The Director Welcomes You

Operation — Nefarious Mimosa

#e9ba7e

Location

Dull, Cloudy Central African Republic

Time of Day

17:1

Extraction Point

116 Miles SSE

Time to Complete

2 Hours

Spy Deputies,
We need your help. Agent Emilia Ramsey has gone missing and we believe "Black Camel" is responsible. They were last seen in Central African Republic at 04:09. The agent sent one final message – "A vagrant asks for money at the witch's mound". Take this Glowing Spoon - it was their favorite tool and might help you.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Alexander McGuire

Alias

"Black Camel"

Features

7' 4"

Blue eyes

Large moles / Left hand

Organization

The Community of Creepy Tourbus

Emotions

Scornful

Personality

Kissingly Wither

Motive

Disrupt the military to better Humanity

Bodyguard

Chuckie the "Robust Sea Lion"

Physical Size

Giant

Story

Additional Locations

The Nefarious Creek

Deserted Peninsula

Oblivion Carnival

Random Events

Toilet gathers near a point of interest

Crowd Strikes the church bell

Dracula Ignites violently

Nearby Gas Tank Pulls on the coat tails of one of the adventurers

World

Stores

Kinsley's Spare brick Collective

Figueroa's Chair Couture

Barber's Faberge Egg Labs

Ramsey's Coat Beauty Stop

Traps

Suspicious door with lock

Suspicious door with lock of Downfall

Objects

Spare brick made of heavy metal

Faberge Egg that is glowing

Secret Chair

Hidden Coin

Katana of Downfall

Wand of Wonder

Anyone nearby wielding a wooden weapon offers it to the target

People

Name Codename Career Likes Dislikes
Graham Figueroa "Yellow Thumbs" Merchant Balloons Octopus
Colton Barber "Four Pretzels" Mole Photography Rubber Bands
Adeline Willis Chef Video Games Hamsters
Kinsley Harrison Elder Candles Chili
Emilia Ramsey Fortune Cookie Writer Peanut Butter Physics

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).