Professional Documents
Culture Documents
welcome, creators
www.adventure.game
community creators license
section 8 – interpretation
a. For the avoidance of doubt, this
Public License does not, and shall not
be interpreted to, reduce, limit, restrict,
or impose conditions on any use of the
Licensed Material that could lawfully note: This license does not cover full
be made without permission under this translations or localization of the
Public License. Quest Game Book. For translation
licensing inquiries, please contact us
b. To the extent possible, if any provi- at: licensing@adventure.game.
sion of this Public License is deemed
quest creators resource 8
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 9
© the adventure guild, llc, 2020
licensed content, v 1.01
table of contents
return to index
quest creators resource 10
© the adventure guild, llc, 2020
licensed content, v 1.01
1. rules
The Guide and the party have different The Guide decides whose turn it is based
responsibilities, but they are equals — on what’s happening in the story. When
partners in storytelling. each member of the party has taken a
turn, the party’s round ends. Then, the
Guide gets a round for the creatures
they control. Repeat this process until a
conclusion is reached in the scene.
return to index
quest creators resource 11
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 12
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 13
© the adventure guild, llc, 2020
licensed content, v 1.01
Player characters begin with 6 special Some abilities can be used in different
abilities of their choice. Each ability ways and have multiple activation costs.
is part of a learning path, and players Take the example below:
must learn new abilities in order in each
2 You create a small bolt of flame.
path. Players may choose abilities from
any path, and do not have to complete a 4 You create a huge fireball.
learning path before choosing abilities
from a different path. In this example, a player could spend
2 AP to create a small bolt of flame, or
Players cannot choose to learn Legendary instead spend 4 AP to create a huge
abilities. These abilities are only made fireball. If an activation cost has an “X,”
available by The Guide at their discre- it means the player may choose how
tion. much AP to spend on the ability.
In-between each play session, player
characters may choose a new ability that
the spy’s toolkit
they can use during the next session. The The Spy is a master of practical means
Guide may modify this rate of growth at and is the only role that can craft
their discretion. bespoke magical items. These items are
listed in the catalog alongside abilities,
adventure points and the Spy can acquire them at the
end of a session like players can any
If an ability in the catalog has an
other ability. However, these items can
activation cost, players must spend AP
be lost or broken like any other object.
to use that ability. Players begin the
The Spy may spend 2 AP to rebuild a lost
game with 10 AP, and earn 5 AP at the
or broken item. Items must be rebuilt
conclusion of each session. Beyond this
during downtime in the story.
automatic reward, The Guide may offer
AP to players at their discretion, as they Other creatures may hold the Spy’s
roleplay, solve puzzles, defeat villains, items, but only the Spy can activate their
reach goals, or encourage fun. magic capabilities.
Adventure Points don’t recharge. Once
spent, they are gone.
“at the table”
If an ability asks a player to do some-
When a player spends AP to activate an
thing at the table, that means doing it in
ability, they must immediately deduct it
the real world. If they can’t do it, that’s
from their adventure point balance.
okay; they may ask another player to
3 Activation costs look like this. (This assist them, or just ignore the require-
return to index
quest creators resource 14
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 15
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 16
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 17
© the adventure guild, llc, 2020
licensed content, v 1.01
describes a scene your character is not Even though the Guide’s word is final,
in. You will hear what happens, but your they are expected to make consistent and
character is not supposed to know. fair decisions about the game.
Try not to use information your char- help everyone have fun
acter doesn’t have to roleplay or make
decisions. Wait for another player to The stakes in your story will often be
share it, if they want to. high, but sometimes they will also feel
high in the real world.
speak clearly
You might feel upset about what another
You will use two voices: your player says or does. Maybe you feel that
out-of-character voice (you in the real the rules were used unfairly, or maybe
world) and your in-character voice (role- you’re just having a bad day.
playing). Make sure it is always clear
which voice you are using to prevent That’s okay, but remember that this
confusion at the table. experience is about having fun. If you’re
not having fun, tell your friends why.
flip a coin And be sure to listen to your friends if
they’re upset. If tensions are too high,
If your party can’t agree on a course of everyone should take a break and come
action and everyone feels stuck, consider back to the game later.
going out of character to flip a coin
between two alternatives. Then, respect Always remember: Quest is not about
the result, and move on. winning or losing; it’s about spending
quality time with your friends.
be a fair guide
player safety
The Guide’s job is to narrate the story,
play characters and monsters in the For rich player safety resources in your
world, and create consequences for all of own works, we recommend using the
the players’ actions. TTRPG Safety Toolkit, compiled by
Kienna Shaw and Lauren Bryant-Monk.
