The Director Welcomes You

The Frantically Thundering Agent

#1dc8bf

Location

Cloudless, Gloomy Maldives

Time of Day

6:14

Extraction Point

141 Miles SE

Time to Complete

22 Hours

Undercover Emissaries,
As you can see you are trapped inside the bottom of a Polluted Carnival . We almost couldn't find you — Please explain when you get back. All we know is "Yellow Merfolk" is responsible and they sent us this message - "The group finds a random cow at the dry riverbed". Your mission was clandestine, achieve what you can.

Hopefully you still have that Sharp Toothbrush hidden on you.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Rhett Holland

Alias

"Yellow Merfolk"

Features

5' 11"

Blue eyes

Large moles / Right leg

Organization

The Fraternity of Little Corn

Emotions

Self-conscious

Personality

Frantically Spoiled

Motive

Make a lot of money because of a betrayal

Bodyguard

Hal the "Wrapped Gargoyle"

Physical Size

Paltry

Story

Additional Locations

The Thundering Barn Dance

Bustling Park

Fragility Chateau

Random Events

Mutant stop the party and asks questions

Pine Branch Calls menacingly

Transport Bounces oddly

Rustler grabs a lady's purse

World

Stores

Gavin's Notebook Ventures

Mendoza's Bicycle Collective

Carr's Certificate Technologies

Graves's Basket Collective

Traps

Javelin

Poison Wall Spikes of Rage

Objects

Notebook that has been hollowed out

Certificate made of heavy metal

Secret Bicycle

Hidden Newspaper

Spikes of Rage

Wand of Wonder

All coins within 50 yards are invisible under moonlight

People

Name Codename Career Likes Dislikes
Richard Mendoza "Big Cheesecakes" Merchant Video Games Comic Books
Ivy Carr "Cheap Bagels" Mole Gym Memberships Writers
Axel Fletcher Ghost Washing Machines Bears
Gavin Moreno Surveyor Syrup Glitter
Arianna Graves Chef Flowers Chalk

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).