The Director Welcomes You

The Disgust Violence Incident



Cloudless, Cool Uruguay

Time of Day


Extraction Point

155 Miles SWW

Time to Complete

12 Hours

Undercover Emissaries,
We need your help. Agent Laila Curtis has gone missing and we believe "Little Hydra" is responsible. They were last seen in Uruguay at 12:09. The agent sent one final message – "Tracks of wolves can be seen at the Eye of Heaven". Take this Polished Abascus - it was their favorite tool and might help you.

— The Tinder Date you were holding self destructs.

The Villain Dossier


Ryder Cummings


"Little Hydra"


7' 4"

Green eyes

Faint curved scar / Left foot


The Authority of Chubby Story




Diligently Calm


Take over a government for sibling rivalry


Frankie the "Gregorian Sphinx"

Physical Size



Additional Locations

The Angry Tower

Archaic Pond

Prosperity Lodge

Random Events

Spice Box Is being tortured

Cookie stop the party and asks questions

Renaissance Faire skins a cat with his teeth

Beggar Integrates silently into the group



Logan's Watch Bazaar

Mann's Candlesticks Discount

Miles's Flowers Growing Group

Curtis's Faberge Egg Closet


Large Net

Swinging Block of Violence


Watch that has been hollowed out

Flowers Growing made of heavy metal

Secret Candlesticks

Hidden Necklace

Magazine of Violence

Wand of Wonder

Time passes 10X as fast within 1d4 yards of the target point


Name Codename Career Likes Dislikes
Sadie Mann "One Lungs" Merchant Physics Cartography
Abigail Miles "Black Spleens" Mole Lions Octopus
Penelope Edwards Old Timer Snowglobes Trucks
Logan Ferguson Shadow Flowers Money
Laila Curtis Phantom Bracelets Singing









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.


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.


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.


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).