The Director Welcomes You

Operation — Egregious Hen

#2ff574

Location

Frigid, Overcast Mexico

Time of Day

4:56

Extraction Point

78 Miles SW

Time to Complete

31 Hours

Examiners,
We need your help. Agent Everly Webster has gone missing and we believe "Green Normal Guy" is responsible. They were last seen in Mexico at 15:09. The agent sent one final message – "A black cat runs past at the Fallen King". Take this Dull Purse - it was their favorite tool and might help you.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Everett Hansen

Alias

"Green Normal Guy"

Features

7' 2"

Red eyes

Small mole / Right leg

Organization

The Incorporated of Immense Goat

Emotions

Safe

Personality

Zestily Fried

Motive

Make a lot of money to please their master

Bodyguard

Joseph the "Bumpy Seal"

Physical Size

Hefty

Story

Additional Locations

The Egregious Island

Desolate Reef

Dark Citadel

Random Events

Gunshot Skips merrily

Skeleton Finds gold in the water

Horse Carriage explodes

Cat emerges

World

Stores

Leo's Coat Brothers

Banks's Tea Set Boutique

Elliott's Easel Boutique

Webster's Candle Mall

Traps

Incendiary Cloud

Earthquake of Euthanasia

Objects

Coat that is glowing

Easel made of heavy metal

Secret Tea Set

Hidden Bangle

Throwing Dart of Euthanasia

Wand of Wonder

Target’s head is enclosed in an indestructible helmet

People

Name Codename Career Likes Dislikes
Isaac Banks "Five Kidneys" Merchant Dinosaurs Ice Cubes
Adam Elliott "Violet Eyes" Mole Photography Sun Glasses
Annabelle Harper Artist Mirrors Cooking
Leo Lane Psychiatrist Paperclips Jazz
Everly Webster Sad Shirts Shirts

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).