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digital game book


version 1.5
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art origins
Welcome, friend. Grim Wilkins Quest was designed
in Brooklyn: part of
Marianna Learmonth an island formed on
Kevin Sottek the coast of North
This is a special place: copy editing America some 21,000
Kara Verlaney years ago.

a retreat from your worries contributing witch Thank you to the


Rebecca Askin one-thousand-six-
and obligations. editor
hundred-and-fifteen
people who helped
Chris Plante make Quest real.
created by typography
Now, T.C. Sottek The headings of
this book are set in
special thanks
Alegreya Sans SC,
close your eyes, Dieter Bohn
designed by Juan
Creighton DeSimone
Pablo del Peral. The
take a deep breath, Tom Moss
Ross Miller
pullquotes are set
in Alegreya Black,
Joel Burgess
and open your mind. Helen Havlak
designed by Huerta
Tipografica. Finally,
Adi Robertson
the body text is set
Loren Grush
in Ovo, designed by
Tom Connors
Nicole Fally.
Ready? Jordan Oplinger
Hilary Kissinger Quest Game Book
Andrew Simone
Let's begin. Rob Dubbin
© The Adventure Guild,
LLC, 2019. All rights
James Bareham reserved.
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what's inside
First, we’ll teach you Second, you’ll create a Third, you'll prepare Finally, if you’re the
how to play the game. unique character with your character with Guide, we’ll teach you
a backstory, a dream, special abilities and how to run the game.
and a role to play. equipment.

6 About the game 21 Character profile 31 How to use abilities 102 The Guide
8 How to play 22 Choose a role 33 The Omniverse 104 Player safety
9 Scenes 23 First impressions 34 The Fighter 105 Build a world
11 Action scenes 24 Style 41 The Invoker 112 Run the game
12 Distances 25 Community 50 The Ranger 113 Set scenes
13 Rolling the die 26 Ideal 57 The Naturalist 114 Clues
14 Deadly scenes 27 Flaw 66 The Doctor 116 When to roll the die
15 Abilities 28 Dream 74 The Spy 117 Challenges
16 Buying things 29 Weapons and gear 83 The Magician 118 Consequences
17 Inventory 92 The Wizard 121 Non-player characters
18 General rules 126 Combat and turns
127 The first session
129 Advanced rules
131 The Treasure Catalog

toss a coin We don't mind if you got this


book for free, and we hope
Games like Quest are meant you'll read through to see if it's
to be shared with friends, and a game you'll enjoy. But if you You can buy our Game Book
we're very glad you're here. like what you see and want to and other products on our
Please thank your friend if you help our little team make Quest website:
received this Game Book from even better in the future, please
them. consider buying your own copy. www.adventure.game
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the game

You are an
adventurer in a
world of magic
and danger

Quest is a game that creates a fantastic


story. The rules of the game help you
imagine what happens.
We'll help you create a unique
character. Then, you'll say what they
do. You can seek treasure, glory,
justice, revenge, or anything you want.
The possibilities are endless.
You can play Quest to make a short
story in one session, or for an epic
adventure that lasts for months or
years. You can't lose the game, but
everyone wins if you tell a memorable chapter 1 (15-20 minutes)
story and have a good time.
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basics

the players The Guide and the party have


different responsibilities, but they
Quest works best with 4-6 players. are equals — partners in storytelling.
This chapter of the book is
First, choose one player to be the addressed to players in the party, but
guide. The Guide plays as the story's it also contains useful information
narrator. for the Guide.
Everyone else will create one of the
story's main characters, and then things you need
play as the character they created.
These player characters are allies Quest is best played in person. Try
in an adventuring group called the to find a place that doesn't have
party. distractions.

The Guide plays the part of the If you play online, make sure you
world around the party, like the have a good camera and microphone
director of a movie. They imagine so your friends can see and hear you
the people, places, and things the clearly.
party encounters. Then, they help Each player needs: It's also nice to have:
everyone imagine the world of the
game by describing it. ■ This book. ■ A quiet room.
■ A few hours of free time. ■ Snacks and drinks.
The Guide also plays the part of all
of the characters in the story, like ■ A place to meet. ■ Some music in the background.
townspeople and monsters. We call ■ A 20-sided die.
them non-player characters, or npcs. ■ Something for taking notes.
Finally, the Guide is responsible for ■ A character profile (p. 21).
creating consequences for the party's ■ A character worksheet (p. 17).
actions. That means imagining what
happens next when a player springs ■ An open mind.
a trap or makes an NPC angry.
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how to play

Say what you the guide

"You hear the trees

do, then find out rustle as the ground


rumbles. Birds jump

what happens
from the canopy
and flee the forest.
Suddenly, a mighty
bear bursts through the
trees and attacks you!
You play the game by having a
conversation with your friends. What do you do?"

It begins like this:


the adventurer
First, the Guide describes your
scene to help you imagine the world "I take out my magic
and what is happening nearby. hammer and attack.
This furry menace
Next, you say what your character picked the wrong day
does. You can do anything you to mess with me."
want, like talk to other characters,
attack, or use one of your special
abilities. the guide

"Okay, roll the die.


Then, the Guide imagines what
happens next and describes the Nice! That's a success.
scene again. What does it look like
when you strike the
bear?"
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scenes

Explore each
scene for clues
You might find yourself in a bustling
bazaar, a castle in the clouds, or a
dark dungeon. Use what you sense in
each scene to help you decide what
to do.
If there’s grease on the ground, you
might slip on it. If a monster is three
times your size, it might be able
to pick you up. If the sky is dark, a
storm may be coming.
Always think about the details the
Guide gives you, and ask for more if
you need it. You can start by asking
what you sense, like “What does it
smell like in here?”
Or you can ask something more
specific, like “Do I see anything I can
set on fire?”
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scenes

how to do things their lines. You can talk to


your companions this way,
what to do traits when you think about
what your character would
Doing things is simple: just or any other creature you This game is about do in each scene.
say what your character encounter in the game. imagining scenes in a
fantasy world, then deciding Think of your character like
does. If you want to open a
Your character will seem how your character a real person. Pay attention
door, say that you open it. If
most interesting and responds to them. to what's happening around
you want to talk to another
believable when you use a them, and think about how
character, start talking to
mix of narrating and acting. You can do anything in the world affects them.
them.
Staying in character helps Quest, but here are some
things you might do often: Take time to talk to your
See a good dog? Say "I pet keep the other players
companions. Express your
the dog." immersed in the world of ■ Investigate the scene by emotions. Question your
the game. asking questions to the
You can play your role allies. Tell a joke or a story.
Guide. You will find the game's
by speaking as your We know: if you’re new
character's narrator and to this kind of game, ■ Describe how your heated moments will mean
actor. the acting part can feel character feels, or say more to you when you
awkward. If you are what they're thinking. take time to explore the
narrating. You can narrate uncomfortable voicing your ■ Talk to your fellow party possibilities of each scene
for your character by telling character’s lines, that’s members, or to any and use your character's
everyone what they’re okay — this isn’t Hollywood, NPCs you meet. voice.
doing. You might describe and you’re not auditioning
how your character moves ■ Make attacks on your But don't feel pressure to
for a role. You don’t need to do the "right" thing in each
across a room or what their adversaries with your
come up with a fancy voice weapons. situation. The story will be
facial expressions look or put on a costume. Of
like when they react to ■ Use your special abilities. more fun and interesting if
course, you can if you want you do what you think your
something. Or you might to. When you create a character would do, even if
describe how something
Everyone feels a little character, you'll choose it results in a setback.
makes them feel.
awkward at first, but personality traits like what
acting. When you speak eventually, you and your they believe in, what their
as your character, you are character will form a bond flaws are, and what they
the actor in a movie, saying that feels natural. want to achieve. Use these
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action scenes

Usually, the action in the game


will flow freely while players
speak, act, and think about what
to do next.
But in an action scene, the
players take turns. During a turn,
your character can move around
and do one thing.
Your one thing can be a special
ability you have or something
else you imagine, like helping
a friend to their feet, attacking
an enemy, or trying to break
through a door.
The Guide decides whose turn
it is based on what's happening
in the story. They'll call on you
when it's your turn.
When each member of the party
has taken a turn, the party has
completed a round. Then, the
Guide gets a round of turns for
all of the creatures they control.
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distances
Picture this: it’s your turn, and
you see a mischievous monster.
So you ask the Guide if it’s
possible for you to hit it.

in reach nearby in range too far


If the monster is in reach, If the monster is nearby, you If the monster is in range, If the monster is too far, it's
you can touch or hit it from can move to be within reach you can hit it with a ranged beyond your range this turn.
where you stand. of it during your turn. attack this turn. You'll have to get closer.
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rolling the die

You roll the die in Quest to let


triumph
fate decide what happens next.
The Guide will ask you to roll This is an exciting moment. You automatically
succeed at what you were trying to do, and you
when you try to do something may even find added fortune. If you’re dealing
risky, or when a bit of chance damage, double it.
makes things fun.
You must roll every time you success
make a basic attack. A basic You accomplish what you were trying to do
attack is when you say you without any compromises. If you're dealing
damage, you deal the standard amount.
use your body or a weapon
to attack something without
using a special ability. tough choice
You succeed in your action, but there's a cost.
After you roll, look at the The Guide will give you a choice between two
number on top of the die. setbacks.
Then compare the result to the
table below. The Guide decides failure
what the consequences are.
You fail your intended action and face a setback
You may find fortune! But if of the Guide's choice. You might lose equipment,
things go badly, you will suffer take damage from an enemy counterattack, or
a setback. You might lose your face some other misfortune.
belongings, accidentally harm
a friend, or face a painful catastrophe
choice. Oh no. You automatically fail, and you may suffer
a severe setback.
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deadly scenes

Don't run out of hit points


Your character's mortality is harm and recovery injury and death
measured by a number called
You lose hit points when you are You can't be seriously hurt until you
hit points, or hp. damaged by weapons, spells, and run out of hit points. But when you
other things that can cause harm. For drop to 0 HP, you are at death’s door.
It's simple: you lose hit points example, you can lose 2 HP from being You can't go below 0 HP, but you will
when you are harmed, like if hit by a sword, while standing in a remain there until you regroup, rest, or
you get stuck by a sword. We dragon's fiery breath might damage you heal.
for 6 HP. You begin with 10 HP. This is
also call this damage. If you are hit while you are already at
the maximum amount of HP you can
have. 0 HP, roll the die. If the result is equal
Bad things happen if you run to or less than the hit, your character
out of HP. regroup. When you rest for a short time dies. For example, if a sword hits you
with no enemies nearby, you regain up for 2 HP while at death's door, you
If you are damaged while at to the halfway point of your maximum are killed if you roll a 1 or 2. If you
0 hit points, there's a chance hit points. For example, if you regroup survive a death roll, you might still
while at 3 HP, you would recover 2 HP. fall unconscious or even receive a
you'll die. If you regroup while at 0 HP, you would permanent injury.
recover 5 HP.
Fortunately, you're also deadly. Losing a character doesn't have to
Your basic unarmed attacks rest. When you complete a full night's mean you are out of the game. If the
(like punches and kicks) deal rest while in a safe place, you recover story isn't finished, you may start a new
all of your hit points. character and rejoin the game when
1 damage. Most common it makes sense for the party to meet
weapons, like swords and someone new.
bows, deal 2 damage.
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abilities

You begin with 6 special abilities


In the next chapter, you will adventure points growth
choose from one of eight roles.
Some of your abilities are so powerful You and your companions will begin
Each role has a unique set of and taxing that you can only use them on the verge of a great adventure. You
abilities that let you do special occasionally. To use these abilities, begin the game with six abilities from
things. If you were a superhero, you will spend AP. If an ability has an the Ability Catalog.
adventure point cost, you must spend
these would be your signature AP every time you use it. Each ability is part of a learning path,
powers. and you must learn new abilities in
You begin the game with 10 AP. order. Abilities become more powerful
You can do anything in Quest, as you travel further down each path.
You earn 5 AP at the end of each game You can choose abilities from any
so don't feel limited to only session as a reward for spending time path, and you don't have to complete a
using your abilities. Think of with your friends. The Guide may also learning path before choosing abilities
your abilities as ways to take award players with AP for roleplaying from a different path.
well, solving puzzles, defeating villains,
control of a scene. Some are
reaching goals, or encouraging fun. Each time you end a session of Quest,
exceptionally powerful and can you may choose a new ability that you
dramatically affect your story. Adventure points don't recharge. Once can use the next time you play. If you
you spend them, they're gone until you play long enough, you can learn all of
You'll spend adventure points earn some more. the abilities for your role.
(ap) to activate your most
powerful abilities.
You can learn what each ability
does in the Ability Catalog,
starting on p. 30.
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buying things

Receive what you need,


trade for things you want
basic goods There's no exhaustive list of what
counts as a basic good, and what
You can meet your basic needs in most qualifies depends on the context of
places without having to pay for them. your scene. For example, if you're in
This includes things of average quality a hostile town where the locals really
that your character needs as a matter of don't like you, they may try to charge
routine, like food and drink, a modest you for things that you can get for free
dwelling, and inexpensive items, like elsewhere. The Guide is responsible for
the things that stock the shelves of a deciding whether something you want
convenience store. qualifies as a basic good.

