The Director Welcomes You

House, Gladiator, Queen, Spy.

#0f8d47

Location

Foggy, Bright Portugal

Time of Day

14:28

Extraction Point

106 Miles NWW

Time to Complete

12 Hours

Meddlers,
It seems "Three Dolphin" has gone level 7. They have been broadcasting this message "A white horse dashes past at the Grove of Weeping Willows". We need you to eliminate them, Gleefully. Their last known location was recorded at 24:12. You have a Vicious Hot Glue Gun as a last resort. Use carefully.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Axel James

Alias

"Three Dolphin"

Features

6' 10"

Amber eyes

Large moles / Right middle finger

Organization

The Society of Dank Queen

Emotions

Lust

Personality

Gleefully Chilly

Motive

Make a lot of money to better Humanity

Bodyguard

Charles the "Bewildered Python"

Physical Size

Tall

Story

Additional Locations

The Long Business

Underground Lake

Freshness Spring

Random Events

Renaissance Faire Skips merrily

Alligator overflows

Bag of Lemons grabs a lady's purse

Bottle of Soy Sauce Skips merrily

World

Stores

Savannah's Quill and Ink Technologies

Evans's Armoir Industries

McKinney's Urn Productions

Fisher's Tea Pot Specialities

Traps

Compacting Room

Moving Executioner Statue of Fury

Objects

Quill and Ink that is glowing

Urn children's replica

Secret Armoir

Hidden Chastity Belt

Shield of Fury

Wand of Wonder

Caster thinks that his ancestors are speaking through his allies

People

Name Codename Career Likes Dislikes
Carlos Evans "King Fingers" Merchant Trees Painting
Madelyn McKinney "Silver Forearms" Mole Slippers Coffee
Connor Hardy Bounty hunter Stickers Toilets
Savannah Wood Townsfolk Cats Rock n' Roll
Rachel Fisher Surveyor Whipped Cream Plushies

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).