Undercover Emissaries, As you can see you are trapped inside underneathe a Abandoned Forge . We almost couldn't find you — Please explain when you get back. All we know is "Gross Mongoose" is responsible and they sent us this message - "An out of place door appears at the Turtle Rock". Your mission was clandestine, achieve what you can.
Hopefully you still have that Dull Watch hidden on you.
— The CD player you were holding self destructs.
Carson Jones
"Gross Mongoose"
4' 4"
Amber eyes
Large deep scar / Left thumb
The Authority of Unsightly Religion
Brave
Questioningly Pernicious
Disrupt the military justice for a wrong-doing
David the "Shitty Kangaroos"
Trifling
The Uninterested Jungle
Ancient Tower
Obliteration Acropolis
Carcass scurries by
Sewer is loose
Spectator Skips merrily
Bard Is being detained
Lilly's Sconce Atelier
Stephens's Staircase International
Sandoval's Shirt Solutions
Romero's Toolset Consulting
Phantasmal Killer
Flooding Room of Calming
Sconce with a False bottom
Shirt that has been hollowed out
Secret Staircase
Hidden File
Medallion of Calming
Next weapon to wound target was forged on a distant world
Name | Codename | Career | Likes | Dislikes |
---|---|---|---|---|
Laila Stephens | "Two Parmigianas" | Merchant | Pillows | Eggs |
Rachel Sandoval | "Green Bagels" | Mole | Coffee | Sticks |
Amir Mills | Master Distiller | Sun Glasses | Ice Cubes | |
Lilly Walker | Engineer | Tigers | Soccer | |
Genevieve Romero | Midwife | Washing Machines | Cartography |
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
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 UpGive 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.
Characters90% 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.
RollingThis 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 MasterYour 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.
EndingNo 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).