The Director Welcomes You

The Mohawk Destruction Protocol

#24be8e

Location

Windy, Warm Brunei

Time of Day

8:47

Extraction Point

9 Miles SE

Time to Complete

15 Hours

Agents,
We need your help. Agent Mila Dennis has gone missing and we believe "Drowsy Rabbit" is responsible. They were last seen in Brunei at 24:19. The agent sent one final message – "A pool of blood at the Frozen palace". Take this Mechanical Pencil - it was their favorite tool and might help you.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Caleb Fitzgerald

Alias

"Drowsy Rabbit"

Features

5' 6"

Hazel eyes

Large moles / Neck

Organization

The Committee of Hissing Clam

Emotions

Jealous

Personality

Defiantly Gifted

Motive

Make a lot of money because of grief and loss

Bodyguard

Darnell the "Diligent child"

Physical Size

Gigantic

Story

Additional Locations

The Colossal Masquerade

Abandoned Festival

Catastrophe Circus

Random Events

Buccaneer Catches leprosy

Delivery Guy Glistens gently

Skeleton stop the party and asks questions

Chunk of Beef Is under a curse

World

Stores

Noah's Clamp Mall

Hines's Certificate Collective

Knight's Rug Chic Chåteau

Dennis's Watch Discount

Traps

Fire

Camouflaged Pit of Destruction

Objects

Clamp children's replica

Rug that is glowing

Secret Certificate

Hidden Lipstick

Scimitar of Destruction

Wand of Wonder

Caster tells malicious lies in the presence of clergy

People

Name Codename Career Likes Dislikes
Edward Hines "Cheap Falafels" Merchant Pillows Toilets
Robert Knight "The Pretzels" Mole Singing Rocks
Jade Allen Indifferent Paper Sponges
Noah May Barber Soda Sticks
Mila Dennis Cobbler Shirts Sharp Things

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).