The Director Welcomes You

The Mural Exuberance Incident

#b5f6d6

Location

Mild, Windless Syria

Time of Day

11:39

Extraction Point

50 Miles NW

Time to Complete

31 Hours

Scrutinizers,
As you can see you are trapped inside circle a Bustling Chateau . We almost couldn't find you — Please explain when you get back. All we know is "Left Goblins" is responsible and they sent us this message - "A mysterious key is found on the ground at the Ghost Town". Your mission was intelligence, achieve what you can.

Hopefully you still have that Robotic Newspaper hidden on you.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Juliana Daniels

Alias

"Left Goblins"

Features

7' 11"

Hazel eyes

A second belly button / Left hand

Organization

The Office of Clacking Bucket

Emotions

Rejected

Personality

Arrogantly Cooling

Motive

Take over a government to become famous

Bodyguard

Nicky the "Gregorian Basilisk"

Physical Size

Modest

Story

Additional Locations

The Handsome Arcade

Pitch Black Spring

Delight Shelter

Random Events

Chunk of Beef chase a suspect

Spice Box drops from the sky

Jug of Peanut Butter gathers near a point of interest

Keg Becomes wounded

World

Stores

Hadley's Drawers Worldwide

King's Key Properties

Duran's Pedestal Department store

Bauer's Staircase Bureau

Traps

Falling Block

Arrow of Exuberance

Objects

Drawers that has been hollowed out

Pedestal made of heavy metal

Secret Key

Hidden Blindfold

Sabre of Exuberance

Wand of Wonder

Caster has a 10% chance to pick any mechanical lock

People

Name Codename Career Likes Dislikes
Abel King "Stiff Spleens" Merchant Chickens Television
Zachary Duran "Black Thumbs" Mole Stickers Money
Carlos Hopkins Accountant Chickens Cooking
Hadley Caldwell Indifferent Whipped Cream Writers
Mackenzie Bauer Bruised Fire Balloons

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).