The Director Welcomes You

The Swiftly Hollow Agent

#2c381f

Location

Gloomy, Windy Trinidad and Tobago

Time of Day

12:9

Extraction Point

178 Miles SSW

Time to Complete

15 Hours

Snoopers,
As you can see you are trapped inside circle a Pitch Black Villa . We almost couldn't find you — Please explain when you get back. All we know is "The Mummy" is responsible and they sent us this message - "A thick fog rolls in at the Apple Orchard". Your mission was intelligence, achieve what you can.

Hopefully you still have that Glowing Paint hidden on you.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Amaya Douglas

Alias

"The Mummy"

Features

7' 9"

Hazel eyes

Stretch Marks / Left foot

Organization

The Council of Chipper Voyage

Emotions

Proud

Personality

Swiftly Bumpy

Motive

Take over a government for a love interest

Bodyguard

Jackie the "Progressive Beast"

Physical Size

Bantam

Story

Additional Locations

The Hollow Villa

Hidden Masquerade

Reservation Chateau

Random Events

Pack of Wild Dogs explodes

Bard Becomes wounded

Box of Cigarette gathers near a point of interest

Reindeer meets disaster

World

Stores

Matteo's Ring Threads

Hoffman's Flower in Vase Bureau

Burgess's Painting International

Carpenter's Rug Technologies

Traps

Insanity Mist Vapor

Compacting Room of Cleanliness

Objects

Ring that has been hollowed out

Painting with a False bottom

Secret Flower in Vase

Hidden Dagger

Collar of Cleanliness

Wand of Wonder

Caster can see through stone if he has a pebble in his mouth

People

Name Codename Career Likes Dislikes
Sophia Hoffman "Small Muscles" Merchant Soup Jazz
Mariah Burgess "Heavy Waffles" Mole Eggs Limes
Caroline Fletcher Counselor Writers Doves
Matteo Brown Chef Eggs Essential Oils
Matthew Carpenter Midwife Dice Horses

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).