Here are some examples of basic items


that you can get most places without trading
paying for them: If you want something valuable, like your labor. The NPC may accept or
■ A modest meal at a restaurant. a shiny sword from a merchant or a reject your offer, or try to negotiate with
room in a fancy hotel, you might have you.
■ An average dwelling, like an
apartment. to trade one of your own valuable
If you get stuck in a negotiation, you
possessions for it. There is no money in
■ Room and board at an inn. can ask the Guide to let you roll the die
Quest, only the items of value that you
to see if your offer succeeds.
■ Riding fare for public transit. carry.
■ Common clothes. Trading is based on communication,
To get something from an NPC, you can
perception, and feelings. There's no
■ Mundane items, like string, ink, offer something in exchange. It can be
definitive guide to the value of items —
postage, candles, firewood, groceries, one of your own items or something
only what people want and how much
and small tools. intangible, like a favor, a promise, or
they want it.
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inventory

12 items or fewer
Use your character worksheet to track
your hit points, adventure points, and the
items in your inventory.
You're free to stash things anywhere,
like on a horse or in your home, but your
character can only personally carry a
total of 12 things. Each of your 12 things
should be reasonably able to fit in a
backpack or on your person. You can
choose any configuration of packs, but
altogether, they can only hold 12 things.
If something is a kit, like a sewing or first
aid kit, it only counts as one thing. The
outfit you're wearing and miscellaneous
items that are mundane and near-
weightless, like a personal letter, a pen,
or a decorative pin, don't count against
your limit. You can find a full-page version of the Character
Worksheet to print in the Digital Edition package,
The Guide is responsible for deciding or on our website at: www.adventure.game/downloads
what counts against your inventory limit.
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general rules

Be good to each other


be respectful Don’t introduce extreme
concepts into the game, like
be nice to your guide.
It takes a lot of work to
roleplay an adversarial
situation, go out of
Quest works best when torture or sexual violence, prepare for the game and character to ask the other
people treat each other unless everyone agrees keep it running over time. player if it's okay.
and the conversation with beforehand that they are Show respect for your
mutual respect. Which is acceptable to use in your Guide by paying attention don't be evil,
to say: be nice at the table, story. when they are helping tell
even if your character is the story. It can feel hurtful unless...
mean sometimes. let your friends talk. when people are distracted.
Everyone should get a The players' objectives
The game doesn’t work chance to speak without Since the Guide is bringing should be compatible
when people are angry, being interrupted. Make lots of work to the table, because they are allies. The
rude, or uninterested in sure you are not dominating it’s a nice gesture for game can quickly break if
what’s going on. In the all of the conversation or the players to take turns one player is overtly evil
real world outside of the action. Share the story. providing things like snacks and wants to go around
game, everyone deserves and drinks for the group. murdering everyone they
to be treated with respect. only play your character. meet. That doesn’t mean
When you decide to spend Don't tell other people what silence your phone. you can’t break the law
your time sharing a story to do, even if you think you Please. or do bad things, and
together, you should do have the best idea. You oftentimes, doing the
your best to make sure can't win or lose a game ask for consent wrong thing can be good
everyone has a good time. of Quest in the traditional for the story. But don't be
sense. People are often It is against the rules for evil unless the entire group
respect boundaries. supposed to fail or do silly player characters to attack agrees ahead of time. The
Don’t say things to people things, especially if they are other party members, story belongs to the entire
either out of character or in roleplaying. steal from them, restrain group.
roleplaying that make them them, or force them to
uncomfortable in the real do anything against their
world. wishes. If you want to
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general rules

be mindful of flip a coin singles out one player all


the time, plays favorites, or
to listen to your friends if
they're upset. If tensions
secrets If your party can't agree uses rules inconsistently. are too high, everyone
on a course of action should take a break and
Sometimes you will need and everyone feels stuck, Even though the Guide’s come back to the game
to keep secrets from your consider going out of word is final, they later.
character. For example, character to flip a coin are expected to make
let's say the party splits up, between two alternatives. consistent and fair Always remember: Quest is
and the Guide describes Then, respect the result, decisions about the game. not about winning or losing;
a scene your character is and move on. it's about spending quality
not in. You will hear what help everyone time with your friends.
happens, but your character
is not supposed to know. be a fair guide have fun
Try not to use information The Guide’s job is to The stakes in your story
your character doesn't narrate the story, play will often be high, but
have to roleplay or make characters and monsters sometimes they will also
decisions. Wait for another in the world, and create feel high in the real world.
player to share it, if they consequences for all of the
want to. players' actions. You might feel upset about
what another player says
All of that power comes or does. Maybe you feel
speak clearly with a lot of responsibility. that the rules were used
Because the Guide’s unfairly, or maybe you're
You will use two voices: judgment is so critical
your out-of-character voice just having a bad day.
to the enjoyment of the
(you in the real world) and game, they have a duty to That's okay, but remember
your in-character voice act wisely and fairly.It’s that this experience is
(roleplaying). Make sure it no fun to have a Guide about having fun. If you're
is always clear which voice who constantly punishes not having fun, tell your
you are using to prevent the players in cruel ways, friends why. And be sure
confusion at the table.
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character creation

Say your name


This page is called your character profile.
This chapter will give you ideas to help
you fill in the blanks and create a unique
and interesting character.
You can start right now by choosing a
name. It can be anything! Choose what
your pronouns are to let others know
how to refer to you. Some examples are:
they/them, she/her, and/or he/him.
Next, choose your age (with a maximum
lifespan of 300 years) and your height
(between 3 and 8 feet tall).
Then, follow the steps in this chapter
from 1 to 8 to finish creating your
character. Feel free to use your own
creativity to fill in the blanks. You're not
obligated to use the examples in this
book. Create a character that seems fun
and interesting to you.
chapter 2 (15-20 minutes)
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1
Choose a role fighter invoker ranger
Your role gives you a unique set of The Fighter takes charge The Invoker is a battle The Ranger is an
abilities and is a big part of your to meet challenges up mage, relying on the outlander, hunter,
character’s identity. This is just close. They are weapon force of their ideals. They and skilled navigator,
masters and martial conjure protective wards, thriving on the fringes
a brief overview of Quest's eight artists, relying on their invigorate allies in a of civilization. They keep
roles; you can see their skills in physical might to pinch, and smite enemies faithful pets and have a
the Ability Catalog. overcome foes. with radiance. special bond with beasts.

naturalist doctor spy magician wizard


The Naturalist channels The Doctor is a magic The Spy is a crafty agent The Magician specializes The Wizard is a powerful
their connection with scientist who tinkers of stealth and subterfuge. in conjuration and spellcaster with a diverse
nature to manipulate with the forces of life They are master psychic manipulation. set of magical abilities. At
the elements, commune and death. They reverse assassins and experts From parlor tricks to the height of their power,
with animals, and even (or advance) the effects in the use of magical elaborate deceptions, they they can travel to other
transform themselves into of damage, disease, and gadgets, chemicals, traps, are master illusionists, worlds and transcend
wild beasts. decay. disguises, and forgeries. capable of twisting the their mortal selves.
mind.
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2
When people see me, they first notice my
, , and .
body face vibe
Enter the scene scales gaunt face long shadow

worn scars sharp teeth sleepy mood

iridescent skin fulsome cheeks sparkling gaze


You can give your character as
rack of muscles large, pointy ears eternal grimace
much detail as you want, but it
helps to start with a few distinctive towering physique vestigial antennae bursting energy
features. Imagine what people speckled complexion knee-length beard an air of mystery
would notice when you first enter a
barrel-sized belly devastating smile gentle disposition
room. As a starting point, imagine
the world is filled with humanlike head of tentacles windswept face androgynous vibes
peoples who need the same things generous curves manicured fuzz thousand-yard stare
we do: food, safety, love, and fun.
elongated limbs ridged forehead tightly wound energy
The features you choose may
suggest a unique ancestry, but they bumpy exterior triangular head brooding presence
don't separate you from others. willowy frame timeworn face friendly demeanor
Assume that peoples of the world
sculpted hair romantic eyes meandering gaze
are compatible in matters of family,
labor, and society. stout stature severe jawline graceful posture

lived-in body skeptical eyes captivating grin


You can choose any of the things
from this list or create your own. vestigial tail radiant smile raucous laugh
The only rule is that features you webbed fins burning eyes flawless poise
choose to describe your character
rough hide heavy brows fiery temper
can't give them special powers.
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I wear , ,

etched leather armor a charmed necklace a bronze breastplate

a billowing jumpsuit a ragged headcover oversized spectacles

a tightly fitted tunic antique eyeglasses a homemade charm

religious vestments a patterned hijab hammered earrings

nicked chainmail a silken eyepatch an ornamented belt

runes in my hair fingerless gloves a shining hauberk

a fluttering cape a quilted jacket an animal brooch

weathered rags encrusted cuffs obsidian bracers

3
a layered dress a feathered cap a symbol of god

a warm cloak a boned bodice a tarnished ring

an owl pin a fancy hat a humble tunic

Show your style and move with .

Choose how you present yourself to no sense of urgency wide-swinging arms a joyful whistle
the world. Pick your usual outfit, and an effortless glide a spring in my step relentless focus
imagine what your character looks
frenzied footwork a singular purpose casual swagger
like when they move. It only takes
a couple of features to help people a confident step no sense of space apprehension
imagine you, but you can be even great difficulty music in my feet a heavy step
more detailed if you like.
a reliable pace an uneven gait fearlessness
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I'm from

a great metropolis a remote stronghold a place I can't name


,
4
a remote village a traveling caravan a subterranean city

a frontier town a hidden warren a forgotten nation Call home


a lonely island a working farm a mountain town

a capital city a roadside inn a city in the mist Like the real world, the peoples
a seastead a ship at sea a homestead of Quest are endlessly diverse.
Use where you're from and
where my people are known for what your people are known for
as a starting point for how you
. relate to others in the world.
their steady pursuit of pleasure non-hierarchical relationships

their easygoing temperament plainly stating their intentions

their unhurried sense of time their sense of duty to each other

treating strangers with love resisting a brutal ruling order

restoring justice to the land creating historic works of art

once ruling a vast empire strict adherence to the law

creating a world wonder their commercial success

enduring a great tragedy setting cultural trends

their neutral rationality their traditional ways

their warm hospitality inventing the future

a culture of secrecy losing a great war


26
5 Believe in something
Choose an ideal that guides your behavior. This is your
moral core: the belief that will help you know what your
character might do in lots of situations. You can choose
one of these or create your own.

“I must ensure “Courage is “I know it will


“Stop right equitable and everything. delay us, but we “Life gives
there, criminal just outcomes for Always take should help this abundantly,
scum.” everyone.” charge.” stranger first.” so I will too.”
order justice heroism compassion generosity
You have no It is your duty You don’t stand You believe people You cherish the
patience for to deliver idly by when deserve mercy and opportunity to give
lawbreakers righteousness and someone is in safety. to those in need.
or people who fairness in the danger.
don’t conform to world.
"normal" behavior.

“What’s
the point of “It would be “I made a “Have you “Sure, a lot of
living if we’re irrational to promise, and I “The only law considered your people got eaten,
not enjoying fight. We should must fulfill it at that matters is immortal soul but it was
ourselves?” negotiate.” all costs.” the law of force.” today?” worth it!”
pleasure pragmatism honor power salvation the ends
You seek comfort You value logic You believe in a You think those Making yourself You don’t care
and joy, and and efficiency code, and it's your who are strong and others what it takes, as
believe people above other duty to uphold it. deserve to make righteous in the long as you get
should enjoy being concerns. the rules. eyes of the true where you're
alive. god(s) is the going.
highest calling.
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6 Be vulnerable Nobody's perfect. Choose a flaw to make your character
complicated and believable. Like your ideal, you're free to
choose one of these suggestions or create your own.

“There's no way
I'm going in “I won't rest
first. Someone until I rule every “Ooh... what “Hey — want to
else should do inch of this does this big red smell a funny
it.” world.” button do?” joke?” “...”
fearful megalomaniac foolish impish oblivious
You shy away from You have Everyone thinks You often crack You often don’t
danger and are delusional it’s a silly idea. jokes, make rude see what’s right in
often the last to act fantasies of wealth That's exactly why gestures, or behave front of you, even
in a confrontation. or power. you do it. crudely in front of if it has fangs.
others.

“If it's not bolted “Wow. That's “Nobody has “Magic mirror
down, they “That dark alley “Yes, it's true. a lot of tigers. stepped on my on the wall,
didn't really looks fun. I'll be I'm very famous Time to go pet shoe and lived to who's the best
want to keep it.” back in a bit.” where I'm from.” the big kitties!” tell about it.” one of them all?”
thief hedonist liar reckless wrathful vain
You steal. Your pursuit of You tell tall tales You charge into You are You care too
Everything. pleasure causes and love to deceive situations without unrestrained deeply about how
you to ignore more people. regard for safety or in your use of you are perceived
pressing matters. reason. violence and react by others and
disproportionately change your
to threats. behavior to suit
them.
28
7 Dream big Finally, give your character a dream to work toward —
a reason that fuels their desire for adventure.

I dream of .

returning to my hometown as a renowned hero becoming tremendously wealthy

freeing myself from a gang that wants me dead finding the source of eternal life

getting revenge on someone who wronged me becoming a leader of my nation

finding a corner of the world to make my own becoming a notorious gambler

publishing a book that's found in every home making every stranger smile

sparking an idea that transforms the world becoming a master artisan

becoming the greatest scholar in my field dying an honorable death

recovering a stolen artifact for my people mapping the entire world

stealing from the rich to give to the poor meeting the grim reaper

having my name spoken by my leader pulling off the big score

meeting my parents for the first time traveling to the stars

spreading my ideal across the land becoming a celebrity

overturning a corrupt government meeting my god(s)

producing a timeless work of art killing my past


29
8 Gear up
Your character profile is finished. Now, grab your Character Worksheet
(p. 17). You may choose any three common weapons. Additionally, you
may choose one useful item from this list. You begin the game with these
items, so be sure to mark them in your inventory.

magic flask. A magic flask that


1
hammers, knives, and more, owners to communicate with
deal 2 damage each. You can automatically replenishes each other at any distance
choose any three common itself with a spirit of your within the same world.
weapons to start the game choice. (Choose once.) When held in the hand, the
unarmed with.
magic candle. A powerful
amulets allow the bearers to
communicate with each other
If you choose a ranged candle that can light itself and telepathically by wishing for
You're not obligated to carry
weapon, like a bow or snuff itself out on its owner's the link to be created. Each
a weapon, but in desperate
crossbow, you must also use command. It drips wax but pair of amulets can only
times, you can always use your
one of your item slots for never seems to lose any. communicate with each other
body as one. Remember: your
ammunition. You don't need and can only be activated up
unarmed attacks (like punches kiln gauze. A container of
to keep track of how much to three times a day. Each
and kicks) deal 1 damage. magic gauze that can be
ammunition you have, but time the link is activated, the
you might run out if you lose used to repair broken metal
You can also make unarmed wearers may communicate for
equipment. weapons like swords. When
attacks with extra style. For up to 5 minutes.
the gauze is wrapped around
instance, if you want to throw
a book at someone really useful items a severed weapon, it welds the
weapon back together in a
brell's tent in a tin. A colorful
hard, you can count it as an tin canister that's magically
lockpicks. A set of 5 lockpicks flash. There is enough gauze pressurized. When you unlock
unarmed attack that deals 1
that can be used to try to in each container to repair one the canister and set it on the
damage.
bypass doors and other things weapon. ground, the lid blows off a few
with simple locks. friend flute. This is a small moments later, deploying a

2 magic whistle that knows who large magic tent that can fit 30
magic rope. A 50-foot rope that people. Sound cannot escape
can automatically coil itself. It your friends are. When you
blow in the whistle, only your the inside of the tent. A switch
can also shrink to the size of a on the side of the tin teleports
friends nearby can hear its
common weapons spool of yarn for easy carrying,
and expand back to its normal sound. the tent back inside and closes
the lid.
All common weapons, size on its owner's command. skycaller amulets. A pair of
like swords, bows, spears, magic amulets that allow their
30
the ability catalog

Choose your path


to greatness

Have you ever closed your eyes and


wished for something magical to
happen?
Perhaps to talk to animals, grow
wings and fly, become invisible, or
travel through time and space? Quest
is a magical place where those things
are possible.
In this section, you'll discover all of
the special abilities that make each
role unique. In the next few pages,
you'll learn important rules and
keywords that explain how abilities
work.

chapter 3 (5-10 minutes per role)


31
how abilities work

choosing abilities For example, you could choose the


first ability from each path to start the
adventure points
Choose six abilities for your role from game, or learn a bunch from one or two If you see an ability in the catalog with
this catalog before starting the game. paths. an activation cost, you must spend AP
This is your starting set of abilities, and to use that ability.
you can use them in your first session. You can learn as many or as few
abilities in each path as you want, as When you spend AP to activate an
At the end of each game session, you long as you learn new abilities in order. ability, you must immediately deduct it
may choose one new ability to learn from your adventure point balance.
from the catalog. In the example below, if you wanted
to learn Pair Bond, you'd have to first 3 Activation costs look like this.
learn Speak With Animal, then Animal
learning paths Partner, and then Courier.
(This ability would cost 3 AP to use.)

