The Director Welcomes You

The Gigantic Ring Riddle

#38cd16

Location

Cool, Arid Brunei

Time of Day

3:59

Extraction Point

120 Miles SW

Time to Complete

39 Hours

Ambassadors,
We need your help. Agent Jack Nguyen has gone missing and we believe "Mini gorgon" is responsible. They were last seen in Brunei at 20:12. The agent sent one final message – "A vagrant asks for money at the witch's mound". Take this Polished Belt - it was their favorite tool and might help you.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Weston Rose

Alias

"Mini gorgon"

Features

5' 9"

Blue eyes

A second belly button / Left leg

Organization

The Community of Strong Earthquake

Emotions

Isolated

Personality

Awkwardly Obnoxious

Motive

Make a lot of money for scientific discovery

Bodyguard

Hal the "Tasteless Manticore"

Physical Size

Petty

Story

Additional Locations

The Gigantic Park

Bustling Palace

Bravery Lake

Random Events

Gang Evades the law

Biscuit is being loudly arrested

Drunk Calls menacingly

Donkey Is under a curse

World

Stores

Sophie's File Unlimited

Scott's Watch Threads

Page's Pan Properties

Nguyen's Rug Unlimited

Traps

Dropping Ceiling

Compacting Room of Competency

Objects

File made of heavy metal

Pan that is glowing

Secret Watch

Hidden Falchion

Crossbow of Competency

Wand of Wonder

Target thinks he’ll die if he wields a magical weapon

People

Name Codename Career Likes Dislikes
Hazel Scott "Wild Forearms" Merchant Plushies Squirrels
Brandon Page "Fast Hands" Mole Sun Glasses Limes
Gianna Patel Vision Notes Ice Cubes
Sophie Osborne Cosmetologist Peanut Butter Rocks
Jack Nguyen Headhunter Sticky Notes Tea

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).