The Director Welcomes You

The Honestly Lazy Agent

#122bd1

Location

Wet, Cloudy Uruguay

Time of Day

23:32

Extraction Point

154 Miles NNW

Time to Complete

3 Hours

Sleuths,
As you can see you are trapped inside be locked inside of a Underground Circus . We almost couldn't find you — Please explain when you get back. All we know is "Stiff Demon" is responsible and they sent us this message - "A roll of thunder at the Golden Fire". Your mission was counterintelligence, achieve what you can.

Hopefully you still have that Heavy Hot Glue Gun hidden on you.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Emmett Soto

Alias

"Stiff Demon"

Features

6' 2"

Gray eyes

Large deep scar / Right eye

Organization

The Sorority of Fancy Advice

Emotions

Hopeless

Personality

Honestly Intelligent

Motive

Take over a country to save humanity

Bodyguard

Donald the "Victorious Succubus"

Physical Size

Small-scale

Story

Additional Locations

The Lazy Castle

Hidden Crypt

Dark City

Random Events

Corncob Bursts loudly

Soup Balances on a ledge

Box of Mice Is getting confiscated

Ninja is heard screaming

World

Stores

Jocelyn's Notebook Supermarket

Haynes's Key Convenience store

Wells's Music Box Cosmetics

Peterson's crutch Specialities

Traps

Ice lock

Poison Wall Spikes of The Blackest Black

Objects

Notebook made of heavy metal

Music Box children's replica

Secret Key

Hidden Arrows

Coin of The Blackest Black

Wand of Wonder

People who meet target for the first time think that he’s a demon

People

Name Codename Career Likes Dislikes
Chase Haynes "Little Throats" Merchant Jigsaw Puzzles Batteries
Ashley Wells "Junior Cheesecakes" Mole Trucks Flashlights
Ian Tate Chef Sharp Things Easter
Jocelyn Bishop Townsfolk Houses Bread
Oliver Peterson Teacher Chickens Books

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).