The Director Welcomes You

The Deep Hospital Agent

#23a695

Location

Frigid, Hot Guinea-Bissau

Time of Day

20:14

Extraction Point

8 Miles SW

Time to Complete

26 Hours

Sleuths,
We need your help. Agent Isabel Lindsey has gone missing and we believe "Quiet Kaiju" is responsible. They were last seen in Guinea-Bissau at 06:13. The agent sent one final message – "An out of place door appears at the Crossroads". Take this Soft Coin - it was their favorite tool and might help you.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Charles Harrington

Alias

"Quiet Kaiju"

Features

4' 5"

Blue eyes

A second belly button / Left leg

Organization

The Committee of Wet Governor

Emotions

Stunned

Personality

Nicely Disruptive

Motive

Make a lot of money for honor

Bodyguard

Bobby the "Brutish Camel"

Physical Size

Microscopic

Story

Additional Locations

The Deep Masquerade

Desolate Crypt

Euphoria Castle

Random Events

Rustler Skips merrily

Crowd Spontaneously disintegrates

Gunshot Adopts a nearby child

Crazy Man screams at the top of their lungs

World

Stores

Josiah's Candle Arcade

Christensen's Picture Frame Solutions

Curtis's Ring Consulting

Lindsey's Urn Unlimited

Traps

Floor Net

Ceiling Pendulum of Euthanasia

Objects

Candle that is glowing

Ring that is glowing

Secret Picture Frame

Hidden Boiled Leather

Camera of Euthanasia

Wand of Wonder

When caster next enters his home, the floor vanishes

People

Name Codename Career Likes Dislikes
Nathaniel Christensen "Heavy Legs" Merchant Toilets Death
Hudson Curtis "Italian Heels" Mole Syrup Deodorant
Antonio Jenkins Old Man Slippers Deodorant
Josiah Byrd Animator Sharks Stickers
Isabel Lindsey Police Officer Deodorant Tea

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).