The Director Welcomes You

The Lunch Destiny Protocol

#41b7b2

Location

Dry, Cool Sri Lanka

Time of Day

23:44

Extraction Point

23 Miles SSW

Time to Complete

4 Hours

Spy Deputies,
I have sent you to within a Ancient Port to look for a suspect by the name "Stiff Pheonix". This mission is black ops. Their recent activity is concerning and we need you to retrieve the stolen intel. We don't know much about their goals but we've intercepted this cryptic message – "Tracks of wolves can be seen at the old bridge".

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

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Angelina Griffin

Alias

"Stiff Pheonix"

Features

6' 8"

Hazel eyes

Small mole / Right leg

Organization

The League of Thankful Volcano

Emotions

Neglected

Personality

Usually Jagged

Motive

Make a lot of money to please their master

Bodyguard

Peter the "Stoned Manticore"

Physical Size

Cramped

Story

Additional Locations

The Mushy Lodge

Abandoned Mansion

Silence Circus

Random Events

Majestic Painting Is frozen into a block of ice

Princess Finds gold in the water

Sewer strikes the ground

Bear Calls menacingly

World

Stores

Mya's Candelabra Closet

Stanley's Pan Logistics

Neal's Sconce Collective

Burgess's Cutting board Supermarket

Traps

Built-to-Collapse Wall

Large Net of Destiny

Objects

Candelabra children's replica

Sconce made of heavy metal

Secret Pan

Hidden Sabre

Hammers of Destiny

Wand of Wonder

Next horse ridden by caster gains Intelligence equal to his own

People

Name Codename Career Likes Dislikes
Lucas Stanley "Stiff Arms" Merchant Octopus Television
Adalynn Neal "Junior Falafels" Mole Attention Writers
Brandon Dixon Frustrated Oranges Houses
Mya Ray Graphic Designer Easter Paper
Jude Burgess Annoyed Sponges Comic Books

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).