The Director Welcomes You

The Thankfully Swollen Agent

#46a40f

Location

Balmy, Windy Argentina

Time of Day

7:7

Extraction Point

46 Miles NNW

Time to Complete

29 Hours

Shadows,
As you can see you are trapped inside the top of a Compact Carnival . We almost couldn't find you — Please explain when you get back. All we know is "Short Werewolf" is responsible and they sent us this message - "Clouds develop quickly at the old bridge". Your mission was clandestine, achieve what you can.

Hopefully you still have that Robotic Spoon hidden on you.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Alexis Cole

Alias

"Short Werewolf"

Features

4' 5"

Green eyes

Large moles / Crotch

Organization

The Fraternity of Broken Corn

Emotions

Melancholy

Personality

Thankfully Clumsy

Motive

Disrupt the military in pursuit of knowledge

Bodyguard

Tony the "Vast Yeti"

Physical Size

Short

Story

Additional Locations

The Swollen Crypt

Deserted Lagoon

Sanitation Business

Random Events

Crazy Man Finds gold in the water

Jug of Peanut Butter Catches leprosy

Procession Protests

Gunshot emerges

World

Stores

Eric's Spice shelf Threads

Blair's Large book Mall

Duran's Hanging Birdcage Ventures

Kelly's Toolset Logistics

Traps

Flooded Corridor

Fire of Death

Objects

Spice shelf that has been hollowed out

Hanging Birdcage that has been hollowed out

Secret Large book

Hidden Stave

Targe of Death

Wand of Wonder

Next weapon to wound target can’t harm him for 1d8 days

People

Name Codename Career Likes Dislikes
Ariel Blair "Slow Noses" Merchant Notes Octopus
Jasmine Duran "Drowsy Parmigianas" Mole Notes Clocks
Eloise Burns Farmer Flashlights Oranges
Eric Ferguson Tailor Dolphins Photography
Rose Kelly Tailor Sun Glasses Potatoes

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).