The Director Welcomes You

The Deep Walk Charade

#2b05c7

Location

Windless, Cool Congo, Republic of the

Time of Day

20:22

Extraction Point

12 Miles E

Time to Complete

18 Hours

Scrutinizers,
We need your help. Agent Richard Ball has gone missing and we believe "Violet Yeti" is responsible. They were last seen in Congo, Republic of the at 04:10. The agent sent one final message – "A mysterious key is found on the ground at the Grove of Weeping Willows". Take this Sharp Cigarette - it was their favorite tool and might help you.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Ivan Wheeler

Alias

"Violet Yeti"

Features

7' 9"

Green eyes

A second belly button / Left eye

Organization

The Company of Swollen Finger

Emotions

Hurt

Personality

Upbeat Obtuse

Motive

Make a lot of money to lead a mutiny

Bodyguard

Tiffany the "Chipper child"

Physical Size

Microscopic

Story

Additional Locations

The Deep Carousal

Expensive Manor

Cheer Peninsula

Random Events

Potato grabs a lady's purse

Bard Spontaneously disintegrates

Rustler Glistens gently

Mutant Adopts a nearby child

World

Stores

Mary's Footlocker Hole

Neal's Ring Industries

Curtis's Diary International

Ball's Footlocker International

Traps

Extended Bane

Beehive of Influence

Objects

Footlocker children's replica

Diary that has been hollowed out

Secret Ring

Hidden Spoon

Diary of Influence

Wand of Wonder

If target’s weapon is metal, it turns to wood and vice versa

People

Name Codename Career Likes Dislikes
Eric Neal "Silver Livers" Merchant Dice Stickers
Wesley Curtis "Italian Elbows" Mole Flashlights Whipped Cream
Mattie Thomas Acupuncturist Rubber Bands Hammers
Mary Casey Veteran Cooking Rabbits
Richard Ball Physician Peanut Butter Eggs

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).