The Director Welcomes You

Bazaar Royale

#ef5569

Location

Arid, Hot Suriname

Time of Day

6:1

Extraction Point

36 Miles NNW

Time to Complete

18 Hours

Spy Deputies,
As you can see you are trapped inside approach a Archaic City . We almost couldn't find you — Please explain when you get back. All we know is "Cramped Bull" is responsible and they sent us this message - "The group finds a dollar on the ground at the Field of Wildflowers". Your mission was counterintelligence, achieve what you can.

Hopefully you still have that Evil Ladder hidden on you.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Layla Gibbs

Alias

"Cramped Bull"

Features

7' 5"

Green eyes

Faint curved scar / Right leg

Organization

The Alliance of Future Information

Emotions

Embarrassed

Personality

Unethically Smelly

Motive

Disrupt the military to become rich

Bodyguard

James the "Evasive Rhinoceroses"

Physical Size

Towering

Story

Additional Locations

The Worried Citadel

Compact Park

Violence Manor

Random Events

Deadbeat Is being tortured

Gang Calls menacingly

VAT of Broth screams at the top of their lungs

Box of Cigarette Is being tortured

World

Stores

Elliott's Sculpture Bazaar

Chapman's Vase Supermarket

Silva's Candlesticks Chic Chåteau

Caldwell's Fire poker set Consulting

Traps

Acid Arrow

Portcullis of Vulnerability

Objects

Sculpture with a False bottom

Candlesticks children's replica

Secret Vase

Hidden Shoe

Rock of Vulnerability

Wand of Wonder

Caster finds 1d100 cans containing pink, processed meat in jelly

People

Name Codename Career Likes Dislikes
Andrea Chapman "The Falafels" Merchant Money Bears
Ian Silva "Blue Hot Dogs" Mole Honey Attention
Ezra Nichols Hairdresser Limes Jigsaw Puzzles
Elliott Craig Police Officer Paper Quartz Crystals
Patrick Caldwell Physician Baseball Coffee

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).