The Director Welcomes You

The Scales Calamity Protocol

#54740f

Location

Foul, Balmy Morocco

Time of Day

15:16

Extraction Point

32 Miles NNW

Time to Complete

4 Hours

Investigators,
It seems "Green Fairy" has gone level 8. They have been broadcasting this message "The group finds a random cow at the Apple Orchard". We need you to eliminate them, Extremely. Their last known location was recorded at 03:21. You have a Invisible Lighter as a last resort. Use carefully.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Cameron Fowler

Alias

"Green Fairy"

Features

4' 8"

Gray eyes

Small mole / Left eye

Organization

The Brotherhood of Embarrassed Flame

Emotions

Bitter

Personality

Extremely Dazzling

Motive

Take over a country fueled by conspiracy

Bodyguard

Billy the "Happy Rhinoceroses"

Physical Size

Petty

Story

Additional Locations

The Tragic Forge

Underwater Grove

Death Fortress

Random Events

Whore Lunges at the group

Beggar arrives in the mail

Horse Carriage is robbed

Majestic Painting Bursts loudly

World

Stores

Catherine's Urn Threads

Thornton's Wingback chair Arcade

Cruz's Barrel Logistics

Pope's Tea Set Solutions

Traps

Extended Bane

Hail of Needles of Calamity

Objects

Urn that is glowing

Barrel made of heavy metal

Secret Wingback chair

Hidden Chastity Belt

Newspaper of Calamity

Wand of Wonder

If next attack on target causes maximum damage, he dies

People

Name Codename Career Likes Dislikes
Sawyer Thornton "Gross Falafels" Merchant Christmas Doors
Ashton Cruz "Two Lemons" Mole Tissues Chickens
Jason Johnson Pharmacist Acorns Stickers
Catherine Becker Optimistic Cats Technology
Faith Pope Cranky Doors Soccer

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).