Ambassadors, As you can see you are trapped inside within a Touristy Barn Dance . We almost couldn't find you — Please explain when you get back. All we know is "Mad Bull" is responsible and they sent us this message - "A roll of thunder at the Three Fingers". Your mission was black ops, achieve what you can.
Hopefully you still have that Clean Audio Cassette hidden on you.
— The Messenger Pigeon you were holding self destructs.
Eliana Payne
"Mad Bull"
5' 1"
Gray eyes
Faint curved scar / Right hand
The Sisterhood of Deep Lunch
Sympathy
Loosely Brutish
Disrupt the military justice for a wrong-doing
Philip the "Bumpy Dolphin"
Sizable
The Few Sanctuary
Bustling Crypt
Fate Masquerade
Drunk Catches leprosy
Crying Child Is getting confiscated
Bank is robbed
Musical overflows
Michael's Statue Properties
McBride's Bench Creative
Harrison's Pair of Statues Unlimited
Williams's Shoe Horn International
Rune of Paralyzation
Dropping Ceiling of Fate
Statue that is glowing
Pair of Statues that is glowing
Secret Bench
Hidden Longsword
Chewing Gum of Fate
Caster’s pockets vanish along with anything inside them
| Name | Codename | Career | Likes | Dislikes |
|---|---|---|---|---|
| Antonio McBride | "Four Churros" | Merchant | Paper | Television |
| Bryson Harrison | "Gross Bagels" | Mole | Candy | Plushies |
| Kaylee Brewer | Townsfolk | Sailboats | Clocks | |
| Michael James | Statistician | Teeth | Fire | |
| Brianna Williams | Counselor | Contracts | Paperclips |
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).