The Director Welcomes You

The Wholly Endemic Agent

#9df085

Location

Cloudy, Hot Nauru

Time of Day

2:55

Extraction Point

113 Miles W

Time to Complete

18 Hours

Shadows,
As you can see you are trapped inside be locked inside of a Crowded Isle . We almost couldn't find you — Please explain when you get back. All we know is "Bullet Bear" is responsible and they sent us this message - "The earth shakes briefly at the Golden Fire". Your mission was black bag, achieve what you can.

Hopefully you still have that Polished Can Opener hidden on you.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

James Powers

Alias

"Bullet Bear"

Features

6' 1"

Gray eyes

Small mole / Left middle finger

Organization

The Clique of Jagged Shunt

Emotions

Jealous

Personality

Wholly Bald

Motive

Take over a government to save humanity

Bodyguard

Charles the "Mysterious Werewolf"

Physical Size

Gigantic

Story

Additional Locations

The Endemic Pond

Compact Circus

Good Spirits Suburbs

Random Events

Toilet arrives in the mail

Butter Shipment Protests

Bear Spontaneously disintegrates

Gypsy Adopts a nearby child

World

Stores

Catherine's Plaster Bust Closet

Wells's Spice shelf Couture

Pratt's Faberge Egg Group

Henry's Bell Beauty Stop

Traps

Hail of Needles

Object Smeared with Poison of Casualties

Objects

Plaster Bust children's replica

Faberge Egg made of heavy metal

Secret Spice shelf

Hidden Chastity Belt

Hammers of Casualties

Wand of Wonder

Target is enclosed for one hour in an impenetrable 10-foot sphere

People

Name Codename Career Likes Dislikes
Luna Wells "Left Ribs" Merchant Bread Sticks
Lyla Pratt "All Pastrami's" Mole Peanut Butter Painting
Nolan Rhodes Bounty hunter Peanut Butter Television
Catherine Reid Physician Soap Batteries
Jonah Henry Engineer Quartz Crystals Oranges

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).