Eyeballs, As you can see you are trapped inside within a Polluted Grove . We almost couldn't find you — Please explain when you get back. All we know is "One Abominable Snowman" is responsible and they sent us this message - "A shadow passes at the Serpents Nest". Your mission was counterintelligence, achieve what you can.
Hopefully you still have that Beautiful Spoon hidden on you.
— The Tablet of Stone you were holding self destructs.
Nicholas Freeman
"One Abominable Snowman"
6' 4"
Green eyes
Large moles / Left eye
The Crew of Refined Queen
Vengeful
Queerly Huge
Take over a government in pursuit of knowledge
Al the "Strong Ogre"
Scanty
The Faint Jungle
Bustling Lake
Downfall Isle
Crow stop the party and asks questions
Storm Salutes the adventurers
Midwife Crashes slowly
Storm Adopts a nearby child
Carlos's Mantle Department store
Vega's Medallion Specialities
Reynolds's Candlesticks Threads
Evans's Metal chair Factory
Beehive
Bricks from Ceiling of Influence
Mantle with a False bottom
Candlesticks that is glowing
Secret Medallion
Hidden Hatchet
Crossbow of Influence
Water feels like acid to the caster but doesn’t actually harm him
| Name | Codename | Career | Likes | Dislikes |
|---|---|---|---|---|
| Daisy Vega | "Fat Waffles" | Merchant | Trees | Cookies |
| Emery Reynolds | "Wild Brains" | Mole | Trees | Socks |
| Kennedy Garza | Dead Tired | Sponges | Christmas | |
| Carlos Warner | Funeral Director | Soup | Rabbits | |
| Anthony Evans | Cobbler | Sharks | Soup |
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).