Some abilities can be used in different


Abilities belong to learning paths, like
the Ranger's Friend path, shown below. legendary abilities ways and have multiple activation
costs. Take the example below:
You must learn abilities in each path
in order from left to right, starting with There are some abilities so powerful 2 You create a small bolt of flame.
the first ability in each path. and rare that you can only learn
them if your adventure provides the 4 You create a huge fireball.
You can learn abilities from all of your opportunity. Your Guide will decide
learning paths. (You don't need to learn when and how your role's legendary In this example, you could spend 2
all of the abilities in one path before abilities can be learned. AP to create a small bolt of flame, or
learning abilities in another one.) instead spend 4 AP to create a huge
fireball. If an activation cost has an "X,"
it means you may choose how much AP
to spend on the ability.
friend
0 If one of an ability's features has
speak with animal — animal partner — courier — pair bond — whisper on the wind an activation cost of 0, you can use it
without spending any AP.

The Ranger's "Friend" learning path.


32
how abilities work

the spy's toolkit "roll the die" spirits. Ethereal creatures who do not
have physical bodies. Think of them
The Spy is a master of practical means If you see this badge in an ability, like ghosts who float through the world.
and is the only role that can craft it means you have to roll the die to Many spirits are invisible.
bespoke magical items. These items are see what happens when you use it.
listed in the catalog alongside abilities, Any time you roll the die there is a animals. Sentient creatures without
and the Spy can acquire them at the possibility of failure. self-awareness or personhood, like cats,
end of a session like you can any other dogs, giant eagles, and insects.
ability. However, these items can be roll the die
bosses. Unique creatures of power,
lost or broken like any other object. The intellect, or importance who are
Spy may spend 2 AP to rebuild a lost As usual, the Guide will decide what the
consequences of the die roll are. But resistant to some abilities.
or broken item. Items must be rebuilt
during downtime in the story. if an ability lists its own set of special minions. Creatures that are more
consequences, the Guide will use those powerful than average, like a villain's
Other creatures may hold the Spy's instead. groupies or the town guard.
items, but only the Spy can activate
their magic capabilities. important keywords commoners. Normal people, common
animals, or other average creatures.
"at the table" Pay attention to these keywords when
you see them appear in this book.
Think of them like extras in the
background of a movie.
If an ability asks you to do something at
the table, that means doing it in the real objects. Any inanimate thing in your plane. A location in the omniverse. You
world. If you can't do it, that's okay; you scene, like a door or a chair. can learn more about planes and the
may ask another player to assist you, or omniverse on the next page.
creatures. Any sentient being, including
just ignore the requirement. both NPCs and player characters.
If you're uncomfortable performing People, humans, dogs, aliens, talking
one of the game's abilities, like reading trees — yes, anything.
poetry, you may describe how your non-player characters (npcs). Any
character performs the ability instead creature played by the Guide.
of doing it yourself.
33
the omniverse
Imagine an infinite cascade of universes,
like lily pads spread across an endless
lake. The universe of your story is one of
them. Each universe is made up of a series
of planes, and all universes are connected
through an astral plane called the rift.

worldly plane shadow plane the rift the beyond


The worldly plane is the Beneath the worldly plane, The Rift is an astral The Beyond is the outer
primary plane in each there are shadow planes: plane that exists between plane, the omniverse,
universe. It is the realm of independent dimensions universes. It is the nexus that encircles all possible
your conscious existence of time and space. They — the planar transitway — universes. It is the source
— the ordinary reality of can only be created and between an infinite number of the magical energy
space, time, matter, and accessed by using magic. of parallel realities. It is the that weaves through
energy. Most stories in lake where the lily pads lie. all of the omniverse’s
this game begin in the Think of them like ships in endless realities. It is
Worldly Plane. Access to a bottle. Each shadow plane Creatures perceive The Rift an incomprehensible
other universes and planes can be filled with anything like a series of vast islands, space where all possible
requires the use of powerful — from a single room some as large as continents existences simultaneously
magic. surrounded by darkness to or planets, situated on occur and time stands still.
a convincing illusion of the the inside surface of a
There are infinite real world. brilliant celestial sphere. Each time a group of
numbers of worldly planes Each island in The Rift is a players sits down to tell a
in alternate possible door to a possible universe. story in Quest, they create a
universes. The Rift is home to entire new part of the omniverse.
civilizations, godlike That means every story told
creatures, and many other in this game is connected.
beings who are spread Characters can even travel
across its expanse. between stories if given the
chance.
34
the fighter

The Fighter charges into battle with


a fearsome cry, raising their sword to
cleave through enemies. They deftly
move between foes, countering their
attacks and enduring them when
necessary. They rally their comrades,
forming unshakable bonds with them.
You can use the Fighter role to play all
kinds of martial experts. You can be a
stoic knight, a glory-seeking gladiator,
a wizened veteran, a meditative
pugilist, or a raging berserker.

quick start
Choose these abilities: Counterattack, Wild
Attack, Provoke, Intercept, Summon the Blood,
and Size Up.
35
dueling
counterattack — wild attack — overpower — disarm — duel

counterattack overpower you don't have this deck, assign these


abilities to a standard deck of cards.)
0 When an enemy within reach 1 You use your strength to Choose three of these cards to use
rolls a tough choice or worse on a basic overpower a commoner or minion and place them facedown on the table,
attack against you, you parry their within reach. (You cannot use this keeping it secret from the Guide.
attack and take no damage. If they ability on bosses.) Describe how you
roll a failure or worse, you may also overpower them. You put the target in a The Guide must guess the identity of
immediately roll the die to make a basic compromised position until they spend each card. Reveal the card after each
attack on them. This counterattack a turn getting out of it. During this guess. If the Guide guesses correctly,
does not count as a turn. time, basic attacks hit them for double you fail to use the ability on that card.
damage. If they guess incorrectly, you use the
wild attack ability immediately at no AP cost, and it
roll the die disarm is automatically successful.

1 You disarm an NPC within reach. If the Guide guesses all three correctly,
0 You attack with reckless power, your foe immediately makes a
If you have a free hand, you may take
disregarding your safety. Describe a the weapon for yourself, or you may successful counterattack against you.
signature style for this attack and what toss the weapon aside. You may disarm But if they get all three guesses wrong,
it looks like when you make it. the NPC on your turn or immediately you may extend the Duel for another
20: You deal quadruple damage. after they roll a failure or worse on an round of three guesses.
11-19: You deal double damage. attack against you.
6-10: You deal double damage to the duel
enemy, but they counterattack you.
2-5: You miss. All enemies within reach 1 You compel a nearby creature
may counterattack you immediately. to fight you in single combat. (The
creature must already be hostile toward
1: Your weapon breaks. you.)

If you have the Quest Core Deck,


take your Basic Attack, Wild Attack,
Overpower, and Disarm cards. (If
36
tactics
provoke — intercept — charge — retreat — whirlwind

provoke charge whirlwind


0 Make a nearby creature angry at 2 You lock your gaze on a nearby roll the die
you by saying something or making a destination, summoning all of your
rude gesture. Your target must be able strength to charge toward it. You 2 You become a tornado of martial
to understand your intent. For the next violently barrel through any foes in fury in an attack so swift that creatures
minute, the target focuses its attention your path, knocking them down and nearby can hear a whistling sound in
on you, ignoring all others. The effect dealing 1 damage to each of them. the air. You may use your body or a
ends if the target is hit by another Creatures you knock down are dazed weapon for this attack.
creature or if hostilities subside. and cannot use special abilities during 20: You strike all enemies within reach,
their next turn. hitting them for double damage.
intercept 11-19: You hit all enemies within reach.
retreat
1 If a nearby NPC is about to attack 6-10: You hit all enemies within reach.
someone, you may rush to intercept the 2 You Provoke all nearby enemies Choose one: you deal half damage
attack. (You must say you're using this to give your allies cover to retreat. If or your weapon breaks after dealing
ability as soon as the Guide declares the you are in combat, one nearby enemy damage.
attack.) The NPC makes their attack on immediately gets a chance to attack 2-5: You hit one enemy within reach,
you instead. you. then your weapon goes flying in the
When you intercept the attack, the You and any willing allies can then air.
attacker immediately becomes affected safely and expeditiously disengage from 1: You spin wildly until you feel sick,
by your Provoke ability. a fight and leave the scene. Commoners and an enemy disarms you.
and minions will not pursue you, but
bosses may still choose to give chase.
37
camaraderie
summon the blood — valiant soliloquy — war story — marshal — bond

summon the blood use this ability during downtime in bond


the story, like when you regroup or
1 When you regroup (p. 14), you undertake a journey. (You can't spout 0 Choose a member of your party
bolster the spirits of your party by history during combat.) to form a special partnership with.
reciting a poem. You must recite a They must want to form the bond with
poem at the table for your friends. You must recount a different conflict you. You may only bond with one party
You can write your own or read one each time you use this ability. If there is member at a time, and the bond cannot
from another author, like from a book, no battle to recount, you can make one be broken until your partner dies or
movie, or TV show. up from your character's past. abandons the party.
■ You may now use Intercept (p.
When completed, your party recovers marshal 36) for no AP to defend your
an additional 3 HP from regrouping.
1 When you face a serious test of partner from an attack.
valiant soliloquy strength, you can organize the help of ■ You can now sense when your
your allies to overcome it. The whole partner is in danger, even if you are
2 You inspire your allies with a party must be nearby and able to separated.
rousing speech. You can write your own participate.
or borrow one from a play or movie. It ■ You are immune to fear when your
can be short; reading a few powerful Everyone in the party must roll the die. partner is at death's door.
lines is enough. If a majority of players scores a success ■ You notice your heart beating
or better, you are able to overcome the stronger when your partner is
You must give the speech at the table. challenge. nearby.
When you complete it, each member of
the party gains the option to redo their You can use this for feats that would be
next roll. This option expires at the end improbable to accomplish alone, like
of your scene if it has not been used. breaking through a reinforced door,
lifting a wooden beam off of someone,
war story or winning a tug-of-war contest against
a giant. The Guide will decide what is
0 Once per game session, you may outside of the limits of this ability.
earn 2 AP by recounting a battle from
your past adventures. You can only
38
leadership
size up — plan — recruit — attendant

size up recruit 10 hit points and can use the Counter


Attack, Wild Attack, and Provoke
0 You evaluate the capabilities of a 1 You command a nearby abilities. The Guide will create the rest
nearby creature or group of creatures. commoner or minion to assist you. of the attendant's characteristics.
The Guide will give you useful insight (They cannot currently be hostile
into their capabilities, strength, toward you.) You can have them join The attendant is your ally and a capable
vulnerabilities, and/or resistances. At a a fight or perform other tasks, like apprentice. (The Guide plays as the
minimum, you will receive an accurate watching a door, defending an area, or attendant like any other NPC, but you
assessment from the Guide about delivering a message. They will follow may give them orders.) They'll run
whether they would pose a fair fight. your commands to the best of their errands for you, assist you in combat,
ability, but they won't follow absurd or and follow other orders to the best
The Guide will deliver this information suicidal orders. of their ability. But they may choose
to you narratively. For example, they not follow absurd, suicidal, or morally
might say "you notice the giant spider The Guide plays the part of the NPC. ruinous orders.
flinching at the sight of your torch," After one day or when they complete
rather than telling you it is vulnerable the task you give them, the recruit will This arrangement is based on mutual
to fire damage. leave you and return to their business. respect; your attendant follows you to
learn what you know. If you betray your
plan attendant attendant, they may abandon you.
3 If you have time to prepare before 7 While in a populated area,
a conflict and you can choose when it you may find and recruit an NPC
begins, you may ambush your enemies attendant. The Guide will tell you
and take the first round. Before action how you find this person and who
begins, each party member must say they are. The attendant will stay with
what they will do during their first you permanently until you dismiss
turn. The Guide will then resolve these their service. You may only have one
actions simultaneously. attendant at a time.

