Welcome to the Echoing & Teeny Detective's Fraternity!

This week on Episode #302

The Surge of the Shrill Handle

For the Head Detective's eyes only!

Give Them Direction

Monsters
The Wrapped Gargoyle of the Shrill Handle
Towering massive Kraken of Freshness
Shrill Succubus
Villain Motive
Rebellion
Starting Event
Someone is already inside the agency
Random Events
A Hound Is being detained
A Vat of broth Calls menacingly
A Nomad meets disaster
A Biscuit Glistens gently
Local Business
Malachi's Shirt Solutions
Billy's Bottle Productions
Barnes's Candelabra Consulting
Wheeler's Glass Jars Specialities

Populate the World

Criminal Contacts
Nicky "right falafels"
Billy "cramped arms"
Charles "stiff forearms"
oscar "Shrill Handle"
Random People
Ashton Porter
Arya Miranda
Beau Barnes
Wesley Santiago
Malachi Pierce
Connor Wheeler
Isabella Burgess
Teagan Turner
Descriptions
Blacksmith
Chief Executive Officer
Railroad Conductor
Exhilarated
Teacher

MISC Ideas

Magical Objects
Club of Freshness
Soy Sauce Packet of Doom
Secret objects
Secret Shirt
Candelabra with a False bottom
Random objects
Glass Jars
Large book
Sconce
Shirt
Locations
Borough
Barn Dance
Arcade
Zone
Destinations
Town of Kilerleyridge
City of Eastoldwick

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).