All of that power comes with a lot of
responsibility. Because the Guide’s judg-
ment is so critical to the enjoyment of
the game, they have a duty to act wisely
and fairly.It’s no fun to have a Guide
who constantly punishes the players
in cruel ways, singles out one player all
the time, plays favorites, or uses rules
inconsistently.
return to index
quest creators resource 18
© the adventure guild, llc, 2020
licensed content, v 1.01
the omniverse
return to index
quest creators resource 19
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 20
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 21
© the adventure guild, llc, 2020
licensed content, v 1.01
combat
The Guide keeps track of turns and That said, Guides can use a basic formu-
rounds in combat to make sure everyone la for combat difficulty to present the
gets an equal opportunity to act. party with appropriate challenges.
When the players fight their adversaries, First, add up the current hit points of the
The Guide takes turns for the NPCs. entire party. For example, if the party
The Guide keeps track of the NPC's hit has 4 players at full health, they have a
points and equipment. total of 40 hit points.
If the players are ambushed, the NPCs go Then, look at all of the NPCs in the
first. Otherwise, have the players go first. encounter. Add together:
Every player and party are different, ■ Four pack wolves (16 HP / 8 damage).
so there's no way to create a perfect
■ One alpha wolf (6 HP / 4 damage).
encounter for them. Sometimes Guides
will give them something too difficult These add up to a difficulty rating of 39
or something too easy. Guides will only (22 HP + 12 Attack + 5 NPCs).
learn what the players are capable of
handling by playing the game.
return to index
quest creators resource 22
© the adventure guild, llc, 2020
licensed content, v 1.01
advanced rules
growth quirk
Groups that want to adjust the power The easiest way to let players be creative
level of the players can begin with more with their roles is to grant them a quirk.
than 6 abilities. This is recommended This lets them learn a single ability
for short stories with higher dramatic belonging to a different role. Consider
stakes. granting a quirk to a player who has a
really interesting reason to use one.
■ With 12 or more abilities, the players
are highly competent and can handle For example, perhaps the party's Fighter
lots of different challenges. imagines they are a former Ranger who
abandoned their life in the outlands but
■ With 20 or more abilities, the players still keeps some of their old oral tradi-
are extremely powerful and can deal tions. They learn the Speak Myth ability.
with many world-shaking threats. Or perhaps the party's Spy is a failed
If a group is playing a long-term game Magician from a former life. They learn
and wants to slow the rate of growth, the Magic Tricks ability.
consider having player characters learn a A quirk can be granted at the beginning
new ability after every other session. of the game or as a reward based on a
character's unique behavior.
rate of play
The base rate of AP gain at the end of a dual roles
session (5 AP) is based on sessions that A player combines two roles. They can
last about 3 hours each. If a session runs learn any of the abilities from each role,
longer than 3 hours, consider increasing but must still learn them in order. A
the base rate of AP gain per session. dual-role player may not learn more than
Guides should also consider awarding 25 abilities without forgetting one they
bursts of AP based on the context of have already learned.
the story. For example, if the story is
"fast-forwarded" into the future, consider no roles
letting the players earn additional AP to Players may learn any of the abilities
reflect the advancement of time. from any role, but must still learn them
in order. Cap the total number of abili-
ties each player may learn at 20.
