The Director Welcomes You

Operation — Dubious Trousers

#56f6f6

Location

Sunny, Hot Jamaica

Time of Day

2:40

Extraction Point

169 Miles NEE

Time to Complete

15 Hours

Spy Deputies,
As you can see you are trapped inside the inside of a Bustling Private Jet plane . We almost couldn't find you — Please explain when you get back. All we know is "Yellow Basilisk" is responsible and they sent us this message - "Clouds develop quickly at the witch's mound". Your mission was black ops, achieve what you can.

Hopefully you still have that Polished Clamp hidden on you.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Gianna Doyle

Alias

"Yellow Basilisk"

Features

6' 8"

Blue eyes

Large moles / Left arm

Organization

The Department of Creepy Love

Emotions

Hurt

Personality

Painfully Mealy

Motive

Make a lot of money to cause catastrophe

Bodyguard

David the "Affluent Gargoyle"

Physical Size

Paltry

Story

Additional Locations

The Dubious Creek

Underground Suburbs

Obliteration Jungle

Random Events

Bag of Flour Is hurled at the adventurers

Carcass Glistens gently

Lactose Intolerance skins a cat with his teeth

Drunk Gets their hand chopped off

World

Stores

Genevieve's Tea Set Atelier

Little's Barrel Chic Chåteau

Collins's Drawers Outlet

Henry's Bed International

Traps

Water-Filled Room

Hail of Needles of Doom

Objects

Tea Set that is glowing

Drawers with a False bottom

Secret Barrel

Hidden Bow

Mace of Doom

Wand of Wonder

Target teleports well beyond the caster’s line of sight

People

Name Codename Career Likes Dislikes
Audrey Little "Heavy Bones" Merchant Bears Singing
Alex Collins "Heavy Lox" Mole Cousins Ice Cubes
Hailey Santos Plumber Gym Memberships Glass
Genevieve Ferguson Cheerful Glass Lamps
Aubrey Henry Exhausted Sponges Rubber Stamps

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).