The Director Welcomes You

The Mysteriously Regal Agent

#804928

Location

Gorgeous, Warm Albania

Time of Day

4:18

Extraction Point

5 Miles SEE

Time to Complete

15 Hours

Shadows,
This week should be easy. You are delivering a Trophy that has been hollowed out. Get to Albania at 16:08

Good Luck.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Chloe Pena

Alias

"Little Gnome"

Features

5' 9"

Heterochromia eyes

A second belly button / Right eye

Organization

The Bunch of Damp Necklace

Emotions

Delighted

Personality

Mysteriously Raspy

Motive

Make a lot of money to lead a mutiny

Bodyguard

Charles the "Mastadonic Giraffe"

Physical Size

Scanty

Story

Additional Locations

The Regal Fortress

Hidden Castle

Fate Chateau

Random Events

Bag of Lemons Catches leprosy

Bank Gets their hand chopped off

Mutant Lunges at the group

Cat Catches leprosy

World

Stores

Amy's Trophy Industries

Stevens's Window Factory

Miller's Pan Brothers

Long's Cabinet Logistics

Traps

Ghoul Touch

Ray of Sickness of Casualties

Objects

Trophy that has been hollowed out

Pan that has been hollowed out

Secret Window

Hidden Bracer

Pen of Casualties

Wand of Wonder

Caster suffers intense pain whenever he eats cooked meat

People

Name Codename Career Likes Dislikes
Brantley Stevens "Quiet Brains" Merchant Paperclips Sharp Things
Kayla Miller "Plump Fingers" Mole Batteries Football
Jasmine Rice Broker Eggs Christmas
Amy Cook Journalist Bells Toilets
Leonardo Long Judge Houses Dinosaurs

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).