The Director Welcomes You

The Highly Small Agent

#74f77e

Location

Mild, Cool Burkina Faso

Time of Day

15:2

Extraction Point

187 Miles SWW

Time to Complete

27 Hours

Ambassadors,
I have sent you to the bottom of a Rundown Sanctuary to look for a suspect by the name "Italian Nymph". This mission is black bag. Their recent activity is concerning and we need you to stop the outbreak. We don't know much about their goals but we've intercepted this cryptic message – "A vagrant asks for food at the Old battlefield".

We're low budget this mission – I've packed a Explosive Bonsai Tree in your kit to help.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Adaline Vazquez

Alias

"Italian Nymph"

Features

6' 2"

Hazel eyes

Faint curved scar / Left hand

Organization

The Community of Hungry Chili

Emotions

Content

Personality

Highly Insolent

Motive

Take over a country for scientific discovery

Bodyguard

Simon the "Vast Seal"

Physical Size

Sizable

Story

Additional Locations

The Small Circus

Crowded Citadel

Animosity Castle

Random Events

Panhandler Crashes slowly

Hoard Is throwing a BBQ

Building strikes the ground

Bellhop grabs a lady's purse

World

Stores

Maverick's Shoe Horn Beauty Stop

Vazquez's Bottle Threads

Cannon's Tea Pot Closet

Bell's Shelf of alcohol Convenience store

Traps

Bricks from Ceiling

Earthquake of Bravery

Objects

Shoe Horn that has been hollowed out

Tea Pot that is glowing

Secret Bottle

Hidden Book

Pants of Bravery

Wand of Wonder

All weapons within 50 yards are piled at the target point

People

Name Codename Career Likes Dislikes
Naomi Vazquez "Slow Pretzels" Merchant Socks Comic Books
Allison Cannon "Wild Tongues" Mole Notes Soup
Sebastian Mullins Psychiatrist Easter Soccer
Maverick Lloyd Bounty hunter Flowers Physics
Naomi Bell Surgeon Chili Doors

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).