The Director Welcomes You

Who is Juan Debt?

#0b31b0

Location

Wet, Sunny North Macedonia

Time of Day

3:14

Extraction Point

189 Miles SSW

Time to Complete

2 Hours

Investigators,
This week should be easy. You are delivering a Spare brick with a False bottom. Get to North Macedonia at 02:07

Good Luck.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Greyson Blair

Alias

"Black Worm"

Features

4' 11"

Brown eyes

Stretch Marks / Left eye

Organization

The company of Embarrassed Bra

Emotions

Rageful

Personality

Repeatedly Bald

Motive

Disrupt the military in pursuit of knowledge

Bodyguard

Juan the "Chunky potato"

Physical Size

Colossal

Story

Additional Locations

The Dirty Palace

Bustling Spring

Fatality Port

Random Events

Store emerges

Milk Shipment Ignites violently

Tramp Is throwing a BBQ

Bottle of Soy Sauce is heard screaming

World

Stores

Aaron's Spare brick Factory

Gonzalez's Barrel Mall

Lopez's Wardrobe Closet

Barton's Candlesticks International

Traps

Water-Filled Room

Camouflaged Pit of Secrecy

Objects

Spare brick with a False bottom

Wardrobe children's replica

Secret Barrel

Hidden Glasses

Credit Card of Secrecy

Wand of Wonder

Caster, his gear, and clothes are translucent for 2d4-1 days

People

Name Codename Career Likes Dislikes
London Gonzalez "Wild Cappuccinos" Merchant Physics Flowers
Charlie Lopez "Casual Scars" Mole Children's Stories Sailboats
Carson Barnes Technician Attention Comic Books
Aaron Hall Teacher Death Toilets
Nevaeh Barton Paramedic Dinosaurs Peanut Butter

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).