return to index
quest creators resource 23
© the adventure guild, llc, 2020
licensed content, v 1.01
2. character creation
face
helping players make characters
gaunt face, sharp teeth, fulsome cheeks,
We encourage you to remix character large, pointy ears, vestigial antennae,
creation in Quest and/or create char- knee-length beard, devastating smile,
acter creation tools. Some creators windswept face, manicured fuzz, ridged
have already made character gener- forehead, triangular head, timeworn face,
ators and other interesting tools that romantic eyes, severe jawline, skeptical
help players through the character eyes, radiant smile, burning eyes, heavy
creation process. Our character brows
worksheets are very flexible and you
can modify them easily to create new vibe
types of characters with different
blanks to fill. long shadow, sleepy mood, sparkling
gaze, eternal grimace, bursting energy,
an air of mystery, gentle disposition,
character worksheets androgynous vibes, thousand-yard stare,
tightly wound energy, brooding presence,
The Character Profile, Character Work- friendly demeanor, meandering gaze,
sheet, and Combined Character Profile graceful posture, captivating grin,
/ Worksheet are open tools under this raucous laugh, flawless poise, fiery
license. You can find the most recent temper
versions of these documents on our
website's downloads page. style
distinctive features outfit
return to index
quest creators resource 24
© the adventure guild, llc, 2020
licensed content, v 1.01
bronze breastplate, oversized spectacles, tions, their sense of duty to each other ,
a homemade charm, hammered earrings, resisting a brutal ruling order, creating
an ornamented belt, a shining hauberk, historic works of art, strict adherence
an animal brooch, obsidian bracers, to the law, their commercial success,
a symbol of god, a tarnished ring, a setting cultural trends, their traditional
humble tunic ways, inventing the future, losing a great
war
movement
no sense of urgency, an effortless glide,
ideal
frenzied footwork, a confident step, great order: You have no patience for
difficulty, a reliable pace, wide-swinging lawbreakers or people who don't
arms, a spring in my step, a singular conform to "normal" behavior.
purpose, no sense of space, music in
my feet, an uneven gait, a joyful whistle, justice: It is your duty to deliver righ-
relentless focus, casual swagger, appre- teousness and fairness in the world.
hension, a heavy step, fearlessness
heroism: You don’t stand idly by when
home someone is in danger.
return to index
quest creators resource 25
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 26
© the adventure guild, llc, 2020
licensed content, v 1.01
magic flask. A magic flask that automat- tent that can fit 30 people. Sound cannot
ically replenishes itself with a spirit of escape the inside of the tent. A switch on
your choice. (Choose once.) the side of the tin teleports the tent back
inside and closes the lid.
magic candle. A powerful candle that
can light itself and snuff itself out on its
owner's command. It drips wax but never
seems to lose any.
return to index
quest creators resource 27
© the adventure guild, llc, 2020
licensed content, v 1.01
This section contains Role descriptions, a mantra, raising their sword in the sky
each Role’s learning path, ability names, as it ignites in a glorious flame. They
short descriptions for abilities, and page peer into the souls of others to divine
number references for each ability. their intentions and true nature. They
ward their friends from harm, and smite
Page numbers with the “D” prefix refer those unworthy of their ideals.
to the ability’s location in the Digital
Edition of the Game Book, while page The Invoker is a good choice if you want
numbers with the “P” prefix refer to the to play a character who channels greater
ability’s location in the physical Game truths to achieve their goals. They can be
Book. devout paladins serving a righteous god,
oath-keeping warriors, quixotic vigilan-
the fighter tes, or dark knights.
The Fighter charges into battle with invoker quick start
a fearsome cry, raising their sword to
cleave through enemies. They deftly Choose these abilities: Declare, Petition,
move between foes, countering their Soul Gaze, Fiery Avenger, Thunderous
attacks and enduring them when neces- Word, and Shield.
sary. They rally their comrades, forming
unshakable bonds with them. the ranger
You can use the Fighter role to play all The Ranger closes their eyes and places
kinds of martial experts. You can be a their hand on a tree trunk, learning the
stoic knight, a glory-seeking gladiator, a secrets of the forest. They stop to chat
wizened veteran, a meditative pugilist, or with a local squirrel, making a new
a raging berserker. friend. They speak myth, earning the
favor of strangers.
fighter quick start
The Ranger is a great choice for people
Choose these abilities: Counterattack, who want to play a skilled hunter and
Wild Attack, Provoke, Intercept, Summon survivalist who thrives on the fringes of
the Blood, and Size Up. civilization.
