Examiners, This week should be easy. You are delivering a Toolbox that has been hollowed out. Get to Madagascar at 18:14
Good Luck.
— The Microsoft Zune you were holding self destructs.
Jeremiah Kramer
"White Gnome"
7' 8"
Hazel eyes
Large deep scar / Left leg
The Office of Dazzling Buffet
Grumpy
Healthily Stoned
Take over a country for revenge
Daniel the "Faithful Gargoyle"
Diminutive
The Prominent Spring
Underwater Grove
Perspiration Lake
Potato approaches
Squirrel Balances on a ledge
Hoard Finds gold in the water
Chauvinist skins a cat with his teeth
Everly's Toolbox Market
Hawkins's Stairwell Factory
Carr's Key Beauty Stop
McGee's Toolset Labs
Ice lock
Acid Fog of Rage
Toolbox that has been hollowed out
Key that is glowing
Secret Stairwell
Hidden Helmet
Sticks of Rage
If hit by a bludgeon on a natural 20, caster bursts into flame
| Name | Codename | Career | Likes | Dislikes |
|---|---|---|---|---|
| Peyton Hawkins | "Bullet Elbows" | Merchant | Television | Flowers |
| Amy Carr | "Golden Spleens" | Mole | Books | Teeth |
| Katherine George | Chief Executive Officer | Whipped Cream | Sponges | |
| Everly Campos | Intoxicated | Sun Glasses | Mirrors | |
| Isaiah McGee | Butcher | Squirrels | Soup |
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).