The Director Welcomes You

Wardrobe Royale

#067188

Location

Rainy, Humid Madagascar

Time of Day

22:22

Extraction Point

15 Miles SSE

Time to Complete

28 Hours

Snoopers,
As you can see you are trapped inside within earshot of a Archaic Casino . We almost couldn't find you — Please explain when you get back. All we know is "Orange Merfolk" is responsible and they sent us this message - "A shrine is nearby at the Turtle Rock". Your mission was anti-surveillance, achieve what you can.

Hopefully you still have that Feminine Abascus hidden on you.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Santiago Chapman

Alias

"Orange Merfolk"

Features

6' 10"

Amber eyes

Large moles / Right hand

Organization

The Incorporated of Slatted Mailbox

Emotions

Hateful

Personality

Extremely Strungout

Motive

Make a lot of money because of a betrayal

Bodyguard

Sam the "Putrid Manticore"

Physical Size

Colossal

Story

Additional Locations

The Masochistic Crypt

Archaic Creek

Euthanasia Acropolis

Random Events

Feminist overflows

Bank runs over an infant

Majestic Painting Lunges at the group

Turtle Is being tortured

World

Stores

Mateo's Tea Set Wardrobe

Larson's Trunk Chic Chåteau

Sanchez's Spice shelf Supermarket

Garrett's Platter Bureau

Traps

Phantasmal Killer

Extended Bane of Fatality

Objects

Tea Set children's replica

Spice shelf children's replica

Secret Trunk

Hidden Ring

Goblet of Fatality

Wand of Wonder

When target next spills blood, he is excommunicated and condemned

People

Name Codename Career Likes Dislikes
Adam Larson "All Pretzels" Merchant Tea Sticky Notes
Luke Sanchez "Violet Boy" Mole Sticks Houses
David McCormick Waiter Lamps Soda
Mateo Miranda Drummer Limes Bears
Valentina Garrett Surgeon Soap Bells

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).