The Director Welcomes You

The Wildly Gregorian Agent

#eebbf8

Location

Bright, Windless Kiribati

Time of Day

3:40

Extraction Point

143 Miles NWW

Time to Complete

23 Hours

Undercover Emissaries,
We need your help. Agent Jack Vargas has gone missing and we believe "Yellow Dragon" is responsible. They were last seen in Kiribati at 23:24. The agent sent one final message – "The group finds a dollar on the ground at the Ghost Town". Take this Heavy Lamp - it was their favorite tool and might help you.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Bentley Becker

Alias

"Yellow Dragon"

Features

7' 4"

Amber eyes

A second belly button / Right arm

Organization

The Association of Puckish Poodle

Emotions

Uncomfortable

Personality

Wildly Feckless

Motive

Make a lot of money for sibling rivalry

Bodyguard

Sam the "Faithful Seal"

Physical Size

Little

Story

Additional Locations

The Gregorian Lagoon

Abandoned House

Passion City

Random Events

Carcass Integrates silently into the group

Bag of Lemons Is hurled at the adventurers

VAT of Broth overflows

Crying Child is being loudly arrested

World

Stores

Adam's Bench Convenience store

Ramsey's Tea Set Discount

Cunningham's Mural Convenience store

Vargas's crutch Du jour

Traps

Poison Dart

Acid Fog of Obliteration

Objects

Bench with a False bottom

Mural that is glowing

Secret Tea Set

Hidden Button

Ring of Obliteration

Wand of Wonder

If caster uses Detect Magic, he loses 1d6 hit points

People

Name Codename Career Likes Dislikes
Mia Ramsey "Gross Ribs" Merchant Rubber Stamps Lions
Connor Cunningham "Mad Dumplings" Mole Cats Glitter
Matthew Fowler Acupuncturist Chili Drinking
Adam Reid Demon Bracelets Sharp Things
Jack Vargas Broker Comic Books Hamsters

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).