The Invoker closes their eyes and utters Choose these abilities: Commune, Read
return to index
quest creators resource 28
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 29
© the adventure guild, llc, 2020
licensed content, v 1.01
You can use The Wizard’s dynamic role overpower: Put an enemy in a compro-
to play any kind of magic user, from a mised position. [1 ap]
studious sage seeking spellbooks to a
megalomaniacal mage pursuing absolute disarm: Strip a foe of their weapon or
power. take it for yourself. [1 ap]
return to index
quest creators resource 30
© the adventure guild, llc, 2020
licensed content, v 1.01
camaraderie d 37 / p 58 body d 39 / p 60
summon the blood: Recite a poem to technique: Make your body as deadly as
bolster the spirits of your friends. [1 ap] common weapons.
valiant soliloquy: Give a rousing flow: Enter a state of intense focus after
speech to your allies, inspiring them to rolling a Triumph. [1 ap]
overcome the odds. [2 ap]
yawp: Make a show of bravado to fright-
war story: Earn extra AP by recounting en nearby creatures. [1 ap]
a battle from your past adventures. [0 ap]
focus: You clear your mind, allowing you
marshal: Organize the help of your to surpass your normal limits. [3/4/5 ap]
allies to overcome a test of strength. [1
ap] defy death: If you would die from an
enemy’s attack, you overcome fate to
bond: Form an unbreakable partnership make a last stand. [4 ap]
with one of your party members. [0 ap]
legendary d 40 / p 61
leadership d 38 / p 59
limit break: Achieve a transcendent
size up: Evaluate the capabilities and unity of mind and body to achieve one of
vulnerabilities of a nearby creature. [0 ap] three supernatural feats. [7/4/3 ap]
plan: Prepare your party before combat champion: Tales of your heroic deeds
to ambush your enemies. [3 ap] have spread widely, unlocking heroic
abilities.
recruit: Command a nearby commoner
or minion to assist you. [1 ap] steel pact: Form a permanent, extraor-
dinary bond with one of your weapons.
attendant: Permanently call an NPC [0/0 ap]
Fighter into service as your ally and
apprentice. [7 ap]
the invoker
invocation d 42-43 / p 64-65
declare: Profess a reason for intervening
in a matter, steeling your resolve. [0 ap]
return to index
quest creators resource 31
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 32
© the adventure guild, llc, 2020
licensed content, v 1.01
prophecy: You glimpse a creature’s fate, navigate: You can’t get lost in wilder-
shaping its future. ness, and you can find a special natural
reprieve in times of need. [0/1 ap]
eternity gate: You project yourself past
all realities into the beyond to seek and delve: You sense the general layout of
find a single truth. [7 ap] the next three areas in an underground
structure. [2 ap]
the ranger speak with trees: You touch a tree
trunk, connecting yourself to the forest.
story and song d 51 / p 74
The trees come to your aid. [2/2 ap]
commune: Invent a local saying to charm
information out of a commoner. [1 ap] hunter d 54 / p 77
folk song: Sing a song that kindles track: You can pick up on tracks left
bright, somber, or proud feelings in nearby and identify the type of creature
NPCs nearby. [2 ap] that left them. [0/1 ap]
speak myth: Appeal to a local myth farshot: You sharpen your senses to
to gain the favor of a commoner and make a ranged attack on a far away
receive a favor. [3 ap] target. [1 ap]
signal: Summon the help of a fellow nemesis: You mark a specific creature
Ranger. [4 ap] you have met before as your nemesis,
giving you an advantage against it. [4 ap]
return to index
quest creators resource 33
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 34
© the adventure guild, llc, 2020
licensed content, v 1.01
cloudcall: You create a thick fog that memories of stone: You channel the
rapidly expands around you, concealing ancient wisdom of a stone monument,
the area. [1 ap] learning important information about
your world. [3 ap]
vortex: You create a howling vortex in
a body of liquid nearby that can suck in shift season: You manipulate the
objects and creatures. [2 ap] elements to change the current season
everywhere within one kilometer of you.
gale: You create a ferocious windstorm [4 ap]
that kicks up dust and small objects and
obscures vision. [3 ap] legendary d 65-66 / p 88-89
riverfury: You whisper a magical incan- nature's wrath: You channel elemental
tation to a nearby river, calling forth a fury, creating one of three natural disas-
torrent of water from upstream. [4 ap] ters with an enormous impact on the
environment. [7 ap]
return to index
quest creators resource 35
© the adventure guild, llc, 2020
licensed content, v 1.01
wild evolution: Your physical essence feign death: You place nearby creatures
becomes permanently intertwined with in suspended animation for up to an
a chosen animal’s form, allowing you to hour. [3 ap]
shapeshift at will.
reshape: You reshape the facial
to dust: You sacrifice yourself to become appearance of a creature, making them
the seed for a new world, creating life look older, younger, or like a completely
across a planet. [3 ap] different person. [4 ap]
world wish: You return a crafted object lifelink: You entwine the life-force of
to nature, instantly reducing it to dust. two creatures, tying their fates together.
