Investigators, It seems "Quiet Centaur" has gone level 1. They have been broadcasting this message "A mysterious key is found on the ground at the Sacrificial Hole". We need you to eliminate them, Hopelessly. Their last known location was recorded at 00:09. You have a Glowing Towel as a last resort. Use carefully.
— The Messenger Pigeon you were holding self destructs.
Harrison Osborne
"Quiet Centaur"
5' 4"
Amber eyes
Large deep scar / Left hand
The Council of Nutty Calligraphy Pen
Restless
Hopelessly Curved
Make a lot of money to lead a mutiny
Terry the "Magnificent Serpent"
Minuscule
The Rich Castle
Ancient Peninsula
Good Spirits Carousal
Fairy Is being tortured
Thief chase a suspect
Bag of Flour Salutes the adventurers
Vagrant Is hurled at the adventurers
Anna's Brass Replica Du jour
Graves's Iron stove Chic Chåteau
Griffith's Candelabra Arcade
Spencer's Watch Cosmetics
Lightning Bolt
Compacting Room of Destiny
Brass Replica children's replica
Candelabra children's replica
Secret Iron stove
Hidden Morning Star
Button of Destiny
Target is permanently rendered 1d100% transparent
| Name | Codename | Career | Likes | Dislikes |
|---|---|---|---|---|
| Luis Graves | "Golden Ankles" | Merchant | Notes | Robots |
| Rowan Griffith | "Fast Scars" | Mole | Fire | Quartz Crystals |
| Emmett Bennett | Elder | Scarves | Money | |
| Anna Webster | Envious | Acorns | Limes | |
| Jacob Spencer | Surveyor | Broccoli | Lions |
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).