The Director Welcomes You

Who is Larry Increase?

#6ac63a

Location

Cloudy, Cool Norway

Time of Day

7:43

Extraction Point

105 Miles SSE

Time to Complete

4 Hours

Informants,
We need your help. Agent Alyssa Wallace has gone missing and we believe "Big Hydra" is responsible. They were last seen in Norway at 22:02. The agent sent one final message – "The group finds a dollar on the ground at the Screaming Waterfall". Take this Angry Wrench - it was their favorite tool and might help you.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Lily Scott

Alias

"Big Hydra"

Features

5' 9"

Gray eyes

Large deep scar / Right foot

Organization

The Club of Rapid Community

Emotions

Insecure

Personality

Excitedly Sinful

Motive

Make a lot of money for sibling rivalry

Bodyguard

Larry the "Long Hyena"

Physical Size

Immense

Story

Additional Locations

The Incalculable Suburbs

Abandoned City

Calming Barn Dance

Random Events

Chanting Cult Strikes the church bell

Dozen Eggs Bounces oddly

Chicken explodes

Princess is robbed

World

Stores

Emery's Music Box Boutique

Davis's Barrel Couture

Lynch's Hatrack Arcade

Wallace's Picture Frame Warehouse

Traps

Tripping Chain

Portcullis of Power

Objects

Music Box that is glowing

Hatrack children's replica

Secret Barrel

Hidden Knife

Lighter of Power

Wand of Wonder

Any packs, pouches, or bags carried by target double in volume

People

Name Codename Career Likes Dislikes
Tyler Davis "Three Knuckles" Merchant Dice Acorns
Arianna Lynch "White Toes" Mole Washing Machines Jigsaw Puzzles
Quinn Romero Blacksmith Jigsaw Puzzles Physics
Emery Kim Exhausted Baseball Candy
Alyssa Wallace Physician Chocolate Rubber Bands

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).