The Director Welcomes You

The Babies Oblivion Incident

#febe4e

Location

Calm, Sunny Malawi

Time of Day

10:5

Extraction Point

94 Miles SW

Time to Complete

48 Hours

Shadows,
I have sent you to the inside of a Abandoned Water Park to look for a suspect by the name "Black Owlman". This mission is anti-surveillance. Their recent activity is concerning and we need you to uncover their plans. We don't know much about their goals but we've intercepted this cryptic message – "The group finds a dollar on the ground at the Great Shadow".

We're low budget this mission – I've packed a Sharp Towel in your kit to help.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Kevin Waters

Alias

"Black Owlman"

Features

5' 6"

Gray eyes

Faint curved scar / Right foot

Organization

The Agency of Bumpy Scoundrel

Emotions

Powerless

Personality

Greedily Rainy

Motive

Make a lot of money out of desperation

Bodyguard

Jimmy the "Victorian Mongoose"

Physical Size

Huge

Story

Additional Locations

The Pitiful Tower

Ancient Lagoon

Censorship Park

Random Events

German Trench Club catches on fire

Bear Is accused by the law

Cat approaches

Bunny Spontaneously disintegrates

World

Stores

Callie's Urn Worldwide

Park's Bicycle Bureau

Miles's Butter Churner Creative

Blair's Pan Discount

Traps

Incendiary Cloud

Box of Brown Mold of Oblivion

Objects

Urn that has been hollowed out

Butter Churner with a False bottom

Secret Bicycle

Hidden Javelins

Club of Oblivion

Wand of Wonder

Caster thinks that his head is a parasitic organism

People

Name Codename Career Likes Dislikes
Parker Park "Quiet Livers" Merchant Glitter Eggs
Khloe Miles "Left Cheesecakes" Mole Candy Teeth
Melanie Maldonado Chief Executive Officer Stickers Dolphins
Callie Peterson Counselor Scarves Water
Adrian Blair Surveyor Teeth Sharp Things

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).