Welcome to the Elevated & Round Detective's Committee!

This week on Episode #544

Drip Drip! It's the Slimey Synagogue of Endownment

For the Head Detective's eyes only!

Give Them Direction

Monsters
The Good Zombie of the Slimey Synagogue
microscopic panicky Mongoose of Endownment
Slimey Gremlin
Villain Motive
Leave me in peace
Starting Event
Someone comes into the agency looking for help
Random Events
A building overflows
A nearby gas tank Is being tortured
A crying child arrives in the mail
A Alligator overflows
Local Business
Hannah's Taxidermy animal Worldwide
Joseph's Pedestal Systems
Chan's Bell Properties
Mason's Credenza Consulting

Populate the World

Criminal Contacts
Tony "King lungs"
Joseph "obese dumplings"
ralphie "mad ankles"
Charles "Slimey Synagogue"
Random People
Hunter Butler
Joshua Hayes
Michael Chan
Autumn Williamson
Hannah Quinn
Emmanuel Mason
Mary Yang
Emery Montgomery
Descriptions
Cobbler
Cranky
The Body
Drunken
Counselor

MISC Ideas

Magical Objects
Shield of Endownment
Bracelet of Annihilation
Secret objects
Secret Taxidermy animal
Bell with a False bottom
Random objects
Credenza
Picture Frame
Barrel
Ring
Locations
Peninsula
Manor
Villa
Reef
Destinations
Town of Guisstormont
City of Bootleoldcum

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).