The Director Welcomes You

The Woefully Quaint Agent

#c44f7c

Location

Calm, Mild Eswatini

Time of Day

0:40

Extraction Point

146 Miles E

Time to Complete

7 Hours

Investigators,
It seems "Blue Owl" has gone level 5. They have been broadcasting this message "A vagrant asks for food at the Great Shadow". We need you to eliminate them, Woefully. Their last known location was recorded at 11:05. You have a Evil Ballpoint Pen as a last resort. Use carefully.

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Adaline Foster

Alias

"Blue Owl"

Features

5' 3"

Blue eyes

Faint curved scar / Left leg

Organization

The Bunch of Stoned History

Emotions

Anguished

Personality

Woefully Dank

Motive

Disrupt the military out of jealousy

Bodyguard

Hal the "Melodic Eel"

Physical Size

Toy

Story

Additional Locations

The Quaint Grove

Abandoned Isle

Fire Forge

Random Events

Demon Is accused by the law

VAT of Broth Is frozen into a block of ice

Panhandler is heard screaming

Bard explodes

World

Stores

Hayden's Sculpture Worldwide

King's Vase Wardrobe

Curtis's Mounted Animal Brothers

Porter's Fire poker set Specialities

Traps

Arrow

Bricks from Ceiling of Weakness

Objects

Sculpture that is glowing

Mounted Animal made of heavy metal

Secret Vase

Hidden Ring

Arrows of Weakness

Wand of Wonder

Each of caster’s big toes is now as long as the rest of his foot

People

Name Codename Career Likes Dislikes
Marcus King "Left Parmigianas" Merchant Plushies Cooking
Katherine Curtis "Wild Brains" Mole Acorns Flashlights
Cole Steele Psychiatrist Soup Lions
Hayden Lawrence Fortune Cookie Writer Dinosaurs Tea
Richard Porter Soul Sun Glasses Basketball

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).