The Director Welcomes You

The Zephyr Cheer Protocol

#6b90f5

Location

Miserable, Dull Bolivia

Time of Day

15:7

Extraction Point

195 Miles N

Time to Complete

4 Hours

Shadows,
As you can see you are trapped inside climb a Desolate Private Jet plane . We almost couldn't find you — Please explain when you get back. All we know is "Yellow Cockatrice" is responsible and they sent us this message - "A mysterious key is found on the ground at the Golden Fire". Your mission was black ops, achieve what you can.

Hopefully you still have that Delicate Hot Glue Gun hidden on you.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Jonah Page

Alias

"Yellow Cockatrice"

Features

7' 9"

Gray eyes

Large deep scar / Neck

Organization

The Bureau of Strungout Bread

Emotions

Rejected

Personality

Excitedly Mammoth

Motive

Take over a government for sibling rivalry

Bodyguard

Charles the "Cuddly Imp"

Physical Size

Colossal

Story

Additional Locations

The Ubiquitous Acropolis

Pitch Black Spring

Optimism Forest

Random Events

Crowd Is being detained

Beggar arrives in the mail

Dracula overflows

Procession Catches leprosy

World

Stores

Faith's Sofa Beauty Stop

Clarke's Flower in Vase Technologies

Chandler's Figurine Specialities

Curtis's Easel Threads

Traps

Acid Arrow

Lightning Bolt of Cheer

Objects

Sofa made of heavy metal

Figurine with a False bottom

Secret Flower in Vase

Hidden Bow

Club of Cheer

Wand of Wonder

Caster can control any undead skeletons now within 100 yards

People

Name Codename Career Likes Dislikes
Liliana Clarke "Small Ankles" Merchant Syrup Bracelets
Autumn Chandler "Tough Thumbs" Mole Hammers Plushies
Jonathan Moss Townsfolk Trees Stickers
Faith Morales Graphic Designer Eggs Rock n' Roll
Madelyn Curtis Old Man Lipstick Honey

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).