The Director Welcomes You

The Joshingly Full Agent

#d25c6c

Location

Wet, Dry Peru

Time of Day

24:0

Extraction Point

177 Miles SW

Time to Complete

15 Hours

Examiners,
We need your help. Agent Alexandra Little has gone missing and we believe "Quiet Manticore" is responsible. They were last seen in Peru at 17:21. The agent sent one final message – "A white horse dashes past at the Broken Face". Take this Dull Bible - it was their favorite tool and might help you.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Adeline Lopez

Alias

"Quiet Manticore"

Features

5' 8"

Blue eyes

A second belly button / Right foot

Organization

The Guild of Tenacious Yeast

Emotions

Adoration

Personality

Joshingly Brutish

Motive

Disrupt the military to control the Children

Bodyguard

Johnny the "Tragic Elephant"

Physical Size

Considerable

Story

Additional Locations

The Full Castle

Touristy Spring

Redemption Lagoon

Random Events

Herd of Chicken approaches

Storm grabs a lady's purse

Corncob overflows

Crying Child meets disaster

World

Stores

Jayce's Coat Bureau

Yates's Bell Arcade

Allen's Music Box Industries

Little's End Table Outlet

Traps

Black Tentacles

Object Smeared with Poison of Obsession

Objects

Coat made of heavy metal

Music Box made of heavy metal

Secret Bell

Hidden Gauntlet

Sticks of Obsession

Wand of Wonder

Caster’s hands shrink by 50%

People

Name Codename Career Likes Dislikes
Alex Yates "Five Feet" Merchant Books Hamsters
Hazel Allen "No Lungs" Mole Pillows Painting
Connor Webster Sad Rubber Bands Death
Jayce Singh Cranky Ice Cubes Children's Stories
Alexandra Little Surveyor Physics Horses

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).