The Director Welcomes You

The Late Poison Dilemma

#47ef38

Location

Windy, Rainy Haiti

Time of Day

10:39

Extraction Point

171 Miles SWW

Time to Complete

8 Hours

Scrutinizers,
As you can see you are trapped inside the outside of a Deserted Fortress . We almost couldn't find you — Please explain when you get back. All we know is "Indigo kobold" is responsible and they sent us this message - "A mysterious key is found on the ground at the ruined castle". Your mission was anti-surveillance, achieve what you can.

Hopefully you still have that Feminine Cake hidden on you.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Christian Franklin

Alias

"Indigo kobold"

Features

5' 8"

Hazel eyes

Faint curved scar / Right thumb

Organization

The Guild of Loud Prince

Emotions

Bitter

Personality

Poorly Alive

Motive

Disrupt the military for honor

Bodyguard

Sam the "Mammoth Centaur"

Physical Size

Scanty

Story

Additional Locations

The Late Castle

Rundown Peninsula

Prosperity Castle

Random Events

Woman is robbed

Fairy Is accused by the law

Amulet is being loudly arrested

Mutant Spontaneously disintegrates

World

Stores

Jonathan's Bible Hole

Bell's Wardrobe Creative

Benson's Fire poker set Convenience store

Armstrong's Butter Churner Discount

Traps

Reverse Gravity

Blade Barrier of Imperfection

Objects

Bible that is glowing

Fire poker set made of heavy metal

Secret Wardrobe

Hidden Guthook

Button of Imperfection

Wand of Wonder

All worked stone within 50 yards blazes with illusory flame

People

Name Codename Career Likes Dislikes
Ariana Bell "Right Feet" Merchant Soap Rubber Bands
Braxton Benson "Four Falafels" Mole Children's Stories Cookies
Peyton Navarro Indifferent Potatoes Butterflies
Jonathan Casey Actor Socks Glitter
Rylee Armstrong Psychiatrist Cooking Hammers

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).