The Director Welcomes You

The Thumb Doom Incident

#6fbc7d

Location

Hot, Dry Jordan

Time of Day

12:35

Extraction Point

109 Miles SWW

Time to Complete

7 Hours

Ambassadors,
We need your help. Agent Gabriella Bowen has gone missing and we believe "No Dolphin" is responsible. They were last seen in Jordan at 17:20. The agent sent one final message – "A lone flower growing at the Skull shaped island". Take this Glowing Nuts and Bolts - it was their favorite tool and might help you.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Andrea Tran

Alias

"No Dolphin"

Features

5' 8"

Brown eyes

Stretch Marks / Right thumb

Organization

The Firm of Fulsome Upper Management

Emotions

Awkward

Personality

Readily Angry

Motive

Take over a government to inspire a rebellion

Bodyguard

Jerry the "Rapid Sphinx"

Physical Size

Mini

Story

Additional Locations

The Attractive Acropolis

Hidden Park

Ice Forest

Random Events

Gang Bursts loudly

Box of Cigarette Spontaneously disintegrates

Crow arrives in the mail

Cookie scurries by

World

Stores

Ryleigh's Faberge Egg Unlimited

Vargas's Iron stove Wardrobe

Harvey's Pan Bazaar

Bowen's Cabinet Specialities

Traps

Tripping Chain

Hail of Needles of Doom

Objects

Faberge Egg with a False bottom

Pan with a False bottom

Secret Iron stove

Hidden Notebook

Goblet of Doom

Wand of Wonder

Target forgets how to use any weapon containing metal

People

Name Codename Career Likes Dislikes
Lillian Vargas "Fat Bagels" Merchant Soda Stickers
Sophie Harvey "One Throats" Mole Chickens Snowglobes
Quinn Stone Depressed Physics Honey
Ryleigh Dennis Hotel Manager Squirrels Bracelets
Gabriella Bowen Angry Limes Contracts

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).