The Director Welcomes You

Operation — Alive Whip

#9a37ca

Location

Breezy, Foul Brazil

Time of Day

5:42

Extraction Point

12 Miles NEE

Time to Complete

15 Hours

Scrutinizers,
We need your help. Agent Ivy Fletcher has gone missing and we believe "No Nymph" is responsible. They were last seen in Brazil at 05:05. The agent sent one final message – "A pool of blood at the Apple Orchard". Take this Light Socks - it was their favorite tool and might help you.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Jameson Medina

Alias

"No Nymph"

Features

4' 1"

Brown eyes

Small mole / Left leg

Organization

The Clique of Itchy Whip

Emotions

Vengeful

Personality

Positively Cuddly

Motive

Take over a country because of a betrayal

Bodyguard

Jack the "Mushy Unicorn"

Physical Size

Sizable

Story

Additional Locations

The Alive Peninsula

Overpopulated Villa

Competency Festival

Random Events

Renaissance Faire strikes the ground

Pack of Wild Dogs Gets their hand chopped off

Whore Is being detained

Corncob Is frozen into a block of ice

World

Stores

Theodore's Chair Ventures

McCormick's Cutting board Market

Reynolds's Crate Market

Fletcher's Sink Collective

Traps

Collapsing Column

Phantasmal Killer of Catastrophe

Objects

Chair with a False bottom

Crate made of heavy metal

Secret Cutting board

Hidden Lipstick

Sword of Catastrophe

Wand of Wonder

Caster is trapped in a column of brackish water for 1d4 rounds

People

Name Codename Career Likes Dislikes
Sadie McCormick "One Ankles" Merchant Ice Cubes Eggs
Hudson Reynolds "Stiff Hot Dogs" Mole Coffee Butterflies
Aaliyah Becker Actor Houses Notes
Theodore Howard Lawyer Glass Sponges
Ivy Fletcher Mechanic Candles 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).