The Director Welcomes You

The Unnecessarily Angry Agent

#8b38df

Location

Foggy, Sunny Rwanda

Time of Day

8:14

Extraction Point

115 Miles E

Time to Complete

3 Hours

Undercover Emissaries,
As you can see you are trapped inside underneathe a Archaic Acropolis . We almost couldn't find you — Please explain when you get back. All we know is "Fast Owlman" is responsible and they sent us this message - "A white horse dashes past at the Stone Circle". Your mission was counterintelligence, achieve what you can.

Hopefully you still have that Polished Battery hidden on you.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Valentina Mitchell

Alias

"Fast Owlman"

Features

6' 6"

Heterochromia eyes

A second belly button / Right foot

Organization

The Sorority of Thorough Advice

Emotions

Sympathy

Personality

Unnecessarily Frilled

Motive

Take over a government to save humanity

Bodyguard

Crystal the "Crooked kobold"

Physical Size

Lanky

Story

Additional Locations

The Angry Sanctuary

Underwater Jungle

Secrecy Acropolis

Random Events

Nomad overflows

Alligator Evades the law

Dozen Eggs screams at the top of their lungs

Store Gets their hand chopped off

World

Stores

Anastasia's Trunk International

Pierce's Notebook Unlimited

Watson's Toolbox International

White's Suit of armor Cosmetics

Traps

Hail of Needles

Hail of Needles of Violence

Objects

Trunk that is glowing

Toolbox with a False bottom

Secret Notebook

Hidden Gauntlet

Rock of Violence

Wand of Wonder

Target’s head can’t be harmed by magical electricity

People

Name Codename Career Likes Dislikes
Ariel Pierce "Yellow Falafels" Merchant Music Boxes
Adalynn Watson "Mini Ankles" Mole Batteries Bread
Damian Manning Master Distiller Doves Coffee
Anastasia Edwards Engineer Dice Flowers
Abigail White Judge Acorns Cartography

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).