Ambassadors, As you can see you are trapped inside the outside of a Ancient Jungle . We almost couldn't find you — Please explain when you get back. All we know is "Green Spirit" is responsible and they sent us this message - "A white horse dashes past at the Underwater cave". Your mission was counterintelligence, achieve what you can.
Hopefully you still have that Clandestine Toy hidden on you.
— The Tinder Date you were holding self destructs.
Leo Carter
"Green Spirit"
5' 3"
Amber eyes
Large moles / Right hand
The Incorporated of Breezy Throat
Lust
Youthfully Faithful
Take over a country to become famous
Peter the "Bloody Gremlin"
Slight
The Intelligent Spring
Hidden Tower
Delight Shelter
Diary overflows
Chauvinist Skips merrily
Butter Shipment Is throwing a protest
Prostitute Bursts loudly
Colton's Sofa Couture
Neal's Letter Opener Couture
Rose's Workbench Mall
Mack's Basket Warehouse
Ice lock
Fusillade of Darts of Weakness
Sofa that is glowing
Workbench that is glowing
Secret Letter Opener
Hidden Medallion
Key of Weakness
Damage inflicted upon caster is 10% likely to harm someone else
| Name | Codename | Career | Likes | Dislikes |
|---|---|---|---|---|
| Katherine Neal | "Nice Hands" | Merchant | Cats | Sharp Things |
| Easton Rose | "Short Pastrami's" | Mole | Squirrels | Flashlights |
| Xander Parsons | Townsfolk | Bracelets | Sponges | |
| Colton Walsh | Teacher | Sailboats | Soda | |
| Maria Mack | Plumber | Soap | Cookies |
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
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 UpGive 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.
Characters90% 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.
RollingThis 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 MasterYour 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.
EndingNo 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).