The attendant is a Fighter-based minion


who is played by the Guide. They have
39
body
technique — flow — yawp — focus — defy death

technique yawp your body.


roll the die
You are always deadly, even when not defy death
holding a weapon. Attacks with your
body (like punches and kicks) now hit 1 Once per scene, you may make 4 If you would die from an enemy's
for 2 HP. a show of bravado to frighten nearby attack, you may overcome fate to make
creatures. Any common folk nearby will a last stand. Instead of dying, you stay
flow seek shelter, run away, or attempt to on your feet but remain at 0 HP. If you
appear non-threatening. also make an appeal to your dream
1 When you roll a 20 on a basic (p. 28), you recover 1 hit point. You
20: Half of all minions flee the scene.
attack, you may briefly enter a state of must say something that references
intense focus. After completing your 11-19: One minion flees the scene.
your dream — to declare why you now
initial attack, you may immediately 6-10: One minion flees the scene, live to die another day.
make one basic attack on each enemy unless their boss is present.
within reach. These attacks are You laugh at death, but death demands
1-5: They laugh at you.
automatically successful. a toll. Each time you use this ability,
you increase a supernatural bounty on
focus your head. In quiet moments, you begin
You pause briefly, closing your eyes to feel as if the shadows are watching
and clearing your mind of its reflexive you.
habits. Your restless self fades away as
your body becomes your task.
3 You immediately use your Flow
ability, even if you didn't roll a 20.
4 You become wind; until the end of
your current fight, minions cannot hit
you with basic attacks unless they roll
20. This effect ends if you are hit.
5 You purge a poison or illness from
40
brick wall, or knocking a giant to the steel pact
ground. You can now do things that
were just beyond your reach, but not Choose a weapon you own. You form
things that are absurd. (You can't move an extraordinary bond with it that
legendary a mountain or lasso the moon.) The cannot be broken unless the weapon
Guide will decide what's possible. is destroyed. You now sense which
direction your weapon is in and feel a
champion vague sense of how far away it is. If it is
beyond your current plane of existence,
Tales of your heroic deeds have spread you sense nothing but a dull feeling of
limit break through the lands, elevating your sadness.
stature into the stratosphere.
You achieve a transcendent unity of 0 When you roll a failure when
mind and body that allows you to You are now a hero, especially to using this weapon, you may reroll the
passively channel the magic around you those who value power. Authoritarian- die once. You must take the result of
and push yourself beyond your natural minded people are especially vulnerable the reroll.
limits. to your reputation, and most will defer
to you in reverence. This includes town 0 When you roll a 20 on an attack
7 You single-handedly rout all guards, bandits, and others who enjoy against a minion while using this
nearby minions that you can see in a using force. weapon, you automatically kill it,
stunning display of martial fury. You unless it has immunity against weapon
may choose to kill or intimidate any You gain the Recruit ability (p. 38) attacks.
number of them. Describe how you if you do not already have it, and you
clear the scene of these foes. may use it for no AP cost on your fans
or those who are awestruck by your
4 You mark an enemy, beginning prestige.
a relentless assault on them. You
automatically make three successful You also gain the Attendant ability
basic attacks on them. Then, you may (p. 38). It now costs 4 AP to use.
continue making basic attacks on them
until you roll lower than a success.
3 You briefly gain unbelievable
strength to perform one task. You
can do things that were previously
impossible, like single-handedly lifting
a giant boulder, running through a
41
the invoker

The Invoker closes their eyes and


utters a mantra, raising their sword
in the sky as it ignites in a glorious
flame. They peer into the souls of
others to divine their intentions and
true nature. They ward their friends
from harm, and smite those unworthy
of their ideals.
The Invoker is a good choice if you
want to play a character who channels
greater truths to achieve their goals.
They can be devout paladins serving a
righteous god, oath-keeping warriors,
quixotic vigilantes, or dark knights.

quick start
Choose these abilities: Declare, Petition, Soul
Gaze, Fiery Avenger, Thunderous Word, and
Shield.
42
invocation
declare — petition — invoke — vow

declare ■ A request, like "I ask for strength." merely a figment of your character's
■ An adulation, like "for I am your imagination, you meet with an avatar of
0 Once per scene, you may declare supernatural wisdom.
humble servant" or "for you are the
a reason for intervening in a matter,
truth." Set a timer. You may speak to the
steeling your resolve. The reason should
be based on your ideal (p. 26) and When you are finished reciting the avatar for 1 minute about anything you
the scene's context. For example, if you petition, all of your hit points are like. If you ask any of these questions,
believe in order, you might tell highway restored. the Guide will give you a truthful
robbers they're breaking the law. Or answer:
if you believe in honor, you might say invoke ■ Am I on the right path to ____________?
there's no honor among thieves.
3 You leave your worldly body ■ Is ___________ who they say they are?
Choose one result: behind and create an astral projection ■ Am I living up to my ideal?
■ You immediately make a successful of yourself. You must be in a quiet ■ Have my actions unknowingly
basic attack on a nearby foe. place with no other creatures around to caused anyone harm?
begin the ritual.
■ You compel an NPC to explain what ■ How can I redeem myself?
they are doing (they may lie to you). While in this trance, you can only
■ You convince commoners to leave. vaguely sense if there is danger around
your mortal body. You may exit the
petition trance at any time.

2 When you regroup (p. 14), Your mind enters a liminal plane of
you may close your eyes and calm your existence. You experience this place
body. You recite a short petition and like a dreamworld in the stars; it might
receive a boon. be a lush paradise in a nebula, an idyllic
homestead, or a temple in the fires of
You must recite a petition at the table creation.
that contains all of these parts:
If you have an allegiance to a deity, you
■ An address line, like "in the name of
meet with their avatar. If you hold no
the gods" or "for the love of wisdom."
allegiance to a deity or if your deity is
43
invocation
declare — petition — invoke — vow

vow Once the vow is created, you receive


these ongoing benefits:
You create a vow that permanently binds
■ You can now use your Invoke ability
you in service of an ideal. You may only
once per game session for no AP cost.
do this once. There is no turning back.
■ The healing effect of your Petition
You can express this bond as devotion to ability now affects nearby party
a deity, a people, a cause, or something members in addition to you.
else that represents or is served by your
■ Your eyes now have a faint glow.
ideal. (You may use an ideal you chose
when creating a character, or choose You have a sacred obligation to fulfill
a new one.) You must be in a safe and the promises you have made. Each time
quiet place to make the vow, and it must you betray the promises of your vow in a
include: serious way, you feel a sharp pain in your
■ Something you promise to actively do heart, and your maximum HP decreases
in service of your ideal, like helping by 1. You cannot be reduced below 5
the sick. maximum HP from this effect.
■ A person, place, or group you promise
to protect when nearby.
■ A wrong from your past that you
pledge to make amends for someday.
44
inquiries
soul gaze — impression — evil eye — shadowseek

soul gaze evil eye shadowseek


roll the die 1 You pause, closing your eyes and roll the die
quieting your mind. You sense the
1 Your eyes turn black, like worst thing that ever happened nearby.
3 You seek the location of a specific
shimmering gateways to eternity, as you The Guide will describe to you the type creature or object by projecting your
peer into the eyes of a nearby creature. of thing that happened and what the consciousness into a shadow plane
They become momentarily transfixed people involved look like. (p. 33). You must know what your
on your gaze. target looks like.
For example, you might learn that
20: You learn the creature's ideal and someone was murdered, a curse was 20: You glimpse the target in real time
flaw. You also learn the worst and best created, or an evil vow was taken. and can see its nearby surroundings. If
thing they have ever done. it is a creature, you may speak to them
11-19: You learn their ideal and flaw. for 1 minute. They cannot see you, but
they hear you in their mind. If you
6-10: You learn their ideal and flaw, but touch them, they feel a faint sensation,
one is false. as if a breeze passes through them.
1-5: They resist your invasion and 11-19: You glimpse the target in real
briefly glimpse your recent thoughts. time, can see its surroundings, and
may watch it for the next minute.
impression
6-10: You briefly glimpse the target and
1 You brush against a creature for can see its surroundings, but you don't
a fleeting moment, feeling its desires. know if you're seeing it in the present
The Guide chooses and reveals to you moment.
something specific that the creature 2-5: You walk the shadow plane for 1
routinely craves. You become cursed minute, finding only darkness.
to also crave that thing and cannot use
Impression again until you fulfill the 1: You walk in darkness. If you were
desire. When you fulfill it once, the searching for an enemy, they see you
curse is lifted. instead, learning your exact location.
45
verdicts
inspire — compel truth — forgive — liberate

inspire 2-5: The target resists your invasion liberate


and senses you tried to manipulate
1 You inspire a nearby NPC by 4 You place your hand on an
them.
reciting a meaningful statement to NPC, channeling the weight of your
them. You may invent a famous quote 1: The spell backfires. The target may devotion and resolve. By speaking a
or proverb, or borrow one from the real compel you to answer a question word of power, you alleviate them of
world. The creature must be able to truthfully instead. a character flaw. (You must already
hear and understand you, and cannot know one of their flaws.) They are
currently be hostile toward you. forgive effectively cured of the flaw and it no
3 While placing your hand on a longer affects their behavior.
Until the end of the day, the NPC
shapes their behavior around their creature and telling them they are This also has the effect of your Forgive
ideal, and cannot fall victim to their forgiven, they immediately feel guilt ability and relieves the creature of any
flaw. fade from their conscience. You must guilt for succumbing to their flaw in
know a specific act or circumstance the past.
compel truth that the creature feels guilty for. Your
words of forgiveness must be in the
roll the die
form of a Petition (p. 42).
1 Your eyes glow like blue flames If you use this on a commoner or
as you look into the eyes of a nearby minion, they will become awestruck as
creature and grip their mind. if they have received a blessing from a
20: The target is compelled to answer god. They may begin to follow you as
all questions truthfully for the next 5 if you are a prophet, and they will not
minutes. You may set a real timer. willingly cause you harm.
11-19: The target is compelled to answer If you use this on a boss, you will
three questions truthfully. temporarily endear them to you. They
6-10: The target is compelled to answer will not harm you until the next time
one question truthfully. you meet, unless you or the party tries
to harm them. They cannot be affected
by this spell twice.
46
wrath
fiery avenger — thunderous word — lawbringer — smite — blazing avenger

fiery avenger weapon that deals 3 damage. It appears blazing avenger


to crackle with blue-green light and
Choose a phrase to use for this spell. leaves a deep, reverberating sound in its 6 You recite a magical statement
wake. about your ideal while holding a
1 You speak the phrase of power, weapon, imbuing it with incredible
igniting your weapon in a magical If you roll a triumph when using the power. The weapon gains the following
flame of any color. While the weapon hammer, it releases a crackling boom benefits:
is on fire, it acts as a torch that casts and casts your Thunderous Word spell
light nearby. The flame increases the ■ It now glows faintly at all times and
on the target. The hammer vanishes
weapon's damage by 1. The flame glows brighter when enemies are
in smoke after one hour or when you
persists until you roll a failure or worse nearby.
dismiss it.
on an attack with the weapon. You may ■ When holding the weapon, you may
dismiss the flame at any time. smite cast Fiery Avenger on it at will for no
AP cost.
thunderous word 5 Speak a word or phrase,
■ When you roll a 20 when making an
condemning a nearby creature that
Choose a word to use for this spell. attack with the weapon, it casts the
you can see. You engulf the target
Smite spell on your target.
in radiant flame, hitting it for 10 HP.
2 You speak the word of power,
If the damage dealt is enough to kill You can only cast Blazing Avenger on
releasing a thunderous shockwave in
the creature, it explodes into ash, and one weapon at a time; casting it again
the direction you are facing. The wave
its body and spirit are permanently cancels the previous enchantment.
knocks up to three creatures backward
obliterated.
and hits them each for 2 damage.
Creatures affected by the spell are If you destroy a creature with Smite, roll
briefly dazed and cannot use special the die. On a 2-20, nothing happens.
abilities during their next turn. On a 1, the creature's spirit becomes a
dark passenger in your mind. You never
lawbringer know when it may decide to speak to
3 You raise your hand to the sky and you or observe your behavior.
summon a spectral warhammer into
your grip. The hammer is a one-handed
47
wards
shield — sigil — rebuke — oblation — befizzle

shield won't move closer to the sigil or may oblation


turn back.
1 You summon a magical shield that 3 You place both hands on a
appears as an aura of soft light around alert. Receive a signal in your mind creature, uttering a loving word or
your body. The shield blocks up to 3 hit when creatures pass by the sigil. phrase. The creature instantly recovers
points of damage. (Any damage dealt 6 hit points and wakes up if they are
in excess of 3 HP passes through the message. The sigil telepathically sends a unconscious. Or you may choose
shield and hits you.) The shield lasts short message of up to 10 words in your to cast this spell with no AP cost by
until it takes 3 or more damage in a language to creatures passing nearby. transferring your own hit points to the
single hit. creature. The creature recovers as many
You may keep your drawing and reuse hit points as you are willing to give up.
sigil it later when casting this spell again,
and you can choose a new effect each befizzle
2 You draw a magic sigil on an time.
object. The spell lasts until you cancel 4 You curse a creature nearby,
it or cast Sigil again. You can only cast rebuke restricting their use of magic for
the spell if no enemies are currently the next hour. If they try to cast a
1 You utter a righteous word or
nearby. spell, they will find it impossible. For
phrase in the direction of a nearby example, if the spell is spoken, they
Choose a specific creature for the sigil creature that is approaching you during forget their lines; if the spell requires
to affect, or a type of creature, like that creature's turn. (The creature hand-waving, they find their arms
spirits or werewolves. Then draw a cannot already be within reach.) You frozen. If you are casting the spell on
circle on a piece of paper at the table. release a spectral clone of yourself that a boss, you must concentrate on it to
Draw the creature that will be affected rushes them, knocks them back several maintain the effect; the spell ends if
by the spell inside of the circle. Choose meters, deals 1 damage, and ends their you move or do something else.
one of four effects: turn. The clone then disappears.

lure. The sigil attracts creatures to


its location, where they linger for a
minute.

repel. Creatures who come nearby


48
sacrifice Choose one of the following things.
It will eventually become true, as you
0 You lay your hands on a creature have foreseen.
who has died, bringing it back to life.
legendary The creature must still have a corpse savior. The creature will sacrifice
that is mostly intact. If the creature died their life to try to save someone or
of old age, they receive a new maximum something.
lifespan of the Guide's choice.
betrayer. The creature will betray their
The sacrifice withers your soul. Each allies at a pivotal moment in pursuit of
time you use this ability, you must a hidden agenda.
wraith choose an additional character flaw.
Additionally, you permanently lose 2 leader. The creature will acquire a
0 You become a wraith: a creature
HP from your maximum hit points. meaningful amount of power and
between two worlds. Now, whenever authority over a people or place.
you have 0 HP, you may instantly
If you reduce your max HP to 0 by using
become ethereal. You appear
this ability, you acquire the legendary disgraced. The creature will do
translucent and ghostly while ethereal, something so morally ruinous that
Wraith ability, and you permanently
but you are still visible to others. they become widely known for their
enter an ethereal form. Using Sacrifice
while at 0 maximum HP permanently misdeed.
Your ethereal form has a maximum
of 0 HP and cannot be healed. You are kills you. paragon. The creature will do
immune to all physical (non-magical) something so morally good that
harm while in this form. However, prophecy they become widely known for their
harmful magic hits you for double HP righteousness.
You delve through time to glimpse
while ethereal, and taking damage can
an NPC's fate. You may only use this
still kill you.
ability once during your entire story, so
You may revert to your normal form use it wisely.
at any time during your turn. But you
The choice you make shapes the story
cannot change forms to avoid taking
for everyone. The prophecy must come
damage immediately after being hit.
true; the Guide is obligated to honor
the fate you have chosen at some point
in the story. When and how it emerges
is up to the Guide. You may keep your
choice a secret from the party.
49
You must seek fact. You won't find
satisfying answers to questions like
"What is the meaning of life?"

legendary Casting Eternity Gate is a huge risk.

