The Director Welcomes You

The Wetly Portly Agent

#3c91f2

Location

Dry, Arid Greece

Time of Day

21:24

Extraction Point

66 Miles SSW

Time to Complete

12 Hours

Investigators,
As you can see you are trapped inside climb a Underwater Forge . We almost couldn't find you — Please explain when you get back. All we know is "Yellow kobold" is responsible and they sent us this message - "A vagrant asks for food at the dancing-trees". Your mission was intelligence, achieve what you can.

Hopefully you still have that Robotic Socks hidden on you.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Joshua Morales

Alias

"Yellow kobold"

Features

4' 11"

Red eyes

Small mole / Left middle finger

Organization

The Clique of Pernicious Park

Emotions

Irritated

Personality

Wetly Beautiful

Motive

Take over a country because they straight up craycray

Bodyguard

Terry the "Common Chimera"

Physical Size

Trifling

Story

Additional Locations

The Portly Crypt

Compact Chateau

Obliteration Port

Random Events

Tramp drops from the sky

Baker Is accused by the law

Gallon of Trash overflows

Safe arrives in the mail

World

Stores

Madelyn's Credenza Supermarket

Morrison's Spice shelf Atelier

Kelley's Bookcase Couture

Yates's Paperweight International

Traps

Suspicious door with lock

Bestow Curse of Euphoria

Objects

Credenza that is glowing

Bookcase that has been hollowed out

Secret Spice shelf

Hidden Falchion

Frying Pan of Euphoria

Wand of Wonder

All written text within 50 yards appears reversed in sunlight

People

Name Codename Career Likes Dislikes
Nova Morrison "Green Parmigianas" Merchant Water Writers
Eric Kelley "Left Ribs" Mole Mirrors Children's Stories
Samantha Chambers Broker Bread Football
Madelyn Park Cheerful Hamsters Potatoes
Preston Yates Intoxicated Squirrels Cats

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).