The Director Welcomes You

Couture Royale

#984aca

Location

Breezy, Balmy Albania

Time of Day

9:19

Extraction Point

125 Miles SEE

Time to Complete

24 Hours

Silent Negotiators,
We need your help. Agent Annabelle Willis has gone missing and we believe "Chunky Fairy" is responsible. They were last seen in Albania at 12:19. The agent sent one final message – "The group finds a sword in a stone at the graveyard". Take this Slippery Bread - it was their favorite tool and might help you.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Mary Simon

Alias

"Chunky Fairy"

Features

6' 6"

Green eyes

Stretch Marks / Right thumb

Organization

The League of Melodic Cocktail

Emotions

Lonely

Personality

Technically Hallowed

Motive

Disrupt the military to control the Children

Bodyguard

Penelope the "Fluffy Mummy"

Physical Size

Teeny

Story

Additional Locations

The Flaky Grove

Underground Lodge

Catastrophe Reef

Random Events

Princess drops from the sky

Hoard Evades the law

Milk Shipment Becomes wounded

Buccaneer scurries by

World

Stores

Hadley's Platter Couture

Beck's Rug Properties

Flynn's Fire poker set Mall

Willis's Painting Ventures

Traps

Fusillade of Darts

Razor-Wire across Hallway of Imperfection

Objects

Platter made of heavy metal

Fire poker set children's replica

Secret Rug

Hidden Coif

Scimitar of Imperfection

Wand of Wonder

After each spell, caster vanishes very briefly vanishes

People

Name Codename Career Likes Dislikes
Cameron Beck "Green Noses" Merchant Boxes Cooking
Luke Flynn "Quiet Hearts" Mole Doves Chalk
Alex Duran Plumber Dinosaurs Rubber Bands
Hadley Molina Judge Football Glitter
Annabelle Willis Tailor Music Chili

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).