The Director Welcomes You

The Scoundrel Instability Protocol

#b2335e

Location

Chilly, Dark Eritrea

Time of Day

9:53

Extraction Point

111 Miles NEE

Time to Complete

13 Hours

Undercover Emissaries,
This week should be easy. You are delivering a File that is glowing. Get to Eritrea at 15:19

Good Luck.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Guy Jackson

Alias

"Short Worm"

Features

6' 4"

Red eyes

Large deep scar / Right middle finger

Organization

The Office of Masochistic Truck

Emotions

Sad

Personality

Boldly Great

Motive

Make a lot of money to better Humanity

Bodyguard

Harold the "Comical Hobgoblin"

Physical Size

Miniature

Story

Additional Locations

The Teeny Circus

Desolate Circus

Stealth Palace

Random Events

Meteor Finds gold in the water

VAT of Broth Balances on a ledge

VAT of Broth Pulls on the coat tails of one of the adventurers

Feminist Is throwing a protest

World

Stores

Mateo's File Discount

Flynn's Vanity Boutique

Flores's Toolset Closet

Silva's Toolset Productions

Traps

Fusillade of Darts

Camouflaged Pit of Instability

Objects

File that is glowing

Toolset children's replica

Secret Vanity

Hidden Handcuffs

Newspaper of Instability

Wand of Wonder

During battle, target’s hands appear to be shrouded in flame

People

Name Codename Career Likes Dislikes
Arianna Flynn "Golden Falafels" Merchant Sharks Flashlights
Autumn Flores "Fast Knuckles" Mole Water Hammers
Elizabeth Wallace Angry Sharp Things Boxes
Mateo Hardy Dentist Mirrors Quartz Crystals
Elena Silva Broker Soccer Lions

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).