The Director Welcomes You

The Zephyr Catastrophe Protocol

#239116

Location

Windless, Humid Brazil

Time of Day

3:44

Extraction Point

95 Miles SSE

Time to Complete

42 Hours

Undercover Emissaries,
We need your help. Agent Ruby Gordon has gone missing and we believe "Nice potato" is responsible. They were last seen in Brazil at 12:22. The agent sent one final message – "The group finds a dead fish at the Snowy garrison". Take this Angry Lipstick - it was their favorite tool and might help you.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Matthew Phillips

Alias

"Nice potato"

Features

5' 2"

Hazel eyes

Stretch Marks / Left thumb

Organization

The Board of Hirsute Kick

Emotions

Hopeless

Personality

Knottily Alive

Motive

Take over a country in pursuit of knowledge

Bodyguard

Jerry the "Progressive child"

Physical Size

Trifling

Story

Additional Locations

The Helpful Business

Abandoned Reef

Dark Tower

Random Events

Bellhop grabs a lady's purse

Wanderer explodes

Bag of Flour emerges

Chunk of Beef is loose

World

Stores

Reese's Rug Wardrobe

Hodges's Platter Technologies

Morgan's Shelf of alcohol Wardrobe

Gordon's Mirror International

Traps

Beehive

Rune of Paralyzation of Catastrophe

Objects

Rug that is glowing

Shelf of alcohol made of heavy metal

Secret Platter

Hidden Necklace

Necklace of Catastrophe

Wand of Wonder

Target permanently loses half his current hit points

People

Name Codename Career Likes Dislikes
Kaleb Hodges "Indigo Hot Dogs" Merchant Trees Sun Glasses
Anna Morgan "Mini Legs" Mole Octopus Scarves
Eleanor White Meteorologist Batteries Rubber Bands
Reese Baker Elevator Mechanic Sharp Things Cats
Ruby Gordon Geologist Lions Snowglobes

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).