The Director Welcomes You

The Deep Nature Conundrum

#a091bd

Location

Mild, Chilly Dominican Republic

Time of Day

20:56

Extraction Point

92 Miles NW

Time to Complete

42 Hours

Sleuths,
We need your help. Agent Gael Brady has gone missing and we believe "Small Demon" is responsible. They were last seen in Dominican Republic at 09:17. The agent sent one final message – "A pool of blood at the Three Fingers". Take this Angry Bandana - it was their favorite tool and might help you.

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Arabella Ellis

Alias

"Small Demon"

Features

4' 8"

Gray eyes

Large moles / Right arm

Organization

The Board of Modern Mouth

Emotions

Hesitant

Personality

Fervently Brutish

Motive

Take over a country to escape their destiny

Bodyguard

Billy the "Obnoxious Dolphin"

Physical Size

Young

Story

Additional Locations

The Deep Palace

Underground Reef

Ice Manor

Random Events

Ninja Is hurled at the adventurers

Bottle of Soy Sauce approaches

Vagrant overflows

Sewer chase a suspect

World

Stores

Jesse's Creeping Vines Specialities

Berry's Landscape Productions

Watts's Trinket International

Brady's Loveseat Department store

Traps

Bestow Curse

Dropping Ceiling of Good Spirits

Objects

Creeping Vines with a False bottom

Trinket children's replica

Secret Landscape

Hidden Magazine

Axe of Good Spirits

Wand of Wonder

Next person to whom caster speaks regains 1d4 hit points

People

Name Codename Career Likes Dislikes
Max Berry "Plump Lemons" Merchant Whipped Cream Writers
Zoe Watts "All Pretzels" Mole Water Photography
Mila Cummings Intoxicated Flowers Paper
Jesse Watson Restless Soda Deodorant
Gael Brady Bruised Lamps Bears

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).