20: You receive your answer and may


ask a follow-up question.
11-19: You receive your answer.
6-10: You receive your information and
eternity gate return to your body after one week.
roll the die Your mind ages by 1 year in the week.
2-5: You fail to receive the information
7 You project yourself past all
and return to your body after one
realities and glimpse a place outside week. Your mind is wracked from
time and space – into The Beyond. wrong turns in your search. You age
Here, you may seek and find a single by 10 years. Choose an additional
truth by posing a question to eternity character flaw.
itself. The Guide will give you a fulsome 1: Your mind is trapped in The
and accurate answer to your question. Beyond for 100,000 years, where
If you explain why you are asking the you experience an endless search
question, the Guide will do their best to through a maze of other realities.
answer in a way that satisfies what you After enduring this ordeal in The
were trying to discover. Beyond, your mortal consciousness
fundamentally changes when you
For example, if you asked “Is my friend return to your body after one week.
still alive in another dimension?” the The ideals and flaws of your previous
Guide will tell you whether they are self have washed away during your
alive. If you explain that you asked incomprehensible exile. Choose a
because you want to reunite with them, new ideal, a new flaw, and a new
the Guide might tell you exactly where dream to reflect deep changes in your
they are and how to get there. character's personality.
50
the ranger

The Ranger closes their eyes and


places their hand on a tree trunk,
learning the secrets of the forest.
They stop to chat with a local squirrel,
making a new friend. They speak
myth, earning the favor of strangers.
The Ranger is a great choice for
people who want to play a skilled
hunter and survivalist who thrives on
the fringes of civilization.

quick start
Choose these abilities: Commune, Read the
Winds, Speak with Animal, Animal Partner,
Track, and Remedy.
51
story and song
commune — folk song — speak myth

commune conversations. as it does not harm them.

1 You use the language of outland somber. The audience falls silent and lesson. Using the obligation, say what the
folks, gaining the trust of a nearby begins a sorrowful reflection on their lesson of the myth is, like "Give refuge to
commoner. You must invent a local suffering. strangers" or "Always be a fair dealer."
saying to exchange with the NPC; it can
be something like "It's raining cats and proud. Zealous feelings are ignited, subject. Name a central person or event.
dogs" or "Don't judge a book by its cover." making the crowd noisy and excitable.
story. Describe a dramatic situation the
Explain what it means at the table.
speak myth person or event is famous for. Perhaps
Then, if you ask any of these questions, they were a missionary who fed the
3 You appeal to a local myth to gain hungry or it was a great flood that killed
the NPC will answer to the best of their
ability. the favor of a commoner. You create the many.
myth using four parts: an obligation, a
■ Is anyone causing trouble? lesson, a subject, and a story. Share the myth with your friends at the
■ Where can I find the leader? table. You may reuse a myth you have
obligation. Decide how the myth affects created without describing it in full.
■ What are folks talking about lately? your target. Choose one:

folk song ■ They offer you and your allies food,


shelter, and secrecy in their home.
2 You sing a song that kindles strong ■ They offer you the best reasonable
feelings in NPCs nearby. (The song has trade on an item they are selling.
no effect on hostile creatures.)
■ They go on a small mission, like
Read or sing the chorus of a song at the fetching an item or delivering a
table and describe your performance. message.
You may write your own or use one from ■ They admit to a recent wrongdoing.
another songwriter. Choose a mood to set
for your audience: ■ They forgive you for a transgression.
■ They spread a rumor you create.
bright. Hearts swell with friendly
enthusiasm, sparking joyful ■ An obligation of your choice, as long
52
survivalist
remedy — shroud — signal — ritual

remedy signal ritual


1 You scavenge your area for a 4 While in wilderness, you create 4 You scavenge your area for a short
short time to find a plant-based remedy a distress signal that can be seen by time to find a single dose of a magic
for an ailment. You find enough other Rangers. Describe how you send edible. (There must be plants in the
for a single dose. The remedy cures your signal: it can be a smoke signal, area.)
temporary illness and eliminates a message you leave on a tree, or a
poison. similar act. When you ingest the edible, you
embark on an inner journey over the
shroud Within the next day, you will meet an next hour for supernatural insight. You
NPC Ranger who comes to your aid. may learn the truth about one of the
3 You entreat nearby flora to Out of respect for you as a colleague, following things:
provide the party with protection while they will stay with you until they ■ The safest or fastest way to get
camping in wilderness. (There must be finish helping you with a request. Your somewhere.
plants nearby.) Shrubs and thorny vines request cannot be unlimited, and they
will emerge around the campsite to will not stay with you forever. ■ A place where your Nemesis (p.
provide concealment. The shroud lasts 54) visited within the past day.
until you leave the camp. The NPC Ranger has 10 hit points, and ■ Whether you are in a real place
comes with equipment of the Guide's or if your reality is some kind of
The shroud conceals the light from choice. You can ask them to do things, deception.
a small campfire. If hostile creatures but they are an independent character
advance on the party’s campsite, the who will ultimately act according to ■ Whether an ally is keeping a secret
trees will rustle and howl to provide 5 their own interests and ideals. from you. (You learn who they are,
minutes of early warning. Creatures but not what the secret is.)
can pass through the shroud, but they If an Invoker invites you along when
are hit for 1 HP if they push through. using their Invoke ability (p. 42),
When you regroup (p. 14) inside of you may use Ritual to join them on
the Shroud, your party gains the benefit their journey to an astral plane. The
of a rest. same rules of the Invoke ability apply
to you when joining the Invoker.
53
pathfinder
read the winds — navigate — delve — speak with trees

read the winds shelter. You find a natural cave that speak with trees
offers shelter from harsh weather.
0 You concentrate on the language You touch a tree trunk, connecting
of wind, sensing weather patterns in ruins. You find minor ruins, like an yourself to the trees of a contiguous
your region of the world. You are able abandoned keep or a withered statue. forest.
to glimpse a weather forecast for the
next few days in your region of the nest. You find the home of an animal 2 seek. You ask the tree to search
world. or group of animals, like an otter's den. the forest. For example, you may ask
to locate a specific creature, an object
2 If you spend 2 AP on this ability, delve laying somewhere, or a location,
you may choose the weather that you like a cave or building. The tree will
2 You make a sound that travels
foresee in your region over the next commune with its friends and then tell
few days, as long as it is seasonally throughout an underground structure,
you where it is, how to get there, and
appropriate. You might choose light like a natural cave system or dungeon.
how long it will take.
rain, a thunderstorm, fog, a heat wave, (You can clap, make an animal noise,
or any other weather pattern, except or anything else that might echo.) You 2 warn. You ask the tree to watch
for natural disasters like tornadoes or sense the general layout of the next over the party. Until you leave the
hurricanes. three areas connected to yours, plus forest, trees will begin to sway and
the layout of any passageways between rustle if you approach a trap or a
navigate these areas. The Guide will draw you dangerous creature. The rustling
a rudimentary map, noting any major increases as you draw nearer to danger.
0 You feel the land in your bones. features, like columns, bridges, or
You cannot get lost in wilderness unless crevasses.
magic is inhibiting you.
1 You navigate your party to one of
the following areas when traveling in
wilderness:

oasis. You find a reprieve that has a


small amount of nourishment.
54
hunter
track — farshot — deadeye — stalk — nemesis

track deadeye nemesis


0 When you find tracks, you can 0 Whenever you roll a 20 with 4 Choose a specific creature you
instantly identify the type of creature a ranged weapon, you can name a have met before. You mark them as
that left them. If it is an animal, specific limb on a creature to hit with your nemesis. You may only have one
the Guide will share a fact that you your projectile. The limb becomes nemesis at a time, and you may freely
know about them, like their habits or disabled and cannot be used until it is remove the mark at any time.
personality traits. restored by a healer.
Your predatory senses allow you to
1 You can pick up on the trail of an 3 You take aim and focus your detect whenever your nemesis is
animal of your choice even if there are senses, automatically scoring a triumph present in your scene, even if they are
no tracks nearby, as long as it is native with a ranged weapon on a nearby hidden. You feel a tingle in the temples
to the environment you're currently in. creature or object that you target. The of your forehead when your nemesis is
You must choose a type of animal to hit disables the targeted limb. nearby.
find, like a boar or a squirrel. (You can't
use this to find a specific creature.) You stalk You gain these additional benefits
find the creature after a short search. when fighting your nemesis:
0 You and your party can carefully ■ They cannot surprise you by
farshot stalk tracked prey without it noticing ambush.
you, as long as you try to be quiet.
1 You briefly sharpen your senses, Describe the formation of you and/or ■ You may use your Farshot ability
surpassing your normal limits. You your party as you go on the hunt. against them at will for no AP cost.
can make a ranged attack on a faraway ■ When they are nearby, you can sense
target that you can see, even if it is out 2 When you discover the creature
their location well enough to strike
of range. or creatures you were tracking, you them with physical attacks, even if
can ambush them, even if they were they are concealed or invisible.
preparing to ambush you. Your party
takes the first round, and you get an
extra turn.
55
friend
speak with animal — animal partner — courier — pair bond — whisper on the wind

speak with animal courier whisper on the wind


1 You touch an animal that is not 1 You find a friendly animal nearby 4 You whisper a message carried
currently hostile toward you, forming and whisper to it, giving it instructions by the wind in all directions. You must
a telepathic bond with it for the next to deliver an item. The item must be have a clear sight line to the sky for the
minute. You are capable of interpreting small and light enough for the animal spell to work. The message summons a
the animal's thoughts and feelings, to reasonably carry. You can have the flying animal to your location. You can
and you can have an exchange of animal deliver the item to a place or a petition any kind of flying animal, like a
communication with it. It can give specific person. The destination must raven or a griffin.
basic information about things, like be within a day's travel time.
how it feels, what it has seen, and what The animal arrives one hour later.
it wants, but it does not understand pair bond As long as you are friendly to it, the
complex ideas. animal will obey your commands for
2 You develop a unique telepathic the next day. For example, you can have
animal partner bond with your animal partner that it deliver messages, give you a ride, or
lasts until you recruit a new one. You cause distractions. The animal will not
4 You recruit a nearby animal now passively experience your partner's attack enemies unless it is attacked
companion who will follow your orders senses; you catch glimpses of what first.
to the best of its ability. It can't be they see, hear, and feel. You also feel
smaller than a mouse or bigger than a a shadow of pain whenever they are
horse. You may only have one partner harmed.
at a time.
At any time, you may enter a trance to
The animal is an NPC played by the leave your own body and take control of
Guide that acts in addition to you your partner. You remain dimly aware
during your turn. It won't willingly of what's happening around your own
leave your area, and if you are body. While in the trance, you may
separated, it will try to find you. It control your partner as if they were
cannot speak to you, but it can vaguely yourself, though you cannot speak. You
sense your mood and intentions.Your may exit the trance at any time.
animal partner has 6 HP and can make
basic attacks for 2 damage.
56
turn. The group is treated like a single animals might create, like a giant ant
creature with 20 hit points, and they hill, a meerkat manor, a nest in the
collectively hit for 6 HP, distributed trees, or a beaver's dam. It has up to 20
among up to 6 targets. rooms, including a kitchen, a great hall,
legendary and an armory. The keep is watched
slayer over full-time by allied animal sentries
who will notify you of intruders or
4 Your experience as a Ranger has
guests.
taught you to deal with overwhelming
odds. Once per scene, you may Additionally, a small staff of volunteer
wild celebrity devastate a group of minions in an animals will routinely forage for you,
impressive acrobatic fashion. You making sure the keep is stocked with
Your presence is now respected by instantly kill half of all nearby minions, vegetables, fruits, and other natural
wild creatures everywhere. Wild rounding up. foods from the area that they can
animals, except bosses, will no longer collect. They will occasionally invite
attack you unless you harm them. friend of the land you to play with them.
(Trained animals and pets can still be
commanded to harm you.) You may You become the friend of a wilderness
now use the Speak With Animal (p. region that has meaning to you, like a
55) and Speak with Trees (p. 53) forest or a valley. The region cannot
abilities for no AP cost if you have already be under the control of a boss.
already learned them. You are known to all living things in
Your Animal Partner ability (p. 55) this area as its ally. You may now use
now recruits a more powerful animal. the Shroud (p. 52), Speak with Trees
Your partner has 10 HP, can hit for 2 (p. 53), Navigate (p. 53), Track
HP, and attack twice per turn. If you (p. 54), and Speak With Animal
have an existing animal partner, it is (p. 55) abilities within your chosen
upgraded to these stats. land for no AP cost, if you have already
learned them.
6 You send a call while in wilderness
to recruit a small army of animals. When you become the Friend of the
They stay with you for the next day. Land, a group of volunteer creatures
You can choose any combination of living in your chosen land will create
wild animals as long as they are native a natural fort for you in a location of
to the area. You may command them, your choice. It takes one week to create.
and they all act together during your It should resemble in spirit something
57
the naturalist

The Naturalist whispers to a field


of flowers, inspiring them to bloom.
They take a wolf’s form, streaking
across the steppe. With their hands
to the sky, they summon a storm,
bringing forth nature’s wrath.
Play The Naturalist if you want to
explore an intimate bond with the
wild creatures and raw elemental
forces of your world.

quick start
Choose these abilities: Animal Form, Thorn,
Freeze, Cloudcall, Wild Aspect, and Command
Nature.
58
shapeshifter
animal form — gills — steelsprout — petrify — shapeshift

animal form steelsprout shapeshift


2 You take the form of a wild 2 You extend your hand and close 3 This is a master version of your
animal, adopting its shape, senses, your eyes, permanently turning a Animal Form spell (p. 58). The
and range of motion. You may choose nearby metal object into a weave of rules are the same, except for these
any creature that is no smaller than delicate plants. (The object cannot have differences:
a mouse and no larger than a horse. magical properties or be larger than ■ You can choose a creature no
Everything you carry becomes part of a door.) Describe the plants that the smaller than a housefly and no
your animal form. object turns into. larger than an elephant.
While in animal form, you have 6 HP. petrify ■ You have 10 HP in animal form.
You may make basic attacks that hit for ■ Your animal form attacks hit for 3
2 HP. You can't cast spells, use items, or 2 You turn the surface of a nearby
HP.
speak languages while transformed. commoner or minion to stone for the
next minute. The target cannot move, ■ You can send messages
You can return to your normal form at see, hear, or speak during this time. telepathically to members of the
any time. When transforming back, you The creature has 50 hit points while party.
regain the hit points you had before petrified. If its hit points are reduced to
you transformed. Falling to 0 hit points 0 during the spell, it shatters to pieces
while transformed instantly returns you and dies.
to your normal form.
2 You encase your armor or
gills clothing with a chitinous shell. The
shell absorbs up to 10 hit points of
1 You enchant a small amount damage. If you were hit by a non-
of water in a container that you are magical weapon, the weapon shatters
holding. When you spritz the water to pieces. The carapace crumbles away
on a creature, they grow small but immediately after it takes damage.
visible gills, allowing them to breathe You may cast this spell as a reaction
underwater for up to 1 hour. This spell to an incoming attack during another
enchants enough water to use 6 times. creature's turn.
59
summoner
thorn — wild font — evening star — aurora — echoes of creation

