The Director Welcomes You

The Blindly Lively Agent

#97e48f

Location

Dull, Balmy Palau

Time of Day

15:9

Extraction Point

173 Miles SSW

Time to Complete

29 Hours

Informants,
As you can see you are trapped inside climb a Crowded Fortress . We almost couldn't find you — Please explain when you get back. All we know is "Chunky Unicorn" is responsible and they sent us this message - "A white horse dashes past at the Ivory Gate". Your mission was clandestine, achieve what you can.

Hopefully you still have that Fluffy Abascus hidden on you.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Brooke Alexander

Alias

"Chunky Unicorn"

Features

4' 5"

Blue eyes

Large moles / Left thumb

Organization

The Incorporated of Sturdy Twins

Emotions

Anguished

Personality

Blindly Facetious

Motive

Disrupt the military to lust for power

Bodyguard

Jerry the "Scrawny Kangaroos"

Physical Size

Microscopic

Story

Additional Locations

The Lively Festival

Underwater Carnival

Indecision Suburbs

Random Events

Mutant Integrates silently into the group

Skeleton overflows

Store chase a suspect

Cauldron scurries by

World

Stores

Hadley's Mounted Animal Hole

Jimenez's Taxidermy animal Chic Chåteau

Flynn's Stamp Set Brothers

Schmidt's Stamp Set International

Traps

Water-Filled Room

Lightning Bolt of Fragility

Objects

Mounted Animal that has been hollowed out

Stamp Set that is glowing

Secret Taxidermy animal

Hidden Handcuffs

Polearm of Fragility

Wand of Wonder

Target’s eyes bulge to the size of hen’s eggs

People

Name Codename Career Likes Dislikes
Robin Jimenez "King Dumplings" Merchant Eggs Teeth
Victoria Flynn "Small Lox" Mole Ice Cubes Clocks
Eli Bowers Mechanic Doors Sticky Notes
Hadley West Statistician Soap Doors
Beau Schmidt Graphic Designer Chalk 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).