The Director Welcomes You

The Rightfully Loud Agent

#5d7f13

Location

Cool, Hot Panama

Time of Day

24:35

Extraction Point

192 Miles SW

Time to Complete

7 Hours

Informants,
As you can see you are trapped inside the top of a Touristy Crypt . We almost couldn't find you — Please explain when you get back. All we know is "Blue Orcs" is responsible and they sent us this message - "A lone flower growing at the old bridge". Your mission was intelligence, achieve what you can.

Hopefully you still have that Glowing Blouse hidden on you.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Maximus Bauer

Alias

"Blue Orcs"

Features

4' 1"

Amber eyes

Faint curved scar / Left middle finger

Organization

The Authority of Jagged Beard

Emotions

Tender

Personality

Rightfully Masochistic

Motive

Make a lot of money out of jealousy

Bodyguard

Nancy the "Thundering mammoth"

Physical Size

Microscopic

Story

Additional Locations

The Loud Arcade

Bustling Forge

Calamity Reef

Random Events

Bottle of Soy Sauce Gets their hand chopped off

Bag of Flour approaches

Biscuit Is being kidnapped

Bellhop stop the party and asks questions

World

Stores

Sophie's Pan Consulting

Casey's Shirt Collective

Schwartz's Credenza Industries

McCarthy's Goblet Couture

Traps

Incendiary Cloud

Bestow Curse of Prosperity

Objects

Pan children's replica

Credenza children's replica

Secret Shirt

Hidden Newspaper

Cutlass of Prosperity

Wand of Wonder

Caster is soon jailed for suspicion of murder

People

Name Codename Career Likes Dislikes
Savannah Casey "Yellow Elbows" Merchant Balloons Deodorant
Abraham Schwartz "All Pretzels" Mole Harmonica Peanut Butter
Kai Cannon Meteorologist Gym Memberships Dinosaurs
Sophie Mullins Librarian Cellphones Shirts
Jacob McCarthy Animator Acorns Broccoli

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).