Operatives, As you can see you are trapped inside the inside of a Underground Peninsula . We almost couldn't find you — Please explain when you get back. All we know is "Big Whale" is responsible and they sent us this message - "A mysterious key is found on the ground at the Where grass will not grow". Your mission was intelligence, achieve what you can.
Hopefully you still have that Light Blouse hidden on you.
— The Tablet of Stone you were holding self destructs.
Alaina Hawkins
"Big Whale"
5' 1"
Red eyes
Stretch Marks / Left leg
The Brotherhood of Weak Piercing
Angry
Interestingly Clever
Disrupt the military out of greed
Charles the "Rainy Basilisk"
Tremendous
The Good Carnival
Archaic Business
Vulnerability Island
Beggar skins a cat with his teeth
Crow Pulls on the coat tails of one of the adventurers
Procession Catches leprosy
Mutant Integrates silently into the group
Aubree's Pocket watch Industries
Woods's Footlocker Logistics
McBride's Coat of Arms International
Conner's Metal chair Factory
Incendiary Cloud
Built-to-Collapse Wall of Animosity
Pocket watch that is glowing
Coat of Arms that is glowing
Secret Footlocker
Hidden Axe
Chastity Belt of Animosity
Some dangerous anachronistic beast appears at the target point
Name | Codename | Career | Likes | Dislikes |
---|---|---|---|---|
Lincoln Woods | "Dull Pinky's" | Merchant | Teeth | Sharks |
Alyssa McBride | "Fat Boy" | Mole | Painting | Candles |
Zion Evans | Professional Bridesmaid | Rubber Bands | Lipstick | |
Aubree Wolfe | Technician | Easter | Chickens | |
Bella Conner | Old Man | Horses | Sticks |
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).