The Director Welcomes You

The Whispering Product Plight

#d71ae9

Location

Dark, Warm Mali

Time of Day

21:2

Extraction Point

92 Miles SEE

Time to Complete

20 Hours

Meddlers,
As you can see you are trapped inside fly above a Overpopulated Water Park . We almost couldn't find you — Please explain when you get back. All we know is "Two starfish" is responsible and they sent us this message - "Tracks of wolves can be seen at the Big Momma". Your mission was black ops, achieve what you can.

Hopefully you still have that Angry Level hidden on you.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Ivy Berry

Alias

"Two starfish"

Features

7' 3"

Hazel eyes

Small mole / Left thumb

Organization

The Office of Frilled Penis

Emotions

Jealous

Personality

Dramatically Bewildered

Motive

Make a lot of money fueled by conspiracy

Bodyguard

Carl the "Chilly Alien"

Physical Size

Modest

Story

Additional Locations

The Whispering Fortress

Underground Arcade

Doom Fortress

Random Events

Tramp Spontaneously disintegrates

Crowd Is hurled at the adventurers

Buccaneer Lunges at the group

Panhandler drops from the sky

World

Stores

Parker's Flower in Vase Industries

Davis's Shelf of alcohol Supermarket

Richards's Butter Churner Supermarket

Molina's Workbench Brothers

Traps

Fireball

Box of Brown Mold of Exuberance

Objects

Flower in Vase that is glowing

Butter Churner with a False bottom

Secret Shelf of alcohol

Hidden Hatchet

Goblet of Exuberance

Wand of Wonder

Next horse ridden by caster sprouts two additional pairs of legs

People

Name Codename Career Likes Dislikes
Lyla Davis "Fat Ankles" Merchant Flashlights Water
Timothy Richards "Red Forearms" Mole Writers Hamsters
Claire Beck Drummer Candy Lions
Parker Burns Veterinarian Potatoes Chickens
Alexander Molina Police Officer Potatoes Sailboats

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).