wonder

Everyone nearby gains a language known only to those in this area

People

Name Codename Career Likes Dislikes
Scarlett Bush "Five Spleens" Merchant Comic Books Butterflies
Greyson Hampton "Orange Bones" Mole Cousins Sailboats
Zachary Long Paramedic Butterflies Bread
Amelia Henderson Elder Chalk Eggs
Genevieve Bowers Butcher Easter Bracelets

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).