The Director Welcomes You

Operation — Sticky Van

#90bcf1

Location

Balmy, Hot Chad

Time of Day

20:42

Extraction Point

155 Miles W

Time to Complete

38 Hours

Undercover Emissaries,
As you can see you are trapped inside descend into Bustling Peninsula . We almost couldn't find you — Please explain when you get back. All we know is "Wild Roc" is responsible and they sent us this message - "The group finds a dead fish at the old bridge". Your mission was clandestine, achieve what you can.

Hopefully you still have that Beautiful Candle hidden on you.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Everett Graham

Alias

"Wild Roc"

Features

5' 4"

Gray eyes

Small mole / Neck

Organization

The Society of Melted Mine

Emotions

Interested

Personality

Gleefully Shrilling

Motive

Disrupt the military to lust for power

Bodyguard

Harrison the "Progressive Sphinx"

Physical Size

Minuscule

Story

Additional Locations

The Sticky Grove

Desolate Grove

Oblivion Reef

Random Events

Crazy Man Pulls on the coat tails of one of the adventurers

Hound overflows

Odor stop the party and asks questions

Druid stop the party and asks questions

World

Stores

Peyton's Sculpture Industries

Juarez's Hatrack Emporium

Moore's Coat of Arms Outlet

Floyd's Hose International

Traps

Earthquake

Large Net of Euphoria

Objects

Sculpture with a False bottom

Coat of Arms that is glowing

Secret Hatrack

Hidden Button

Medallion of Euphoria

Wand of Wonder

All blades within 50 yards are restored to pristine condition

People

Name Codename Career Likes Dislikes
Amelia Juarez "Obese Ankles" Merchant Snowglobes Cartography
Tristan Moore "White Hands" Mole Drinking Scarves
Alina Hill Townsfolk Chili Sun Glasses
Peyton Allen Physician Baseball Quartz Crystals
Elias Floyd Acupuncturist Flowers Doves

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).