[4 ap]
the doctor necromancy d 69 / p 94
healing d 67 / p 92
deathsense: You sense whether any
mend: You gently touch a creature, spirit creatures are nearby, and can
immediately restoring hit points and extend your vision to see them. [0/1/1 ap]
mending minor wounds. [1 ap]
commune with the dead: You reach
relieve: You say something comforting, beyond the living to speak to the dead
relieving a creature of anxiety, pain, and nearby. [1 ap]
discomfort. [1 ap]
reanimate: You animate a nearby corpse
heal: You embrace a creature, restoring or skeleton, making it your minion. [1 ap]
all of its hit points and curing it of short-
reinstate the dead: You touch a living
term impairments. [2 ap]
creature and make it the host for a
restore: You touch a creature, complete- nearby spirit creature. [5/7 ap]
ly restoring it to its normal state. [7 ap]
harm d 70 / p 95
alteration d 68 / p 93
corrupt: You grip a creature and create
sleep: You whisper a brief lullaby, a necrotizing wound in its flesh. [0 ap]
putting any number of nearby common-
nox: You give a creature a combination
ers to sleep for an hour. [2/x ap]
of deleterious effects for the next hour.
calcify: You touch a creature, causing its [1 ap]
surface to harden and resist damage. [1
afflict: You curse a creature with an
ap]
affliction that lasts for up to one month.
[3 ap]
return to index
quest creators resource 36
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 37
© the adventure guild, llc, 2020
licensed content, v 1.01
death hand: A magic, single-shot hand seeker: A levitating orb that can scout
cannon that uses a silent magic charge adjacent rooms for you. [0/1 ap]
to shoot a slug. [3 ap]
stenography d 79 / p 106
bounty: Enlist bounty hunters to pursue
and capture or kill a marked target. [5 ap] dossier: A magic book that you can use
to copy documents. [0 ap]
concealment d 77 / p 104
mimic: A magic pen that guides your
strap: Conceal up to two weapons in hand to create forgeries. [2 ap]
your clothing without being noticed. [0
ap] listener: A magic gem that can be
activated to record sounds nearby. [1 ap]
disguise: Use found objects nearby to
create a convincing disguise. [1 ap] crypto: A magic ring that can translate
languages and decode secret messages.
blink pack: A magical messenger pack [3 ap]
with a hidden switch that conceals items.
[3 ap] infiltration d 80 / p 107
needful hilt: A magic hilt that can feather hook: A magical grappling hook
morph into a weapon that you imagine that gently glides itself upward like a
when needed. [0 ap] balloon. [0 ap]
shadow: A magic cape that makes bricolage: Improvise one of four useful
everything but your shadow invisible. [2 devices using everyday objects nearby. [1
ap] ap]
return to index
quest creators resource 38
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 39
© the adventure guild, llc, 2020
licensed content, v 1.01
shadow haven: Create a secret dwelling control: Dominate the mind of a nearby
in a shadow plane that only you and your creature, taking complete control of
friends can access. [5 ap] them. [8 ap]
return to index
quest creators resource 40
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 41
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 42
© the adventure guild, llc, 2020
licensed content, v 1.01
treasure
Each item in this game is classified by supreme. These are items of such incred-
its rarity — a measure of how special the ible power that the consequences of
item is. Use an item's rarity to consider their use ripple through the omniverse.
whether it's an appropriate reward for a Guides should only grant these items
situation in the story. if they want a supreme item's unique
features to dramatically change the
uncommon. These items are more story.
valuable and curious than the common
goods seen by most people. Consider symbols
offering uncommon items as rewards for
minor encounters, like defeating a band <x> This is how much damage an item
of minions, or as curiosities traded in the deals when used to attack.
back room of a special store.
[1] This is the AP activation cost of a
Feel free to offer one or more uncom- treasure item.
mon items each play session.
The Treasure Catalog list in this resource
rare. These are exceptional items of follows the same reference format as the
great value that are very difficult to find Ability Catalog:
and often well-guarded. Offer a rare
item as a reward for a difficult series of rarity
challenges.
treasure item name d xx / p xx
It's good to give a rare item to the party (Digital Page Number, Physical Page
once every 2-3 play sessions. Number): Short treasure description.
