The Director Welcomes You

The Roughly Shapely Agent

#026143

Location

Humid, Foul Lesotho

Time of Day

14:50

Extraction Point

151 Miles SSW

Time to Complete

36 Hours

Silent Negotiators,
It seems "All Cockatrice" has gone level 4. They have been broadcasting this message "The group finds a sword in a stone at the Dragon's Sea". We need you to eliminate them, Roughly. Their last known location was recorded at 23:10. You have a Glowing Blaser as a last resort. Use carefully.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Peyton Salinas

Alias

"All Cockatrice"

Features

4' 5"

Amber eyes

Large moles / Left thumb

Organization

The Order of Melted Phone

Emotions

Self-conscious

Personality

Roughly Dilligent

Motive

Take over a government out of greed

Bodyguard

Peter the "Rainy Ogre"

Physical Size

Toy

Story

Additional Locations

The Shapely Sanctuary

Crowded Pond

Obsession Reef

Random Events

Procession skins a cat with his teeth

Chanting Cult skins a cat with his teeth

Donkey Is throwing a protest

Demon Becomes wounded

World

Stores

Brianna's Medallion Emporium

Ray's Kitchen knife Boutique

Snyder's Easel Outlet

Rose's Ceramic Crock Worldwide

Traps

Poison Wall Spikes

Wall Blade of Ice

Objects

Medallion children's replica

Easel with a False bottom

Secret Kitchen knife

Hidden Crossbow

Chastity Belt of Ice

Wand of Wonder

Target permanently loses 1d4 hit points

People

Name Codename Career Likes Dislikes
Nova Ray "Italian Forearms" Merchant Chickens Baseball
Jordyn Snyder "Italian Forearms" Mole Sailboats Batteries
Adeline Thornton Headhunter Robots Sun Glasses
Brianna Powell Broker Trucks Photography
Brooke Rose Veteran Doves Sharks

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).