Welcome to the Salty & Mammoth Detective's Order!

This week on Episode #464

Who's Nervous of the slight Quaint Uncle?

For the Head Detective's eyes only!

Give Them Direction

Monsters
The proud Dragon of the Quaint Uncle
slight sticky Mummy of Secrecy
Quaint Unicorn
Villain Motive
Mutiny
Starting Event
Someone comes into threatening the agency
Random Events
A Whore gathers near a point of interest
A Potato Becomes wounded
A Goblet scurries by
A Storm chase a suspect
Local Business
Sarah's Stool Properties
Jimmy's Ring Brothers
Hart's Fireplace Creative
Schroeder's Loveseat Cosmetics

Populate the World

Criminal Contacts
Crystal "chunky falafels"
Jimmy "green tongues"
Crystal "slow bones"
Timmy "Quaint Uncle"
Random People
Isaiah McGee
Sarah Kennedy
Tucker Hart
Gavin Stark
Sarah Holt
Ellie Schroeder
Asher Cohen
Ezekiel Cannon
Descriptions
Drunken
Vision
Dead Tired
Surveyor
Dietitian

MISC Ideas

Magical Objects
Staff of Secrecy
Trident of Extinction
Secret objects
Secret Stool
Fireplace with a False bottom
Random objects
Loveseat
Easel
Canopy Bed
Sconce
Locations
Jungle
Carousal
Stronghold
Acropolis
Destinations
Town of Brentumberfolk
City of Rayde Creek

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).