The Director Welcomes You

Who is David Bog?

#741a01

Location

Stormy, Cool Sri Lanka

Time of Day

5:29

Extraction Point

88 Miles NW

Time to Complete

10 Hours

Informants,
We need your help. Agent Camila Owens has gone missing and we believe "Two Succubus" is responsible. They were last seen in Sri Lanka at 20:18. The agent sent one final message – "A thick fog rolls in at the Eye of Heaven". Take this Invisible Bottle - it was their favorite tool and might help you.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Sherri McKinney

Alias

"Two Succubus"

Features

6' 8"

Hazel eyes

Stretch Marks / Right eye

Organization

The Gang of Sinful Law

Emotions

Interested

Personality

Highly Chilly

Motive

Take over a government to better Humanity

Bodyguard

David the "Mysterious ghost"

Physical Size

Miniature

Story

Additional Locations

The Annoying Lodge

Archaic Carnival

Skill Jungle

Random Events

Carcass scurries by

German Trench Club Bursts loudly

Crying Child explodes

Crow emerges

World

Stores

Ava's Butter Churner Discount

Scott's Barrel Discount

Logan's Trinket Outlet

Owens's Armoir Chic Chåteau

Traps

Poison Dart

Portcullis of Fire

Objects

Butter Churner with a False bottom

Trinket made of heavy metal

Secret Barrel

Hidden Bracer

Boiled Leather of Fire

Wand of Wonder

Caster routinely forgets that poisons are harmful when ingested

People

Name Codename Career Likes Dislikes
Iris Scott "Golden Lox" Merchant Rock n' Roll Pillows
Silas Logan "Chunky Lemons" Mole Tissues Jazz
Brooklyn Rose Stressed Paper Butterflies
Ava Vega Lawyer Lions Basketball
Camila Owens Angry Socks Candy

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).