The Director Welcomes You

The Girls Good Spirits Protocol

#7c19b6

Location

Cloudless, Rainy Somalia

Time of Day

4:0

Extraction Point

152 Miles SSW

Time to Complete

45 Hours

Eyeballs,
As you can see you are trapped inside approach a Underground Crypt . We almost couldn't find you — Please explain when you get back. All we know is "Silver Yeti" is responsible and they sent us this message - "A mysterious key is found on the ground at the Dead Forest". Your mission was clandestine, achieve what you can.

Hopefully you still have that Vicious Scissor hidden on you.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Bailey Murray

Alias

"Silver Yeti"

Features

5' 5"

Heterochromia eyes

Large deep scar / Right arm

Organization

The Company of Shallow Donkey

Emotions

Distrusting

Personality

Gently Fit

Motive

Make a lot of money to save humanity

Bodyguard

Frankie the "Sensual Hydra"

Physical Size

Poor

Story

Additional Locations

The Tangy Grove

Rundown Creek

Delight House

Random Events

Dancer Balances on a ledge

Squirrel Ignites violently

Toilet Ignites violently

Demon Attempts to rob a bank

World

Stores

Iris's Skeletal Animal Boutique

Salinas's Mirror Logistics

Sherman's Footlocker Wardrobe

Bush's Coat of Arms Warehouse

Traps

Phantasmal Killer

Blade Barrier of Good Spirits

Objects

Skeletal Animal that is glowing

Footlocker with a False bottom

Secret Mirror

Hidden Fork

Blowgun of Good Spirits

Wand of Wonder

Target is dreadfully homesick for some place he’s never been

People

Name Codename Career Likes Dislikes
Isaiah Salinas "Green Muscles" Merchant Plushies Jazz
Jesse Sherman "Mad Livers" Mole Paperclips Jigsaw Puzzles
Tricia Matthews Cleaner Cellphones Cartography
Iris Olson Bounty hunter Sun Glasses Christmas
Levi Bush Professional Bridesmaid Writers Acorns

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).