<damage>[ap cost]
legendary. These are priceless and often
unique items of great power, only found
in the most remote or guarded places.
They are extraordinarily difficult to
acquire, and the owners of legendary
items will often go to great lengths to
protect them.
return to index
quest creators resource 43
© the adventure guild, llc, 2020
licensed content, v 1.01
treasure catalog
archive (d 133, p 176): A talking crystal field monitor (d 135, p 178): A magic
ball that is programmed to recall infor- map that can respond to questions and
mation stored inside. provide useful information.
atlas incognito (d 133, p 176): A book of friend flute (d 135, p 178): A magic
10 magic stamps that reveals interesting whistle that knows who your friends are.
local information.
glitter bomb (d 135, p 178): A pouch of
blink blade (d 133, p 176): A magic sword magic glitter that dispels invisibility.
that can teleport back to its user's hand.
<2> goat simulator (d 135, p 178): A magic
stuff toy goat that can turn into a life-
brell's boat in a box (d 133, p 176): A sized illusory goat.
small wooden box that can expand into a
real, working sloop. healing potion (d 136, p 179): A potion
that heals you. What were you expect-
brell's charismatic couture (d 133, p ing?
176): A line of magical shapeshifting
garments that automatically find a
kiln gauze (d 136, p 179): A container of
magic gauze that can be used to repair
perfect fit for their wearer.
broken metal weapons.
brell's limitless ledger (d 134, p 177): A
magical networked codex that duplicates
light trap (d 136, p 179): A magic glass
orb that can be used like a camera.
entries from linked journals.
brell's tent in a tin (d 134, p 177): A lying lyre (d 136, p 179): A magic lyre
that guides its user's hands to produce a
magic tin canister that can deploy a large
beautiful song.
tent.
dim grimoire (d 134, p 177): A magic magic potion (d 136, p 179): A vial filled
with magic liquid that has unpredictable
return to index
quest creators resource 44
© the adventure guild, llc, 2020
licensed content, v 1.01
ramification (d 137, p 181): A magic the true witness (d 140, p 183): A set of
battering ram that can shatter wooden linked magic glasses that share perspec-
doors. tives.
registrar (d 138, p 181): A magic book wraithfire bomb (d 140, p 183): A dark
that automatically senses and records crystal orb that goes boom. <4>
the most commonly-used name of a
creature that passes nearby. rare
repeater (d 138, p 181): A compact magic abdellahi's scepter (d 141, p 184): A
crossbow. <4>[2 ap] magic scepter that casts a chilling spell.
<2>
silvery horn (d 138, p 181): An enchanted
horn that can send messages far and abyssal brand (d 141, p 184): An edged
wide. [2 ap] weapon forged by a conniving demon.
<2>
skycaller amulets (d 138, p 181): Pairs of
magic amulets that allow their owners to accursed band (d 141, p 184): A trans-
communicate with each other. lucent magic bracelet that can detect
return to index
quest creators resource 45
© the adventure guild, llc, 2020
licensed content, v 1.01
chaos pearls (d 141, p 184): A bag of portal chalk (d 144, p 187): A stick of
luminescent magic pearls that can chalk that can open a portal.
explode with force.
professor prim's mind exploder (d 144, p
dawnbringer (d 141, p 184): A greatham- 187): A magic consumable that bestows a
mer imbued with radiant light. <2>[2 ap] new ability.
death adder (d 141, p 184): A small magic scintillating wand (d 144, p 187): A
tally counter that senses nearby deaths. magic wand that fills the wielder with
[1 ap] mischievous thoughts.
defiance (d 142, p 185): A silvered short scrying sphere (d 144, p 187): A magic
blade that grants the wielder immunity crystal ball that gives the user a glimpse
against mind magic. <2> at the future.
return to index
quest creators resource 46
© the adventure guild, llc, 2020
licensed content, v 1.01
the compensator (d 145, p 188): A broad- echo (d 148, p 191): A ring that duplicates
sword with an envy problem. <2> spells and reflects them.
