The Director Welcomes You

The Cork Bitterness Incident

#cef963

Location

Mild, Gorgeous Sudan

Time of Day

19:59

Extraction Point

117 Miles SEE

Time to Complete

11 Hours

Agents,
As you can see you are trapped inside the bottom of a Underground Missile Launch Site . We almost couldn't find you — Please explain when you get back. All we know is "Plump Griffin" is responsible and they sent us this message - "A roll of thunder at the Turtle Rock". Your mission was counterintelligence, achieve what you can.

Hopefully you still have that Soft Scissor hidden on you.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Henry Carpenter

Alias

"Plump Griffin"

Features

7' 9"

Blue eyes

Faint curved scar / Right thumb

Organization

The Council of Shapely Disease

Emotions

Delighted

Personality

Wildly Glamorous

Motive

Take over a government to lust for power

Bodyguard

Penelope the "Bumpy Pheonix"

Physical Size

Huge

Story

Additional Locations

The Ripe Fortress

Desolate Sanctuary

Passion Circus

Random Events

Gypsy arrives in the mail

Diary Bounces oddly

Spectator is being loudly arrested

Whore meets disaster

World

Stores

Emmett's Letter Opener Consulting

Jacobs's Cabinet Couture

Chavez's Telescope Market

Nichols's Trinket Closet

Traps

Dropping Ceiling

Portcullis of Bitterness

Objects

Letter Opener made of heavy metal

Telescope children's replica

Secret Cabinet

Hidden Bow

Coif of Bitterness

Wand of Wonder

Caster is suddenly in the throes of advanced labor

People

Name Codename Career Likes Dislikes
Zion Jacobs "Five Lungs" Merchant Glass Drinking
Quinn Chavez "Cheap Livers" Mole Children's Stories Cousins
Lily Hill Shadow Harmonica Lipstick
Emmett Hunter Exhausted Bracelets Octopus
Jasper Nichols Police Officer Lions Books

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).