The Director Welcomes You

Economics, Lighthouse, Hand, Spy.

#0730c3

Location

Cool, Hot Korea, North

Time of Day

12:25

Extraction Point

111 Miles NEE

Time to Complete

20 Hours

Operatives,
As you can see you are trapped inside the top of a Underwater Castle . We almost couldn't find you — Please explain when you get back. All we know is "Left Dwarf" is responsible and they sent us this message - "Clouds develop quickly at the Apple Orchard". Your mission was counterintelligence, achieve what you can.

Hopefully you still have that Slippery Mirror hidden on you.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Jordan Wilson

Alias

"Left Dwarf"

Features

5' 3"

Heterochromia eyes

Large deep scar / Left foot

Organization

The Office of Shrill Hand

Emotions

Bitter

Personality

Dreamily Pugilistic

Motive

Make a lot of money to better Humanity

Bodyguard

Philip the "Shy Spirit"

Physical Size

Petite

Story

Additional Locations

The Ashy Crypt

Bustling Forest

Redemption Forge

Random Events

Buccaneer Protests

Biscuit Salutes the adventurers

Box of Cigarette strikes the ground

Keg approaches

World

Stores

Natalia's Mirror Little shop

Cortez's Bicycle Department store

Parker's Spice shelf Worldwide

Arnold's Rug Bureau

Traps

Scything Blade

Wall Blade of Censorship

Objects

Mirror that is glowing

Spice shelf that has been hollowed out

Secret Bicycle

Hidden Greaves

Helmet of Censorship

Wand of Wonder

Blinding smoke issues from the ground when magic is cast nearby

People

Name Codename Career Likes Dislikes
Kayla Cortez "Fast Stomachs" Merchant Dice Washing Machines
Jayce Parker "Orange Thumbs" Mole Soccer Shirts
Aubrey Waters Old Man Pillows Chili
Natalia Roberts Cranky Trucks Plushies
Leo Arnold Veterinarian Quartz Crystals Sticky Notes

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).