The Director Welcomes You

Operation — Intelligent Thanks

#d941f3

Location

Miserable, Stormy Yemen

Time of Day

9:59

Extraction Point

4 Miles SEE

Time to Complete

30 Hours

Operatives,
We need your help. Agent Caleb Castillo has gone missing and we believe "Three Pegasus" is responsible. They were last seen in Yemen at 05:01. The agent sent one final message – "A mysterious key is found on the ground at the Turtle Rock". Take this Angry Atlas - it was their favorite tool and might help you.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Hunter Schwartz

Alias

"Three Pegasus"

Features

7' 3"

Heterochromia eyes

Large deep scar / Left thumb

Organization

The Society of Bankrupt Basketball

Emotions

Shocked

Personality

Upward Slimey

Motive

Disrupt the military justice for a wrong-doing

Bodyguard

Charles the "Intelligent Dolphin"

Physical Size

Short

Story

Additional Locations

The Intelligent Fortress

Compact Lagoon

Cleanliness Carousal

Random Events

Bum overflows

Panhandler Finds gold in the water

Soup Bursts loudly

Milk Shipment chase a suspect

World

Stores

Eloise's Chaise International

Fletcher's Wingback chair Beauty Stop

Hansen's Coat of Arms Discount

Castillo's Sculpture Outlet

Traps

Poison Needle

Poison Wall Spikes of Irritation

Objects

Chaise that has been hollowed out

Coat of Arms with a False bottom

Secret Wingback chair

Hidden Camera

Spear of Irritation

Wand of Wonder

Target has a key that works only once but will open any one lock

People

Name Codename Career Likes Dislikes
Amaya Fletcher "Five Elbows" Merchant Easter Shirts
Alan Hansen "Five Parmigianas" Mole Snowglobes Chalk
Hayden Hunter Cranky Trees Broccoli
Eloise Castillo Drunken Television Mirrors
Caleb Castillo Townsfolk Glass Plushies

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).