The Director Welcomes You

The Scaley Organization Voyage

#43607f

Location

Miserable, Frigid Guatemala

Time of Day

2:27

Extraction Point

59 Miles N

Time to Complete

23 Hours

Shadows,
We need your help. Agent Alina Reed has gone missing and we believe "Quiet Roc" is responsible. They were last seen in Guatemala at 07:20. The agent sent one final message – "A thick fog rolls in at the Hollow oak tree". Take this Clandestine Belt - it was their favorite tool and might help you.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Stella Avila

Alias

"Quiet Roc"

Features

6' 8"

Brown eyes

Small mole / Crotch

Organization

The Division of Surly Quality

Emotions

Pity

Personality

Rudely Itchy

Motive

Disrupt the military to achieve their destiny

Bodyguard

Charles the "Helpless kobold"

Physical Size

Full-grown

Story

Additional Locations

The Scaley Isle

Abandoned Castle

Sanitation Mansion

Random Events

Gypsy Protests

Wanderer Balances on a ledge

Crowd is heard screaming

Chicken is loose

World

Stores

Clara's Sofa Industries

Harris's Credenza Beauty Stop

Boyd's Telescope Factory

Reed's Shirt Group

Traps

Fusillade of Darts

Camouflaged Pit of Casualties

Objects

Sofa that has been hollowed out

Telescope that has been hollowed out

Secret Credenza

Hidden Rock

Blindfold of Casualties

Wand of Wonder

Target’s most valuable possession is encased in glass

People

Name Codename Career Likes Dislikes
Isabella Harris "Sharp Legs" Merchant Honey Death
Joseph Boyd "Yellow Pastrami's" Mole Technology Whipped Cream
Vivian Cortez Teacher Comic Books Lipstick
Clara Harrington Railroad Conductor Rubber Bands Acorns
Alina Reed Art Therapist Paperclips Oranges

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).