The Director Welcomes You

Who is Nick Gun?

#3d8f40

Location

Dry, Windless Rwanda

Time of Day

4:42

Extraction Point

83 Miles N

Time to Complete

30 Hours

Undercover Emissaries,
We need your help. Agent Kaylee Alvarez has gone missing and we believe "Wild Worm" is responsible. They were last seen in Rwanda at 02:23. The agent sent one final message – "An object nearby starts bleeding at the Wizard's Scar". Take this Polished Toothbrush - it was their favorite tool and might help you.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Aiden Rios

Alias

"Wild Worm"

Features

6' 10"

Hazel eyes

Small mole / Right leg

Organization

The Club of Luminous Basketball

Emotions

Elated

Personality

Coaxingly Early

Motive

Disrupt the military for sibling rivalry

Bodyguard

Nick the "Chilly Giraffe"

Physical Size

Enormous

Story

Additional Locations

The Dead Crypt

Desolate Isle

Calming Sanctuary

Random Events

Goblet Salutes the adventurers

Gypsy skins a cat with his teeth

Swarm of Bees arrives in the mail

Bag of Lemons overflows

World

Stores

Iris's Bell Beauty Stop

Yang's Musical instrument Unlimited

Hernandez's Loveseat Worldwide

Alvarez's Stool Threads

Traps

Insanity Mist Vapor

Object Smeared with Poison of Doom

Objects

Bell with a False bottom

Loveseat children's replica

Secret Musical instrument

Hidden Scimitar

Sabre of Doom

Wand of Wonder

Next magic item handled by target works contrary to his wishes

People

Name Codename Career Likes Dislikes
Grace Yang "Quiet Falafels" Merchant Technology Snowglobes
Londyn Hernandez "Four Pretzels" Mole Writers Contracts
Lucia Hayes Cleaner Lipstick Trees
Iris Benson Frazzled Horses Horses
Kaylee Alvarez Teacher Sharks Soap

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).