thorn be outdoors to cast this spell.) For the echoes of creation


next hour, the wisp sheds light on a
roll the die 6 You hum a reverberating melody,
huge area, allowing you to see far in the
distance. It matches your movement summoning a coterie of magical wisps
0 You open your palm, conjuring from the ages of creation. The wisps
such that it is always located above you.
a poisonous thorn that you shoot in were powerful beings of light who
The area the light touches looks as if it
a straight line toward a nearby target once roamed the omniverse. Now, like
were lit by daylight.
creature or object. The thorn hits for 2 dying stars, these ethereal remnants
HP.
aurora are burning the last of their energy.
20: The thorn's poison is amplified. If They are no longer sentient, but seem
5 Your eyes glitter like dancing to sense the world around them. For
you hit an organic creature, its skin
wisps as you conjure a dazzling the next minute, the wisps float about
becomes swollen, it cannot see beyond
prismatic aurora above you in the sky. the area, restoring the hit points of all
its reach, and it can't speak or cast
The aurora is visible to creatures up to creatures and animating new plant
spells until the end of its next turn.
a kilometer away and lasts for the next life. Every creature in the scene stops
10 minutes. what they are doing while the wisps are
wild font
present and remain still with awe until
commoners. Any common folk who can
1 You touch a container holding they fade to the beyond.
see the aurora are dazzled and stop
food, water, or oil. For the next minute,
what they are doing to stare at it.
the container summons a surplus
of its contents, spilling the excess minions. Minions are also dazzled by
material out generously. For example, the spell and stop what they are doing
if you touch a pitcher of water, it will to stare at it. Hitting a minion frees
overflow and cover the floor. Or if you them from the spell's effects.
touch a sack of grain, it will burst open,
creating a large pile. bosses. The Guide must roll the die.
On a 2-10, bosses are dazzled and must
evening star choose between moving and acting
during their turn. On a 1, they are
2 You summon a wisp of light high stunned in place until the spell ends or
in the sky directly above you. (You must if they are hit.
60
elementalist
freeze — burn — shock — fireball

freeze shock fireball


0 You blow cool air, creating 4 Choose a target creature or roll the die
freezing winds that swirl around a object you can see. A bolt of lightning
5 You shape an orb of fire
nearby creature or object. Affected strikes it from the sky or from your
creatures feel a deep chill in their bones hands, dealing 8 damage and creating suspended in the air in front of you
and are hit for 1 HP. You can use the a deafening blast of thunder. If the and send it streaking in a straight line
spell to snuff out small fires. creature has metal connected to their toward a target you can see. The fireball
body, it becomes molten, hitting them explodes on contact, dealing 6 damage
2 You freeze a nearby commoner, for an extra 2 HP. to any creatures and objects it hits. You
minion, or object, encasing it in ice can shape the spell to avoid allies or
until you leave the scene. If you freeze a creatures you do not want to harm.
creature, it cannot move or act. The ice
shatters, and the creature is freed if it 20: The explosion hits all creatures
takes any additional damage. near the point of impact for double
damage.
burn 11-19: The explosion hits up to 4
creatures near the point of impact.
0 You blow hot air, creating
scorching winds that swirl around a 6-10: Choose one: the explosion hits
nearby creature or object. The heat you and up to 4 creatures near impact,
is enough to make the creatures very or the fireball fizzles into a cloud of
uncomfortable but not enough to harm smoke.
them. 2-5: The fireball misses and hits
random targets of the Guide's choice.
1 You overcharge the spell and
ignite the target in flame instead, 1: It explodes in your face, hitting you
hitting it for 2 damage and setting it and up to 3 nearby creatures.
ablaze.
61
stormcaller
cloudcall — vortex — gale — riverfury — stormcall

cloudcall blows at ferocious speeds, kicking up stormcall


dust and sending small objects flying.
1 You swirl your hands in the air, Creatures inside can't see far away, 2 You produce a circle of dark,
producing a thick fog centered on only what's nearby. electrically charged clouds somewhere
you. The fog rolls out rapidly, spilling you can see in the sky. The storm lasts
around corners and down slopes. When you begin the spell, the gust until you leave the scene. While the
Within a few seconds, you blanket knocks creatures to the ground and storm is active, you may call upon it to
everything nearby in fog. Creatures sends them tumbling backward until produce these effects:
inside the fog cannot see beyond their they leave the area of effect. Creatures
reach, preventing them from making outside of the gust cannot enter it 1 You cause a downpour.
ranged attacks. The fog disperses after unless they are larger than the area of
1 A deafening crack of thunder
you leave the area, or if the area is hit effect.
shakes the ground. All creatures under
by strong winds. the storm cannot hear anything beyond
riverfury their reach until the end of the scene.
vortex 4 You whisper a magical incantation
3 If you have learned the Shock
2 You create a howling vortex within to a flowing river within range. The
ability, you may use it for 3 AP.
a body of liquid that you can see. The river gathers a surge of strength
vortex lasts until you leave the area. upstream. A torrent of water arrives at x A bolt of chain lightning rips
Any creatures touching the vortex are your location in the path of the river 15 through NPCs you can see, hitting them
violently sucked in, submerged, and seconds later. All creatures caught in each for 4 HP. Spend 1 AP per target.
then spit out, each taking 2 damage. the torrent are swept downstream and
deposited on shore far away, beyond
gale where you can see.
3 You close your eyes and stir the
air, shaping the winds around you. A
gale forms that you can spread across
an area of any size and shape in your
scene, as long as you can see its area
of effect. Inside the area of effect, wind
62
spiritcaller
wild aspect — prey sense — nature's watch

wild aspect prey sense nature's watch


1 eagle. You gain eagle-eye vision 1 You sharpen your sense of danger 3 You extend your senses for the
for the next minute. You can see for the next hour. You feel a subtle next hour. Choose two effects each
anything in your line of sight clearly, signal in your body whenever you will time you use this ability:
even if it is far away, and you can detect imminently be threatened by another
faraway movement that would be creature. (The hair on your skin might aurasight. Detect a faint outline around
imperceptible to a normal person. raise, or you might feel a tingling in anything that is currently affected by a
your bones.) This includes creatures spell.
2 cat. You purr softly under your that you can't see.
breath, imbuing up to 6 nearby infrasight. Detect objects nearby whose
creatures with the spirit of the cat. If you detect a creature this way, relative heat makes them stand out, like
For the next hour, affected creatures your party cannot be ambushed. (If creatures with warm bodies. This works
gain the ability to see things nearby you detect a creature trying to attack through walls.
in complete darkness as if they were you, your party gets the first round in
darksight. See in darkness nearby as if
in a dimly lit room. The effect cannot combat.)
it were dimly lit.
pierce magical darkness. Affected
creatures may occasionally feel the urge mirrorsight. See around corners inside
to stop what they are doing and clean of enclosed spaces, like buildings. You
themselves. must be within reach of the corner.
(For example, you can see around the
2 wolf. You howl, imbuing up to 6 bend of a hallway.)
nearby creatures with haste. (Howl at
the table.) For the next hour, creatures realsight. Detect whether something
affected by the spell can outrun any is an illusion. Illusions you detect with
other creatures while traveling by foot. this spell appear to flicker.
63
ecologist
command nature — memories of stone — shift season

command nature memories of stone shift season


0 You whisper a rhyming couplet to 3 If you encounter a stone roll the die
the living plants around you. You can monument, like a mountain, canyon,
4 You manipulate the elements to
write your own or borrow one from or statue, you may touch it to channel
another author. Use one that plants its ancient wisdom. You must tell change the current season everywhere
might appreciate, like "Hear my voice the stone a story about your family — within 1 kilometer of your location. You
ring, and welcome the spring." perhaps a memory of a gathering, like a can choose any season for the world
holiday. Give this story at the table. you inhabit, and the effect lasts for the
Your brief poem entreats the plants to next day. The spell takes a minute to
produce a harmless effect by moving or The monument reciprocates your cast; the effect emanates rapidly from
growing slightly. The things you want offering by sharing its wisdom. your location. The weather inside the
to manipulate must be within range. ■ You sense whether this world is zone will be unpredictable, but typical
You may make trees rustle, cause leaves real and natural, or some kind of of the season you choose. For example,
to fall, get plants to bloom, vines to machination. if you turn a hot season to a cold one,
expand, and seeds to sprout. you may bring snow.
■ You sense whether there are any
1 If you can explain how, you can long-lost monuments beneath the 20: You choose the season and may
have the effect deal 2 HP of damage to surface, like hidden temples or also choose the weather inside the
a nearby target. For example, you might ancient vaults. area (excluding natural disasters like
have vines grow thorns and lash a hurricanes). The effect lasts for one
■ You vaguely sense the most powerful month.
creature, or have a tree shake its acorns lost artifact in this world and the
on their head violently. region where it might be located. 11-19: You choose the season and the
weather (excluding disasters).
6-10: You choose the season.
2-5: The Guide chooses the season, and
a storm begins to affect the region that
makes travel more difficult.
1: You accidentally cause a natural
disaster to form. The Guide chooses
the disaster.
64

legendary

nature's wrath hurricane. Sustained winds of terrifying You adopt the animal's natural
force whip through the storm field. capabilities while you are transformed.
7 You channel elemental fury. You Weak buildings are completely For example, if you transform into an
create a storm centered on you with a destroyed, all windows are shattered, eagle, you may fly. Your basic attacks in
radius of 1 kilometer. It lasts as long as many roofs will cave in, and trees may animal form hit for 3 damage.
you wish to channel it, but you take 1 be uprooted. Most unsecured objects
HP of damage for each turn you spend are picked up by the storm and sent You may now cast spells in animal form
maintaining the spell. You may choose flying far away. Any NPCs caught in and speak telepathically to your allies.
the size of the storm eye, which is the storm field are blown around, can't You can still use the Animal Form and
safe inside. Choose the nature of the move, and are hit for 4 HP for each turn Shapeshift abilities (p. 58), and the
disaster each time you cast this spell: you cast the spell. rules for those abilities still function as
lightning. Electricity streaks through usual.
wild evolution
the storm, arcing through conductive
objects and lashing any NPCs caught in Your physical essence becomes to dust
it. Each NPC caught in the storm is hit permanently intertwined with that of 3 You return a crafted object to
for 2 HP during each turn you cast the a chosen animal’s form. The animal nature, instantly reducing it to dust.
spell. can be no smaller than a mouse and no
larger than an elephant. You may only The object must be small enough to
blizzard. Water condenses in the storm
choose this form once. fit inside a 10x10-meter cube. The
field, turning into apple-sized balls of
transformation is permanent and
hail. The air temperature in the storm You may morph back and forth cannot be reversed.
field is freezing. NPCs in the storm field between your original form and your
are hit for 1 HP during each turn you chosen form at will. When you change
maintain the spell. Creatures cannot between forms, you maintain your
see beyond their reach in the howling current hit points.
whirl of ice.
65

legendary

world wish If you choose at the time of casting,


the spell disintegrates any constructed
You become the seed for a new world. objects, like buildings or infrastructure,
Casting this spell consumes your life returning the land to nature. Any
forever; you can never be brought back. objects that are destroyed in this
way are done so gracefully, such that
Your entire knowledge of nature
existing living things, like people and
manifests in the spell. When you cast
animals, are lowered to the ground
it, your body dissipates in radiant
unharmed.
light, becoming a cascading wave of
energy that transforms the planet you This is a permanent transformation
are on. The wave of energy first alters that cannot be stopped, interrupted, or
the atmosphere, making it capable reversed by countermagic.
of supporting life if it is not already
suitable.

Then, a blooming cascade of living flora


emanates from your location, rapidly
growing and overtaking the planet’s
surface. The bloom radiates outward
from your location until the entire
planet is transformed. The spell forms
oceans and rivers if they do not already
exist.
66
the doctor

The Doctor gently touches the arm of


an ally, mending their body and spirit.
They lean down to examine the dead,
discovering what caused their cruel
fate. They sense the departed and
speak with lost souls.
The Doctor is a good choice for
people who want to be the party’s
healer or someone who plays with the
forces of life and death.

quick start
Choose these abilities: Mend, Sleep, Deathsense,
Corrupt, Modulate, and Examine the Dead.
67
healing
mend — relieve — heal — restore

mend heal restore


1 You gently touch a creature, 2 You embrace a creature with 7 You touch a living creature,
immediately restoring 5 HP and a caring touch, restoring all of their completely restoring them to their
mending minor wounds like cuts and hit points. After a short time, the normal state over the next few minutes.
bruises. The spell does not remove creature is relieved of any short-term (You cannot cast this spell while in
impairments, heal permanent wounds, impairments. The spell does not combat.) The spell restores all hit
or cure disease. You cannot use this remove permanent conditions. If you points and removes any harm or
spell during combat. are using Heal on another member damage. If you are using Restore on
of the party, they may contribute any another member of the party, they may
relieve amount of their own AP to help pay for contribute any amount of their own AP
the spell. to help pay for the spell.
1 You say something comforting to
a nearby creature, alleviating them of
anxiety, pain, and discomfort for one
hour. In this state, the creature cannot
be affected by fear or confusion. For
a brief time, they feel better than they
have ever felt before.
68
alteration
sleep — calcify — feign death — reshape — lifelink

sleep feign death The transformation is permanent and


can only be reversed with the Restore
2 You whisper a brief lullaby, 3 You place up to six nearby spell or by casting Reshape again.
putting any number of nearby creatures in suspended animation
commoners to sleep for up to one hour. for up to an hour. (You may only cast lifelink
You can write your own lullaby or the spell on yourself or willing allies.)
borrow one from another author. Read Creatures in this state cannot see, 4 You entwine the life-force of two
it at the table. feel, speak, or move, but they remain nearby creatures. Choose one effect
semiconscious and can hear what is each time you use this ability:
Creatures affected by the spell collapse happening around them.
and enter a dreamful state, but wake up two-way link: When either of the linked
immediately if they are harmed. Affected creatures become cold to the creatures is dealt damage, the damage
touch, and their pulse is undetectable, is also dealt to the other creature. This
x You can intensify the spell to appearing to be dead to onlookers. Only does not include damage that hits the
affect nearby minions. Add 1 AP for magic can reveal the ruse. Affected creatures simultaneously (like an area-
each minion you wish to put to sleep. creatures wake immediately if they are of-effect spell).
harmed and may choose to wake at any
calcify time. one-way link: Choose one of the linked
creatures. Any time damage is dealt
1 You touch a creature within range, to this creature, it is also dealt to the
causing its surface to swell and harden. reshape
other.
During this time, they feel numb to 4 You touch a creature, reshaping
external pain. Their hardened shell their facial appearance. You can make leyline: When either of the linked
absorbs up to 2 HP from physical hits. them look older, younger, or like a creatures is healed, the other creature
Any damage dealt in excess of 2 HP hits completely different person. If you receives the same amount of healing.
the creature normally. The creature's are making them look like a specific
skin returns to normal after 1 minute. person, you must be able to see a
reference of their face while you are
casting the spell.
69
necromancy
deathsense — commune with the dead — reanimate — reinstate the dead

deathsense commune with the dead reinstate the dead


0 You naturally sense whether any 1 If you are aware of one or more You touch a living creature and make
remnants of the dead (spirit creatures) spectral creatures nearby (like ghosts), it the host for a nearby spirit. Choose
are nearby, but not their positions. The you may communicate with them. You one:
Guide will notify you when this sense is do not need to be able to see a spirit as
triggered. long as you have sensed its presence, 5 dark passenger. You merge the
like with the Deathsense spell. creatures. The spirit creature becomes
1 You sense whether any sentient a permanent passenger in the living
creatures have died nearby and how You may have a conversation with host's mind. The passenger can't
long ago they died. You can sense the the spirits for up to a minute, and you control the body, but it can experience
location where any creatures died, communicate with them telepathically. its senses and talk to the host
as well as the general nature of their You must share a language to telepathically.
death; you sense if they were killed by understand each other. Spirits must
natural causes, an accident, or foul play. want to respond; if they choose not to 7 steal host. The host creature's
speak to you, your adventure point is consciousness fades away. The spirit
1 You extend your vision, allowing refunded. inhabits and takes full control of the
you to see spirit creatures who are host's body. Fragments of the host
invisible. This effect lasts until you reanimate creature's memory remain and will
leave the area. occasionally arise in thought. (This
1 You animate a nearby corpse or can only be used on bosses if they have
skeleton, making it your thrall. It can less than 20 percent of their total HP
move around, but it cannot leave your remaining.)
scene. The spell ends when you leave
the scene.

