The Director Welcomes You

Operation — Embarrassed Politician



Miserable, Calm Sri Lanka

Time of Day


Extraction Point

89 Miles SSE

Time to Complete

17 Hours

Spy Deputies,
As you can see you are trapped inside enter a Ancient Labratory . We almost couldn't find you — Please explain when you get back. All we know is "Four Imp" is responsible and they sent us this message - "The group finds a dead fish at the Sacrificial Hole". Your mission was clandestine, achieve what you can.

Hopefully you still have that Beautiful Apron hidden on you.

— The iPod you were holding self destructs.

The Villain Dossier


Alexa Little


"Four Imp"


7' 6"

Heterochromia eyes

Stretch Marks / Right arm


The Firm of Microscopic Thing




Lazily Municipal


Take over a government to lead a mutiny


Billy the "Sadistic Eel"

Physical Size



Additional Locations

The Embarrassed Tower

Hidden Castle

Mania Castle

Random Events

Bank approaches

Baker overflows

Pack of Wild Dogs overflows

Bank Adopts a nearby child



Camden's Bench Solutions

Burke's Figurine International

Rodgers's Window Group

Vargas's Faberge Egg Convenience store


Ice lock

Object Smeared with Poison of Extermination


Bench that is glowing

Window children's replica

Secret Figurine

Hidden Sickle

Sickle of Extermination

Wand of Wonder

Next 1d4 attacks on caster equally affect the attackers


Name Codename Career Likes Dislikes
Adam Burke "Big Heels" Merchant Jigsaw Puzzles Dice
Kingston Rodgers "Little Elbows" Mole Flashlights Soup
Sherri Romero Stressed Glass Singing
Camden Ferguson Flirty Glass Sharp Things
Jasmine Vargas Cranky Candy Attention









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).