The Director Welcomes You

The Community Destiny Incident

#1eab5d

Location

Bright, Bright Burundi

Time of Day

21:40

Extraction Point

43 Miles N

Time to Complete

22 Hours

Detectives,
As you can see you are trapped inside the top of a Underwater Peninsula . We almost couldn't find you — Please explain when you get back. All we know is "No Whale" is responsible and they sent us this message - "A white horse dashes past at the Underwater cave". Your mission was black bag, achieve what you can.

Hopefully you still have that Fluffy Apron hidden on you.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Bryce Lawrence

Alias

"No Whale"

Features

4' 10"

Hazel eyes

Stretch Marks / Left leg

Organization

The Society of Luminous Wiener

Emotions

Trust

Personality

Enthusiastically Juicy

Motive

Take over a government because of a betrayal

Bodyguard

Jerry the "Dirty Pegasus"

Physical Size

Hefty

Story

Additional Locations

The Incendiary Festival

Underwater Arcade

Delight Carnival

Random Events

Soup Bounces oddly

Musical Crashes slowly

Amulet is being loudly arrested

Skeleton Ignites violently

World

Stores

Amaya's Wardrobe Labs

Evans's Statue Hole

Webb's Armoir Cosmetics

Adams's Cabinet Closet

Traps

Poison Needle

Insanity Mist Vapor of Destiny

Objects

Wardrobe that has been hollowed out

Armoir with a False bottom

Secret Statue

Hidden Ring

Spikes of Destiny

Wand of Wonder

Caster can speak in a whisper to anyone in his line of sight

People

Name Codename Career Likes Dislikes
Theodore Evans "Black Heels" Merchant Soup Rubber Stamps
Ivan Webb "King Falafels" Mole Soap Houses
Asher Norton Barber Squirrels Music
Amaya Williamson Ghost Basketball Dinosaurs
Teagan Adams Envious Lipstick Notes

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).