The Director Welcomes You

Operation — Extended Liquid

#3f4c61

Location

Windless, Breezy Bulgaria

Time of Day

8:42

Extraction Point

34 Miles NEE

Time to Complete

27 Hours

Undercover Emissaries,
I have sent you to enter a Hidden Circus to look for a suspect by the name "One Sloth". This mission is intelligence. Their recent activity is concerning and we need you to stop the outbreak. We don't know much about their goals but we've intercepted this cryptic message – "A vagrant asks for money at the Unicorn Nest".

We're low budget this mission – I've packed a Fluffy Scissor in your kit to help.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Grayson Webb

Alias

"One Sloth"

Features

7' 10"

Gray eyes

Stretch Marks / Left thumb

Organization

The Guild of Comical Cherries

Emotions

Anxious

Personality

Jovially Limpid

Motive

Take over a country for scientific discovery

Bodyguard

David the "Stoned Whale"

Physical Size

Giant

Story

Additional Locations

The Extended Island

Overpopulated Barn Dance

Obliteration Creek

Random Events

Wedding Cake Becomes wounded

Bear Bounces oddly

Spectator overflows

Box of Cigarette drops from the sky

World

Stores

Fiona's Vase Mall

Watts's Statue Arcade

Hammond's Letter Opener Du jour

Riley's Toolset Bureau

Traps

Poison Needle

Box of Brown Mold of Annihilation

Objects

Vase with a False bottom

Letter Opener that is glowing

Secret Statue

Hidden Sickle

Ring of Annihilation

Wand of Wonder

Caster doesn’t need to drink fluids for the next 1d100 weeks

People

Name Codename Career Likes Dislikes
Benjamin Watts "Fast Noses" Merchant Glitter Horses
Grayson Hammond "King Hands" Mole Cousins Rabbits
Caroline Kim Professional Bridesmaid Plushies Pillows
Fiona Burgess Accountant Lamps Chocolate
Henry Riley Indifferent Video Games Sharks

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).