the eager edge (d 145, p 188): A sentient fable (d 148, p 191): A weapon handed
magic sword that loves to be used. <2> down through generations that records
the deeds of its wielder. <3>
the miracle sponge (d 145, p 188): A
sponge with almost no limit to its thirst. guile (d 148, p 191): A cameo brooch that
can create an illusory visage. [1 ap]
legendary
gungrox's coin (d 148, p 191): A smooth
a magician's key (d 146, p 189): An obsid- platinum coin that randomize a player's
ian skeleton key that creates a private role.
plane. [5 ap]
harmony (d 148, p 192): A weathered
ancient ranger's pouch (d 146, p 189): wooden lute that seeks music through
A pouch filled with seeds that grow into the omniverse. [5 ap]
sentient tree creatures.
harper's haven (d 149, p 192): A small
bane (d 146, p 189): A magical dagger that stone figurine with world-shaking power.
tries to charm nearby creatures. <2> [10 ap]
blood pact (d 146, p 189): A sentient blade june's blanket (d 149, p 192): A patch-
that curses whoever picks it up to feel an work blanket that offers love and
unquenchable bloodthirst. <4> comfort. [1/4 ap]
cosmic purse (d 147, p 190): A magic bag multivious map (d 150, p 193): A sentient
that can hold an unlimited number of map of the stars that loves to pontificate
items. about possibility. [1 ap]
return to index
quest creators resource 47
© the adventure guild, llc, 2020
licensed content, v 1.01
supreme
conservator's ring (d 153, p 196): An
unimaginably powerful ring that can
consume universes. [9 ap]
return to index
quest creators resource 48
© the adventure guild, llc, 2020
licensed content, v 1.01
4. npc templates
return to index
quest creators resource 49
© the adventure guild, llc, 2020
licensed content, v 1.01
npc features fail, they are frozen in fear and lose their
first turn.
veteran: Add 4 HP and 1 attack if the
creature is highly experienced, like a special ability: Give the creature a
veteran town guard, a professor of magic, special ability belonging to one of the
or an ancient elemental. eight player character roles or something
you invent. If the creature is a boss, like
big: Add 10 HP and 1 attack if the crea- an NPC Wizard, you can give them a
ture is much larger than the players, like handful of special abilities belonging to
a bear, a giant spider, or a hill giant. that role. NPCs do not have adventure
points, and they do not need AP to
colossal: Add 40 HP and 4 attack if the use special abilities. If you give them
creature is orders of magnitude larger especially powerful abilities, use your
than the players, like a sandworm, a judgment to limit how many times they
kraken, or a titan. can use them.
regeneration: At the beginning of each reflection: When the creature receives
of its turns, the creature recovers half of damage, return half of the damage
its hit point maximum. received to the attacker.
invisible: The creature cannot be seen invulnerable: The creature cannot lose
with natural vision. hit points. It's probably a god.
extra attack: The creature can attack resistance. The creature takes half
twice during its turn instead of once. damage from a type of damage, like fire
or non-magic weapons.
evasive: The creature has an extraor-
dinary method of movement. Choose ethereal: The creature has no physical
one: it can fly, it can climb quickly, it can body and cannot be affected by physical
burrow and travel underground, it can damage. (It can only be affected by
teleport brief distances, or it can outrun magic harm.) It can freely pass through
other creatures by foot. physical objects and communicate
telepathically.
lifetap: When the creature damages an
adversary, it recovers hit points equal to All spirit creatures are ethereal.
the amount of damage dealt.
Many ethereal creatures are invisible, but
horrifying: The creature is so grotesque, not all are. Ethereal creatures that can
otherworldly, or grim that it causes be seen appear like ghosts: translucent
immense fear in anyone who sees it. creatures that glide through the air.
When first encountering a horrifying
creature, players must roll the die. If they
return to index
quest creators resource 50
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 51
© the adventure guild, llc, 2020
licensed content, v 1.01
5. additional resources
We are excited for creators to make Remember: the license for this resource
whatever they want for Quest using the allows you to use anything you see in
materials in this resource. this document for your own purposes.
