The Director Welcomes You

The Well Insidious Agent

#21059c

Location

Arid, Dull Brazil

Time of Day

19:5

Extraction Point

197 Miles NEE

Time to Complete

46 Hours

Ambassadors,
We need your help. Agent Cecilia Robbins has gone missing and we believe "Italian Doppelganger" is responsible. They were last seen in Brazil at 06:14. The agent sent one final message – "A traveling merchant appears at the Old battlefield". Take this Evil Blaser - it was their favorite tool and might help you.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Isaiah Hughes

Alias

"Italian Doppelganger"

Features

7' 8"

Hazel eyes

Large deep scar / Left eye

Organization

The Clique of Shy Strawberry

Emotions

Isolated

Personality

Well Jocular

Motive

Take over a country for sibling rivalry

Bodyguard

Simon the "Cocky potato"

Physical Size

Shrimpy

Story

Additional Locations

The Insidious Arcade

Underground Port

Weakness Carousal

Random Events

Beggar is heard screaming

Store gathers near a point of interest

Cookie Strikes the church bell

Corncob Spontaneously disintegrates

World

Stores

Evan's Bureau Outlet

Zimmerman's Portrait Beauty Stop

Marshall's Diary International

Robbins's Telescope Technologies

Traps

Ray of Sickness

Moving Executioner Statue of Peace

Objects

Bureau made of heavy metal

Diary children's replica

Secret Portrait

Hidden Blades

Nipple Clamp of Peace

Wand of Wonder

If next attack on target causes maximum damage, winter begins now

People

Name Codename Career Likes Dislikes
Jameson Zimmerman "Violet Knuckles" Merchant Sharp Things Bread
Grayson Marshall "Meaty Feet" Mole Rubber Stamps Teeth
Cecilia Graves Mechanic Harmonica Christmas
Evan Lee Operator Socks Christmas
Cecilia Robbins Journalist Acorns Bracelets

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).