The Director Welcomes You

Who is David Monument?

#bb7ea3

Location

Wet, Balmy Ecuador

Time of Day

22:22

Extraction Point

186 Miles SEE

Time to Complete

1 Hours

Silent Negotiators,
We need your help. Agent Maverick Santos has gone missing and we believe "Red Beast" is responsible. They were last seen in Ecuador at 02:11. The agent sent one final message – "A white horse dashes past at the Serpents Nest". Take this Polished Hammock - it was their favorite tool and might help you.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Chloe Gregory

Alias

"Red Beast"

Features

6' 1"

Green eyes

Large deep scar / Right hand

Organization

The Society of Shaggy Beard

Emotions

Frustrated

Personality

Victoriously Affluent

Motive

Take over a country to become the best

Bodyguard

David the "Ancient Mummy"

Physical Size

Vast

Story

Additional Locations

The Infantile Creek

Polluted Suburbs

Ice Carnival

Random Events

Gang is loose

Princess Crashes slowly

Gallon of Trash Strikes the church bell

Jug of Peanut Butter Becomes wounded

World

Stores

Theodore's Statue Logistics

Moody's Pair of Statues Hole

Frank's Pipe Industries

Santos's Stool Closet

Traps

Fireball

Poison Wall Spikes of Ruin

Objects

Statue made of heavy metal

Pipe that is glowing

Secret Pair of Statues

Hidden Cutlass

Diary of Ruin

Wand of Wonder

The ground now at target’s feet rises 10d10 yards into the air

People

Name Codename Career Likes Dislikes
Xander Moody "Golden Noses" Merchant Tea Jazz
Brooke Frank "Red Churros" Mole Flashlights Cooking
Raelynn Ball Blacksmith Sticks Soda
Theodore Fletcher Physician Eggs Balloons
Maverick Santos Tailor Hamsters Jazz

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).