The Director Welcomes You

The Moist Bird Law Venture

#a27e9b

Location

Gloomy, Bright Bhutan

Time of Day

16:49

Extraction Point

190 Miles NE

Time to Complete

10 Hours

Examiners,
I have sent you to enter a Pitch Black Carnival to look for a suspect by the name "Indigo Chimera". This mission is anti-surveillance. Their recent activity is concerning and we need you to uncover their plans. We don't know much about their goals but we've intercepted this cryptic message – "The earth shakes briefly at the Snowy garrison".

We're low budget this mission – I've packed a Fluffy Mirror in your kit to help.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Nora Brady

Alias

"Indigo Chimera"

Features

6' 4"

Hazel eyes

Faint curved scar / Left hand

Organization

The Bureau of Sore Kiss

Emotions

Hurt

Personality

Justly Slimey

Motive

Disrupt the military to cause catastrophe

Bodyguard

Nick the "Surrogate Sloth"

Physical Size

Sizable

Story

Additional Locations

The Moist Manor

Underwater Pond

Enjoyment Island

Random Events

VAT of Broth Calls menacingly

Meteor Pulls on the coat tails of one of the adventurers

Reindeer is being loudly arrested

Vagrant Catches leprosy

World

Stores

Jasper's Potted Plant Couture

Perkins's Vase Discount

Green's Plaster Bust Logistics

Curry's Mantle Labs

Traps

Chain Lightning

Object Smeared with Poison of Perspiration

Objects

Potted Plant made of heavy metal

Plaster Bust that is glowing

Secret Vase

Hidden Helmet

Lipstick of Perspiration

Wand of Wonder

Target’s arms are as limp as rope for 4d6 rounds

People

Name Codename Career Likes Dislikes
Weston Perkins "No Hearts" Merchant Chickens Honey
Aurora Green "Small Legs" Mole Coffee Honey
Lydia Bush Angry Painting Bread
Jasper Sparks Blacksmith Sponges Tigers
Tyler Curry Bounty hunter Honey Cousins

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).