The Director Welcomes You

The Brave Scales Research

#cbb708

Location

Windy, Cloudy Sri Lanka

Time of Day

9:40

Extraction Point

64 Miles SWW

Time to Complete

12 Hours

Meddlers,
We need your help. Agent Brantley Harrison has gone missing and we believe "Tough Zombie" is responsible. They were last seen in Sri Lanka at 05:00. The agent sent one final message – "The group finds a sword in a stone at the dancing-trees". Take this Heavy Tissues - it was their favorite tool and might help you.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Mary Harris

Alias

"Tough Zombie"

Features

5' 3"

Heterochromia eyes

Stretch Marks / Left foot

Organization

The Council of Melodic Two

Emotions

Disgraced

Personality

Stealthily Tangy

Motive

Disrupt the military to become famous

Bodyguard

Tony the "Hot Gnome"

Physical Size

Slight

Story

Additional Locations

The Brave Lake

Hidden Forge

Darkness Port

Random Events

Deadbeat is robbed

Skeleton Bursts loudly

Wedding Cake Ignites violently

Mutant arrives in the mail

World

Stores

Alejandro's Sculpture Worldwide

Aguilar's Barrel Little shop

Maldonado's Desk Logistics

Harrison's Basket Couture

Traps

Tripping Chain

Crushing Room of Extinction

Objects

Sculpture that has been hollowed out

Desk with a False bottom

Secret Barrel

Hidden Falchion

Scimitar of Extinction

Wand of Wonder

Caster repeats the next round 1d100 times

People

Name Codename Career Likes Dislikes
Camila Aguilar "Silver Toes" Merchant Physics Sun Glasses
Tricia Maldonado "White Feet" Mole Singing Chili
Nicholas Bailey Dog surfing instructor Limes Bread
Alejandro Oconnor Fortune Cookie Writer Water Bells
Brantley Harrison Master Distiller Technology Teeth

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).