You can give your things away for free,
Note that you are not limited to only or sell them. It doesn't make a difference
making things for Quest that contain to us personally, but more importantly,
material from this resource. You might it's completely legal for you to take stuff
want to create an entire narrative adven- from this document and do whatever you
ture that's "for Quest" but doesn't use want with it.
anything in this document. We approve.
return to index
quest creators resource 52
© the adventure guild, llc, 2020
licensed content, v 1.01
compatibility
return to index
quest creators resource 53
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 54
© the adventure guild, llc, 2020
licensed content, v 1.01
Quest is meant to welcome entirely new game in small steps that are digestible
players to tabletop roleplaying, meaning for players. Again, like a trading card
players who have never experienced this game, each card can completely change
kind of game before. You don't have to the game. We recommend modifying
address this audience in your own works, the game by using discrete creations
but if you want to make things that like abilities and treasure rather than
complement our designs, you can take changing core systems.
inspiration from these principles.
linear learning curves
simple rules; endless complexity
Our focus on card-sized blocks of
Taking inspiration from trading card information and our recommended pace
games, Quest is designed to start with a of growth (one new ability per session)
simple set of core rules that can support creates something like a linear learning
endless complexity built on top. Building curve for players. Players only have to
things on top of Quest can expand its learn one new thing per play session.
complexity either by complimenting This gives players time to think about
existing content or by breaking parts each new power they gain, and how that
the game entirely; take, for example, our power hangs together with the rest of
magic treasure item "Dubbin's Dire Die," their capabilities.
which changes the probability bands of
the core die mechanic. By keeping the power: specific to general
core rules simple, you can subvert them
in creative and unexpected ways with For the player characters, we don't scale
"cards" that change the game. statistics like hit points, ability scores,
or experience points as a metaphor for
does it fit on a card? their power. Instead, we use abilities
that grow in power. One of the ways we
We wrote Quest inside of the physical balance this power gain is by increasing
containers we expected to publish the the scope of these abilities.
game in. Many of our items and abilities
exceed these dimensions, but most can Let's say you are creating conjura-
have their text fit on a standard tarot- tion-style abilities in a learning path,
sized card. This has the benefit of forcing we recommend you move from small,
the writer to be economical with words, specific things to conjure, to sweeping,
but it also allows you to change the open-ended things. For example, for the
return to index
quest creators resource 55
© the adventure guild, llc, 2020
licensed content, v 1.01
first conjuration ability in a tree, you scope of the ability's power. Consult the
might consider allowing the player to original Ability Catalog to see how these
create a small toy that can only affect AP costs scale between various learning
one or a few commoners or minions paths and roles.
nearby. On the higher-end of the scale,
you might allow the player to conjure You can use this simple guidance for
almost anything they can imagine. assigning AP costs to custom abilities:
You can also work backward from big 0 ap: An essential ability that you expect
to small. The Wizard's "Create" ability is the player to use constantly. Be especial-
almost the purest expression of conju- ly careful to make free abilities modest
ration, allowing them to perfectly create in power, and avoid one-note jokes.
anything they can imagine. Once you Every role should have a few zero-cost
know what the most powerful version of abilities to let their unique capabilities
an ability might be, you can create steps shine during scenes.
that ramp up to that kind of power.
1 ap: A beginner ability that is expected
the one-note joke rule to be used frequently. Consider abilities
that cost 1 AP as "core" abilities to the
When designing abilities, we try not to role that demonstrate the role's niche.
do something so specific and limited in
flavor that it would become exhausting, 2-3 ap: Moderately powerful abilities that
repetitive, or irritating to use at the table. often "just work" without requiring a die
This is especially important for abilities roll. These abilities are likely to be used
that have no AP cost and can be used at only once per scene.
will. For example, if you create an ability
4-5 ap: Powerful abilities that can have
that causes a creature to emit a rude
dramatic effects on an entire scene and
noise, you should expect it to become
are likely to change the course of the
a "one-note joke" at the table. Think
narrative in the entire session.
about whether an ability would become
too repetitive if used constantly in the 6-8 ap: Extremely powerful abilities that
conversation. are only likely to be used once every few
sessions. Abilities with this cost may
adventure points have permanent effects, or effects with a
Guides have great flexibility in awarding significant scope.
AP to players, but you should take care 9-10 ap: World-shaking abilities, abilities
when assigning AP costs to custom that can dramatically affect the story
abilities. AP costs should scale when the group tells, or any other ability that
you are designing the power of abilities should only be used very rarely in the
from specific to general, and reflect the story. We don't recommend exceeding 10
return to index
quest creators resource 56
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index
quest creators resource 57
© the adventure guild, llc, 2020
licensed content, v 1.01
return to index