The Director Welcomes You

Who is Jessica Axe?

#934088

Location

Rainy, Humid Mongolia

Time of Day

10:37

Extraction Point

131 Miles E

Time to Complete

35 Hours

Examiners,
We need your help. Agent Amy Reese has gone missing and we believe "All Mummy" is responsible. They were last seen in Mongolia at 14:17. The agent sent one final message – "The group finds a dollar on the ground at the Grey Hollow". Take this Feminine Battery - it was their favorite tool and might help you.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Daisy Leon

Alias

"All Mummy"

Features

6' 6"

Heterochromia eyes

Large moles / Left eye

Organization

The Commission of Insidious Chain

Emotions

Irritated

Personality

Youthfully Hissing

Motive

Take over a country for scientific discovery

Bodyguard

Jessica the "Sparkling Wraith"

Physical Size

Puny

Story

Additional Locations

The Creepy Fortress

Hidden City

Peace Isle

Random Events

Beggar Becomes wounded

Spice Box stop the party and asks questions

Softball Becomes wounded

Pack of Wild Dogs Crashes slowly

World

Stores

Xavier's Cabinet Closet

Harper's Tapestry Ventures

Ford's Chaise Mall

Reese's Spice shelf Atelier

Traps

Flooded Corridor

Collapsing Column of Extinction

Objects

Cabinet made of heavy metal

Chaise that has been hollowed out

Secret Tapestry

Hidden Bangle

Notebook of Extinction

Wand of Wonder

Anyone nearby and facing the target point is suddenly naked

People

Name Codename Career Likes Dislikes
Ashton Harper "Bullet Noses" Merchant Trees Cooking
Maddox Ford "Junior Lox" Mole Broccoli Bracelets
Mckenzie Bowers Art Therapist Paper Washing Machines
Xavier Adams Envious Paper Sharp Things
Amy Reese Vision Toilets Physics

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).