You control the creature telepathically.


It is not conscious, and it only follows
your commands. The creature has 3 HP
and can attack for 1 HP.
70
harm
corrupt — nox — afflict — wither — heartkill

corrupt afflict wither


0 You grip an organic creature roll the die 4 You touch a creature and cause
within reach and create a necrotizing their body to wither. Their lifespan does
3 You touch a creature, cursing
wound. The wound turns flesh black- not change, but they experience some
green and branches out from where them with an affliction that lasts up to of the effects of advanced age. They
you touched them. The spell hits for 1 month. Choose a symptom each time begin to feel as if death is approaching
1 HP immediately, and again at the you use this ability: on the horizon — a condition that may
beginning of the target's next turn. (A the sillies. The creature acts completely change the creature's behavior and
total of 2 damage.) Affected creatures out-of-character in a silly and carefree goals.
can only recover these hit points with way. This may change their goals.
the Restore spell (p. 67). heartkill
clumsy. The creature's extremities feel
nox 6 You touch a commoner or minion
awkward to use. They are unable to
and curse their heart. (This spell only
wield weapons effectively and they drop
1 You touch a creature, giving them works on creatures with a heart.) You
things constantly.
a combination of effects for the next may choose to instantly cause their
hour. You may choose up to three blighted. The creature can't recover HP. heart to explode, killing them. Or you
effects from this list: may turn their heart into a time bomb
If you roll a failure, the affliction that explodes after a delay of up to 1
Wakefulness, alertness, increased becomes contagious, rapidly spreading year.
confidence, euphoria, laughter, vivid to any creature that touches your
sensations, relaxedness, sweating, target. On a catastrophe, you also If you use this spell on a boss, it acts
nausea, chills, or irritability. become afflicted. like a tripwire. If the boss is reduced to
20 percent or less of its maximum hit
points while cursed, its heart explodes
and it dies instantly.
71
perception
modulate — shape senses — false sense — forget

modulate shape senses false sense


1 You alter the nature and intensity 1 You touch a creature and 3 You touch a creature, causing it to
of a nearby creature's physical manipulate their perception of color. perceive a specific thing or a category
sensations for up to 1 hour. Choose one For instance, you may make a target of things falsely. For example, you
effect each time you use this spell: creature see green as purple. Or you might have them see the town mayor
may combine multiple colors, perhaps as a clown or all wolves as puppies. Or
temperature. The creature feels a making the target see yellow and you might have them think that freshly
relaxing sensation of inner warmth or a green as blue. You can also cause the baked bread smells like fire. The spell
cool external breeze. Or you can make target to see oversaturated colors, lasts until you cancel it or until the
them feel too hot or too cold. undersaturated colors, or give them creature is harmed by the effects of the
nourishment. The creature either sees monochromatic vision. You can deception.
food and drink as revolting, feels an choose any number of changes and
insatiable hunger and thirst, or feels combinations as long as they do not forget
overlap.
perfectly fed and hydrated. 4 You touch a creature, erasing its
2 You touch a commoner or minion, memory by up to 1 month in the past
comfort. The creature either feels
transporting one of their senses to a from the present day. This ability only
relaxed wherever they sit or lay, or
random part of the omniverse for the works on sleeping creatures.
they cannot find comfort however they
next day. You may choose to transport
arrange their body. x You may extend the memory loss
a single sense: feeling, sight, hearing,
smell, or taste. The creature will by spending additional AP on the spell.
experience its new surroundings as if Each AP you spend increases the effect
they were actually there. by up to 1 additional year.
72
examination
examine the dead — diagnose — curious case

examine the dead 20: The Guide fills in half of the letters When you are finished, the Guide will
in the name. reveal a useful clue about your scene to
1 You evaluate a corpse within you. The Guide will choose one of these
reach. The corpse must be intact 11-19: The Guide fills in one vowel and clues:
enough for you to look at it. (It cannot two consonants.
■ The motive of the perpetrator who
be completely obliterated.) After a 1-10: The Guide fills in one consonant. was involved in the scene.
minute of inspection, you are able to
determine the creature’s exact cause of Once you have diagnosed an affliction, ■ The nearby location of a hidden
death. You are also able to determine you can automatically identify it in the message, symbol, or other detail that
the time and date of its death. future by touching a creature. reveals the name or affiliation of
someone who was involved in the
diagnose curious case scene.
roll the die 3 If your scene contains something ■ Where someone who was involved
overtly suspicious, like a dead body or in the scene might be headed next.
0 You touch a creature, extending blood on the walls, you may investigate
your senses to diagnose a mysterious by considering things that seem
affliction, like a disease, spell, or curse. familiar to you. You must pontificate
You must correctly guess the entire about your past experience at the table
name of the affliction. If your guess to explain what is familiar to you.
is wrong, the spell fails and you must
spend 1 AP to try again. Choose three details you already know
about your scene. If you need more
The Guide will give you blanks to fill in detail, ask the Guide what you sense.
that show how many words are in the
name and how many letters are in each You can then begin your short speech
word. You may start by guessing letters by saying something like, "This
that appear in the name. If you guess reminds me of the curious case of
a letter correctly, the Guide will reveal _________________________." Explain where you
everywhere that letter appears in the have seen the details in your scene
name. If you guess incorrectly 6 times, before.
the spell fails.
73
plane. (This can only be used on bosses The target of the spell falls unconscious
if they have less than 20 percent of for the next minute as their body
their total HP remaining.) rapidly experiences 1 million years of
evolution toward self-awareness. The
legendary eternal slumber evolutionary process alters the animal's
physical features and capabilities in
4 You touch a creature within reach,
ways you may not expect.
placing them in a permanent and
peaceful sleep. The new creature is thrown into
the world with competency in one
You may choose to tie the spell to a
genesis command trigger that can cause it to end; for
language, a sense of self-identity, and
a vague awareness of its past life,
6 You touch a creature, reversing or example, cursing them to sleep until including a few specific memories of
accelerating its development to a stage they are embraced by a family member, significant moments. Another way of
of life of your choosing. (This can only or tying it to an object that must be putting it: they are now a person like
be used on bosses if they have less than destroyed to end the spell. you.
20 percent of their total HP remaining.) You can end the spell at any time you
For example, you may revert an adult The creature knows you gave it life.
choose. You can only maintain this
creature into a child, giving it the spell on one creature at a time; if you
opportunity to grow old again. cast it again, the previous spell ends,
The creature retains all of its memories, freeing the creature from stasis.
unless you revert it to infancy. The (This can only be used on bosses if they
creature obtains the basic physical have less than 20 percent of their total
capabilities appropriate for its state of HP remaining.)
development.
the bitter gift
banish
9 You touch a creature without self-
1 You banish a nearby spirit awareness and bestow them with the
creature to a random shadow plane bitter gift of selfhood. You must recite
for the next hour. You do not know its a statement at the table about what it
destination. When its imprisonment is means to be alive. It can be a passage
up, it reappears at its previous location. from a book, a poem, or something else
5 You permanently banish a nearby that expresses ideas about the meaning
spirit creature to a random shadow of life.
74
the spy

The Spy smiles and offers an uncanny


greeting, walking through the front
door with confidence. They slip in
and out of the shadows, striking foes
when they least expect it. They craft
remarkable, bespoke tools that give
them an edge in their pursuits.
You should play The Spy if you
want to roleplay a supremely skilled
character who relies on practical
means to achieve their aims. It’s a
great choice for playing a secret agent
or roguish assassin.

quick start
Choose these abilities: Cosmopolitan, Sneak
Attack, Strap, Tracker, Persona, and
Feather Hook.
75
charisma
cosmopolitan — silver tongue — don't you know who i am?

cosmopolitan silver tongue don't you know who i am?


0 You are an expert in the study of 1 If you are caught doing something 1 You impress common folk and
cosmopolitan cultures, particularly in prohibited or mischevious, you can use minions by pretending to be someone
cities and nations. If you are falsely clever thinking to evade suspicion. notable.
presenting as a citizen or official of a
city or nation and your authenticity You must appeal to something that You initiate the ruse by giving a
is challenged, you may use a local your adversaries find agreeable. The special wink to a party member. Then,
mannerism to fool common people. Guide will choose one of these as the each of your nearby party members
right answer, and secretly write it down: must proclaim an incredible fact that
You must come up with the mannerism creates your identity. For example, a
and describe it to the table. It can be orders. Someone with authority party member might begin by calling
a gesture, like a special handshake, commanded you to do it. attention to you as a fabled writer, a
a common saying, or some other ignorance. You didn't know better. It storied warrior, or a sports hero. The
idiosyncrasy from the people you are was a genuine mixup! other members of the party should
pretending to belong to. build on this fake identity until
graft. You offer something of value everyone has contributed. Each claim
from your inventory to make this go should be more fantastical than the
away. previous one.

You must guess the right approach, and When everyone is finished, you draw
describe how you make the appeal. a captive audience of nearby creatures
who crowd around you.
1 For 1 AP, the Guide eliminates one
of the incorrect choices.

After you give your story, the Guide


will reveal the choice they wrote. If you
guess correctly, your adversaries will
leave you alone.
76
termination
sneak attack — poison — death hand — bounty

sneak attack 1 blue. The victim falls asleep for 1 bounty


hour.
Once per round, when a nearby foe roll the die
attacks a creature other than you, 2 white. The victim writhes in
extreme pain for 1 hour and is unable to 5 You place a bounty on a
you may exploit their focus. You may
immediately move behind them to speak. commoner or minion's head for their
perform one of the following actions: capture or death. You must offer an
3 purple. The victim collapses and is item of value as a reward in addition to
1 You make a basic attack on them. paralyzed for the next day. the AP cost of this ability that is at least
rare in quality. Bounty hunters will
1 You incapacitate a commoner 4 black. Commoners and minions
compete for the prize.
or minion by touching one of their are instantly killed. Bosses are hit for 10
pressure points. They fall to the ground HP. If for capture, you may specify where
unconscious for the next 10 minutes, or they are to be taken. If you mark them
until they are harmed. 6 clear. The victim experiences no for death, you may require any manner
symptoms and dies 1 week later. (This of proof that the deed was done.
3 You kill a commoner or minion does not work on bosses.)
instantly. Describe how you take them 20: The deed will be done by the end of
out. death hand your play session.
poison magic item. A single-shot hand cannon 11-19: The deed will be done by the end
that uses a silent magic charge to of your next play session.
You combine basic goods from any propel a slug. The Death Hand can 1-10: The target learns of the bounty
well-stocked general store to create sense your target and guide your hand and places one on your head. You
poison. You create enough poison for to make a perfect shot on any target are not sure who bounty hunters will
one use. You can apply it to weapons, you can see in your scene, including reach first.
put it in drinks or meals, or serve it to a those that are far away. The shot hits
creature directly. Regardless of delivery for 6 HP. It instantly kills commoners
method, each use of the poison can and minions.
only affect one creature. Choose any
3 You must spend 3 AP and one turn
combination of effects:
each time you recharge the weapon.
77
concealment
strap — disguise — blink pack — needful hilt — shadow

strap blink pack shadow


0 Unless you are actively searched magic item. A magical messenger pack magic item. A magic cape that makes
by another creature, you can conceal with a hidden switch in the clasp. everything but your shadow invisible.
up to two weapons in your clothing When activated, the switch turns the
without being noticed, provided you’re bag’s mouth into a portal to a shadow 2 When you activate the cape's
wearing enough to reasonably conceal plane where secret objects may be ability, it shimmers and sparkles briefly
them. stored. When the switch is deactivated, before you and everything you are
the bag functions normally. Spy items carrying vanishes. You are invisible
disguise stored in the pack do not count against for the next minute, but you still cast a
your inventory limit. (This allows you shadow when you move. The shadow
1 Any time you are in a room like to carry more than 12 items.) disappears when you are still.
a bedroom, armory, or office, you may
find objects to use to put together The pack is paired with a magic amulet While invisible, common folk and
a convincing disguise. Depending that has a button on it. minions won't notice you passing
on where you are, the disguise will by unless you make a lot of noise. If
offer at least one signature element 3 You press the button on the you attack while invisible, the cape
of your deception, like a uniform, a amulet. The Blink Pack is teleported to deactivates and you become visible
membership insignia, or a style of your hands from wherever it is in the again.
dress. The disguise automatically fools omniverse.
commoners, but minions and bosses
may question you. needful hilt
magic item. A hilt to a basic weapon, like
a sword or dagger.
0 If you imagine a common weapon
while holding it, the hilt instantly
morphs into that weapon. It hits for 2
HP in any form. When you no longer
need the weapon, it reverts to its form
as a simple hilt.
78
surveillance
tracker — spyglasses — cloner — seeker

tracker something is an illusion. Illusions you seeker


detect appear to flicker and distort.
magic item. A pair of devices that allows magic item. The Seeker is a levitating
you to track something. 0 Each of these modes can be orb as large as the palm of your hand
toggled while wearing the Spyglasses by that responds to your commands
The kit includes a magical tag the size turning a dial on the side of the device. telepathically. It shimmers and is
of a tiny bead that is sticky and can be almost invisible, but it makes a low
applied to most surfaces. The tracker is cloner humming noise as it moves.
linked to a magic compass that shows
the direction the tag is in. magic item. A magic amulet that allows 0 You can make the Seeker travel
you to eavesdrop on a communications just out of your sight or to an adjacent
The arrow on the compass is black. device. room. It can tell you how many
It turns gold when the tag is in your creatures are in a space, but not what
scene, and begins to vibrate softly. 0 When holding the Cloner next
kinds.
to a spell or object that transmits
spyglasses communications, you may clone its 1 The Seeker gives you a
signal. You share a telepathic link with rudimentary mental map of an adjacent
magic item. Eyeglasses that let you see in the Cloner, and you automatically room. The Guide will draw an outline of
natural darkness as if it were daylight. hear any messages being transmitted the room, highlight any major features
The glasses can be permanently through the cloned device in your (like columns or crevasses), and mark
upgraded with these capabilities: mind. You may only clone one device the exact location of any creatures.
3 Add the ability to magnify the at a time; pairing the Cloner with a
new device will break the link with the
details of small nearby objects, or zoom
previous one.
to see faraway things clearly.
4 Add infrared vision that lets
you see an outline of things that are
generating heat nearby. This ability
works through walls.
6 Add the ability to detect whether
79
stenography
dossier — mimic — listener — crypto

