Ambassadors, It seems "One Abominable Snowman" has gone level 3. They have been broadcasting this message "A shadow passes at the old bridge". We need you to eliminate them, Repeatedly. Their last known location was recorded at 17:24. You have a Soft Ashtray as a last resort. Use carefully.
— The Portable Radio you were holding self destructs.
George Todd
"One Abominable Snowman"
6' 10"
Heterochromia eyes
Small mole / Left hand
The Council of Victorious Glasses
Jealous
Repeatedly Mecha
Take over a country to escape their destiny
Tony the "Obedient Opossums"
Substantial
The Tragic Isle
Deserted Shelter
Competency Jungle
Thief screams at the top of their lungs
Odor is robbed
Pine Branch Is being detained
Toilet Finds gold in the water
Julianna's Pair of Statues Cosmetics
Riley's Pocket watch Beauty Stop
Daniel's Barrel Outlet
Morgan's Paperweight Productions
Ghoul Touch
Bricks from Ceiling of Well-being
Pair of Statues that has been hollowed out
Barrel children's replica
Secret Pocket watch
Hidden Boomerang
Newspaper of Well-being
At any crossroads, target is inclined to turn back
| Name | Codename | Career | Likes | Dislikes |
|---|---|---|---|---|
| Luke Riley | "Blue Bones" | Merchant | Doors | Rabbits |
| Alejandro Daniel | "Four Tongues" | Mole | Soup | Tigers |
| Gianna Brewer | Master Distiller | Horses | Houses | |
| Julianna Gill | Dog surfing instructor | Eggs | Football | |
| Cooper Morgan | Secretary | Fire | Peanut Butter |
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
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 UpGive 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.
Characters90% 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.
RollingThis 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 MasterYour 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.
EndingNo 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).