The Director Welcomes You

Who is Sam Necklace?

#8cea99

Location

Breezy, Warm Sao Tome and Principe

Time of Day

2:14

Extraction Point

3 Miles SSW

Time to Complete

46 Hours

Scrutinizers,
We need your help. Agent Emmanuel Reeves has gone missing and we believe "Little Dragon" is responsible. They were last seen in Sao Tome and Principe at 12:18. The agent sent one final message – "A black cat runs past at the Devil's barrow". Take this Clandestine Vise - it was their favorite tool and might help you.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Owen Lang

Alias

"Little Dragon"

Features

4' 3"

Red eyes

Large deep scar / Left thumb

Organization

The Company of Rapid Ashtray

Emotions

Aroused

Personality

Easily Puckish

Motive

Take over a government justice for a wrong-doing

Bodyguard

Sam the "Bumpy Ogre"

Physical Size

Miniature

Story

Additional Locations

The Old-Fashioned City

Hidden Creek

Redemption Lodge

Random Events

Drunk Becomes wounded

Potato Skips merrily

Cat Evades the law

Vagrant arrives in the mail

World

Stores

Teagan's Candle Warehouse

Newton's Pan Industries

Neal's Fruit Bowl Industries

Reeves's Figurine Creative

Traps

Built-to-Collapse Wall

Dropping Ceiling of Darkness

Objects

Candle children's replica

Fruit Bowl children's replica

Secret Pan

Hidden Stave

Newspaper of Darkness

Wand of Wonder

All magical light sources within one mile yield darkness instead

People

Name Codename Career Likes Dislikes
Vivian Newton "Drowsy Parmigianas" Merchant Tissues Rubber Bands
Chloe Neal "Quiet Lox" Mole Lipstick Cellphones
Sarah Gross Shadow Tigers Rocks
Teagan Castillo Librarian Snowglobes Cooking
Emmanuel Reeves Dog surfing instructor Glitter Gym Memberships

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).