Eyeballs, As you can see you are trapped inside be locked inside of a Pitch Black Park . We almost couldn't find you — Please explain when you get back. All we know is "Heavy Ogre" is responsible and they sent us this message - "A vagrant asks for food at the Music Store". Your mission was clandestine, achieve what you can.
Hopefully you still have that Light Toothbrush hidden on you.
— The Vinyl record player you were holding self destructs.
Callie Simon
"Heavy Ogre"
4' 6"
Heterochromia eyes
Small mole / Left arm
The Club of Substantial Thanks
Cautious
Rarely Verdant
Disrupt the military to cause catastrophe
Jerry the "Hissing Aardvark"
Petite
The Portly Masquerade
Rundown Lake
The Blackest Black Forge
Amulet Glistens gently
Nomad emerges
Swarm of Bees Pulls on the coat tails of one of the adventurers
Pickpocket gathers near a point of interest
Valerie's Grandfather Clock Consulting
Caldwell's Cabinet Warehouse
Jensen's Workbench Boutique
Leon's Butter Churner Bureau
Scything Blade
Camouflaged Pit of Dark
Grandfather Clock children's replica
Workbench made of heavy metal
Secret Cabinet
Hidden Nipple Clamp
Spear of Dark
Anyone in armor within 10 yards sneezes repeatedly for 3d6 rounds
| Name | Codename | Career | Likes | Dislikes |
|---|---|---|---|---|
| Alexis Caldwell | "All Ribs" | Merchant | Television | Sticky Notes |
| Mya Jensen | "Wild Pastrami's" | Mole | Water | Flashlights |
| Adalynn Page | Drunken | Shirts | Squirrels | |
| Valerie Evans | Human Statue | Cats | Cousins | |
| Luke Leon | Lawyer | Technology | Paperclips |
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
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 UpGive 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.
Characters90% 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.
RollingThis 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 MasterYour 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.
EndingNo 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).