The Director Welcomes You

The Pollution Oblivion Incident

#f661bd

Location

Humid, Stormy Tunisia

Time of Day

8:44

Extraction Point

197 Miles E

Time to Complete

14 Hours

Agents,
This week should be easy. You are delivering a Crock that is glowing. Get to Tunisia at 00:07

Good Luck.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Juliana Pierce

Alias

"Plump Mongoose"

Features

6' 6"

Heterochromia eyes

Large deep scar / Neck

Organization

The Gang of Elevated Brunch

Emotions

Rejected

Personality

Regularly Plump

Motive

Take over a country to inspire a rebellion

Bodyguard

Hal the "Weak Camel"

Physical Size

Teeny

Story

Additional Locations

The Rotten Carnival

Bustling Suburbs

Fire Manor

Random Events

Store emerges

Musical Bounces oddly

Goblet meets disaster

Butter Shipment is robbed

World

Stores

Kayden's Crock Group

Hopkins's Pipe Industries

Lloyd's File Ventures

Hansen's Bonsai Productions

Traps

Moving Executioner Statue

Poison Wall Spikes of Oblivion

Objects

Crock that is glowing

File that has been hollowed out

Secret Pipe

Hidden Pen

Axe of Oblivion

Wand of Wonder

If caster is now carrying a waterskin, it turns into bagpipes

People

Name Codename Career Likes Dislikes
Lorenzo Hopkins "All Kidneys" Merchant Tissues Money
Hazel Lloyd "Heavy Livers" Mole Tigers Candles
Malachi Fields Cheerful Tigers Photography
Kayden Silva Elevator Mechanic Glitter Sun Glasses
Nicole Hansen Midwife Cooking Doves

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).