dossier seals. crypto


magic item. A magic book that copies listener magic item. Crypto is a ring of opaque
things. You can make a Dossier of any glass that glows when brought near
size — from a pocket-sized folio to a magic item. A small magic gem that glyphs, like writing on a piece of paper
coffee table book. can be activated to record sounds or stone etchings.
nearby for up to 1 hour. If you have the
0 You can use the book to copy Cloner (p. 78), you can insert the 3 You activate Crypto to translate
any kind of writing or drawing that is Listener into a socket on the amulet. languages or decode secret messages.
pressed against its pages. For instance, When they are paired, you can have the The ring reads any object you bring
if you press a handwritten letter against Listener record sounds that the Cloner within reach. A translation of the
one of the Dossier’s pages, a legible but intercepts. The device can record up to source material emerges, scrolling
imperfect copy will appear inside. 1 hour of sound, and you can squeeze around the band as you read it. When
it softly to have it audibly play back it is finished translating something, the
mimic the sound. Using the device to record ring deactivates.
makes it completely forget the previous
magic item. A magical pen that
recording.
guides your hand to copy any writer's
personal style. On the end opposite 1 You activate the Listener. It
the pen tip is a magical stamp that records anything it hears, paying
can create forgeries of official seals. particular attention to spoken words.
By bringing the Mimic within reach
of a handwritten document, it
automatically learns how to reproduce
the document's handwriting styles,
signatures, and seals.
2 You use Mimic to create a single
document forged in any style the pen
has previously learned, including the
reproduction of any official stamps or
80
infiltration
feather hook — bricolage — needful key — blueprint

feather hook needful key blueprint


magic item. A magical grappling hook that magic item. A key that magically senses magic item. A magical folio that reveals
gently glides itself upward, like a balloon, the mechanism of a physical lock and the floorplan of a building.
until it reaches and attaches to a ledge. morphs itself to fit it perfectly. In its
You can tie any length of rope to the default form, the device is a simple 2 You press the Blueprint against an
hook. key with no teeth. By twisting the key's interior wall of a building. Magic ink
handle, you can make it revert to its appears, revealing the building's layout
0 Activate the Feather Hook. default form. for the entire floor you are currently on.

bricolage 2 The key morphs to fit a new The Guide will draw you a basic map
lock. You must spend 2 AP each time of the building, including an outline
1 Your skills of improvisation are you make the key morph to fit a new showing the shape of rooms and hallways
unparalleled. When you are in a room lock. The key remembers locks it has and marks showing where doors and
with everyday objects at your disposal, previously defeated and can morph to fit windows are. The Blueprint only works
you may hastily craft one of the following them for no AP cost. on artificial structures. (It does not reveal
items in less than 1 minute: the layout of caves or other natural
tripwire. You create a wire attached to an systems.)
auditory trigger that makes a loud noise If you also have the Seeker (p. 78), the
when someone crosses it. Blueprint can show its location in real
poison trap. If you have poison, you may time, as well as the location of any nearby
create a small floor trap that poisons the creatures that the Seeker detects.
first creature to step on it.
simple weapon. You fashion a makeshift
weapon that hits for 2 HP.
periscope. You can make a small
periscope that allows you to look over
objects and around doors that have a bit
of clearance.
81
impersonation
persona

persona 4 You create the persona of an


officer (someone in a position of formal
You carefully prepare a convincing authority), like a politician, judge,
alternate identity. You cannot create military officer, guild leader, or ship
a persona of an existing person or captain.
the identity of someone who holds an
exclusive position, like the ruler of an When using an officer's identity, you
existing nation. may:
■ Enter restricted areas that your rank
Each persona consists of a wardrobe,
and affiliation gives you access to.
credentials, and a backstory. You may
create and describe each element of the ■ Give mundane orders to people you
persona. outrank, like running errands or
keeping watch.
When you use your alternate identity,
you must outwardly present yourself as 6 You create the persona of an
that person by wearing their costume. aristocrat, like a prominent socialite,
wealthy business owner, ambassador,
2 You create the persona of a or governor.
common person of average means, like
a farmer, artisan, traveling salesperson, When using an aristocrat's identity, you
priest, soldier, or teacher. may:
■ Enter exclusive spaces for the rich
When using a commoner's identity, you
and famous, like private clubs or
can effortlessly blend into crowds and
balls.
travel unnoticed in public spaces.
■ Seek audience with local rulers.
■ Spend 1 AP for a get out of jail free
card that pardons you for minor
crimes.
82
the artifice nightcrawler
magic item. A small mask that projects You are a legendary charmer and
an illusion, transforming your image intelligence gatherer, capable of quickly
legendary and voice. The mask records the extracting sensitive information.
appearance and voice of every nearby
4 When you infiltrate a person's
creature you encounter and remembers
them forever. office, encampment, or home, you
discover sensitive information about
2 You activate the mask, projecting them. The Guide chooses two things
a convincing illusion that gives you from this list to reveal to you:
shadow cutter the appearance of any creature it ■ The identity of an important
magic item. The Shadow Cutter is a remembers. Additionally, it changes associate.
wearable bracelet that you can stretch your voice to sound like the creature
you're impersonating. It is capable of ■ A location they will travel to, with
to form a hoop large enough to crawl
fooling everyone but the impersonated the time and date.
through.
creature's closest friends and family. ■ A secret that would embarrass them
3 When you press the device against if revealed.
a solid surface, it can be activated to
■ Their financial situation, including
create a hole of an equal circumference,
who they owe their largest debt to or
up to 1 meter deep. When you're done
who owes them the largest debt.
using it, it collapses to its original size.
■ Their true feelings about you or your
When activated, a low buzzing sound party.
can be heard by all creatures nearby.
■ Their strongest allegiance, whether
The material behind the device is
to a government, guild, or other
instantly teleported to a random
organization.
shadow plane.
The Guide will imagine the specifics of
the information you receive. They will
also choose the document that reveals
it, like a receipt, a diary, or a letter.
83
the magician

The Magician flicks their wrist,


delighting an audience with a parade
of illusory animals. They mesmerize
an adversary, freezing them in place.
They peer beyond the eyes of another,
entering their dreams and shaping
their reality.
Choose The Magician if you want to
use spells that affect the mind and the
senses. The role is a great choice for
people who want to play a dazzling
performer or a devious manipulator.

quick start
Choose these abilities: Magic Tricks, Splitting
Image, Magic Eye, Little Bird, Bamboozle, and
Scintillate.
84
misdirection
magic tricks — mesmerize — overthere — mirage — invisibility

magic tricks mesmerize mirage


0 You produce a tiny magical effect 1 You dazzle a nearby commoner 3 You conjure a major illusion
to surprise, delight, or confuse those or minion with an optical illusion. no larger than 100 meters in any
around you. Choose any combination (The creature must be able to see.) dimension. The illusion can be of
of these effects each time you use this Until you leave the area, the creature anything that fits within the space,
ability: cannot move, take actions, or respond and you can program it with looping
to conversation. The spell ends if the mechanics. For instance, you can
light. You create a harmless display of creature is harmed. create the illusion of an oasis, a pile of
light, like a flickering flame or a pattern treasure, or a lumbering giant guarding
of sparks. You can also snuff out or overthere their territory.
ignite small light sources like torches.
1 You make a suggestive gesture, If a creature touches or passes through
sound. You create a small, brief sound redirecting a nearby creature that is the illusion, they will no longer see
effect, like a wind chime, an audience currently hostile toward you. The target it. Creatures with the ability to detect
clapping, or someone whispering. redirects its anger toward a different magic may discover the deception.
adversary. (The spell does not work
smell. You conjure a smell of any kind,
like a freshly baked pie or a cesspool.
if the target has no other enemies invisibility
nearby.) This effect is canceled if you
3 You make a nearby creature or
touch. You give one or more nearby harm the creature.
object invisible for the next minute.
creatures a gentle physical sensation,
If it is a creature, everything they are
like someone tapping them on the
wearing and carrying also becomes
shoulder, a chill breeze, or the feeling
invisible. If a creature attacks while
of goosebumps.
invisible, they reappear.
x Add 1 AP for each creature or
object you target with the spell beyond
the first.
85
mannequins
splitting image — phantom menace — illusory creature

splitting image wild, allowing the Guide to narrate its After 1 day, the illusion will
behavior. automatically travel out of sight of
1 You vanish momentarily, other creatures and then vanish.
reappearing with two illusory illusory creature
duplicates at your side. Your duplicates 4 This spell costs 4 AP instead if you
travel alongside you and perfectly 3 Imagine a creature. You create a use it to create an illusion of a creature
mimic all of your movements. convincing illusion of it that appears that already exists. You create a perfect
nearby. It looks, moves, and sounds like double of the creature that looks and
If a creature attempts to target you, the creature you imagined. It even feels sounds like them. It can fool everyone
the Guide must flip a coin. If it turns real to the touch. The illusion has 6 HP but the creature's closest friends and
up "heads," you are targeted; on "tails" and vanishes at 0 HP. family.
one of your duplicates is targeted. If
one of your duplicates takes damage, it The illusion can behave independently
disappears. and travel away from you. You can
program the illusion's routines. For
phantom menace example, you may have it clean a
house, patrol an area, pretend to be
2 You read the mind of a nearby busy, or give it a combination of tasks
NPC and produce an illusion of a and behaviors. You can also set rules
creature they find extremely irritating. for it, like "Don't harm anyone for
Only you and the target of the spell can any reason" or "Don't let anyone pass
see and hear the illusion. through this door."
For the next 10 minutes, the illusion You share a telepathic bond with the
relentlessly mocks and taunts your illusion when it is nearby, and you can
target, provoking their full attention. control it directly during your turn. You
can make it move, act, and speak your
You may control the illusion directly
lines. It can hold and use weapons to
and have it manipulate small objects.
make basic attacks.
For example, you can have it steal an
item from the target and lead them on
a chase. Or you may let the illusion go
86
clairvoyance
magic eye — whisper — message — interpret — insight

magic eye message insight


1 You briefly gain the ability to see 1 Choose a creature you have met 3 You gaze into the mind of a nearby
beyond physical reality. For the next before. You must know the general creature, discovering a prominent
hour, you are able to see the following: area where they are presently located. intention. Choose one effect each time
You may communicate with each other you cast this spell:
magic. A faint aura surrounds any telepathically for up to 1 minute.
person or object currently affected by ■ You learn something the creature
magic. 4 You can create the telepathic intends to do in the next 10 minutes.
link, even if you do not know where ■ You learn something the creature
illusion. Any illusory creature or object the creature is located. They can be intends to accomplish over a long
slightly flickers, but you do not see its anywhere. period of time.
true form.
■ You learn something they intend
interpret
whisper to do to a specific creature of your
1 You enter the mind of a nearby choice.
0 You telepathically send a message creature and temporarily learn their
to a nearby creature. They know you are language for the next 10 minutes.
speaking from within their mind, but
they hear you as if you were speaking When you cast this spell, you may
out loud. also attempt to permanently learn the
creature's language by playing a game
1 You create a link with the creature of charades. (This happens at the table
that allows them to respond to your out of character.) The Guide will write
whisper. If they respond, you may have down a word or phrase on a piece of
a telepathic conversation with them for paper and then secretly give it to you.
the next minute.
Start a timer. You have 1 minute to
silently act out the word or phrase. If
another player correctly guesses the
word or phrase, the spell is successful.
87
conjuration
little bird — helen's fantastic feast — monitor — shadow haven

little bird monitor shadow haven


1 You summon an illusory bird 2 You summon a small illusory 5 Place your hand on a dwelling
somewhere nearby that keeps watch servant that hovers over your in the worldly plane. You instantly
over an area that it can see. It remains shoulder and follows you around for duplicate its interior inside of a shadow
there until you dismiss it. You may only the remainder of your play session. plane. The duplication looks and feels
have one Little Bird at a time. The Monitor looks like a blooming real to the touch, but it is an illusion;
flower with an eye in the center, and you cannot take its illusory parts out of
You share a telepathic link with the it's invisible except to creatures you the shadow plane.
bird. It will message you when it designate. You can deploy the Monitor
witnesses something you specify, like to places just beyond your sight. For The dwelling can be as small as a shed
a specific creature entering a room or instance, you can send it searching or as large as a mansion or castle. The
a door opening. The bird will wake you around a corner into another room. physical entrance to the dwelling in
up to tell you what it sees if you are the worldly plane doubles as a secret
sleeping. The Monitor can tell you how many portal to the shadow haven. You can
creatures are in a space, but not what grant or revoke access to anyone at any
helen's fantastic feast kinds. It also gives you a rudimentary time. A creature that is aware of the
mental map of spaces it travels haven and has permission to enter may
4 Imagine an elaborate feast of
through. For instance, if you send it into choose to open the door to the portal
any culinary style. You summon food an adjacent room, you will know the by wishing it. Otherwise, the door
and drink, your choice of furniture rough size and shape of the room and functions normally as the entrance to
(if necessary), and your choice of any major features, like pillars or open the dwelling in the worldly plane.
dinnerware and table decorations. You pits.
may summon enough to feed a party of The shadow haven lasts permanently
up to 20 people. Consuming the meal until it is dispelled, you dismiss it, or
restores 4 hit points. the spell is cast again. Any creatures
inside when the spell ends are instantly
expelled through the portal into the
worldly plane.
88
mind control
bamboozle — wren's delightful dream — perky profanation — fear

bamboozle perky profanation fear


1 You make a nearby creature 1 You curse a nearby creature for roll the die
mildly confused about a specific subject the next 10 minutes. The curse is lifted
4 You breach the mind of a nearby
until you leave the area. For example, if the creature is harmed. Choose one:
you could make a merchant confused creature to seek their worst fear.
about the value of their goods, a guard laughter. They double over in sustained 20: You learn the creature's worst fear.
confused about who is authorized to laughter and can’t move. Everything They become permanently haunted by
pass, or a dog confused about whether they hear sounds hilarious to them. it in every waking moment. Over time,
he is a good boy.The confusion is lifted dance. They hear their favorite tune their personality is destroyed, and they
if you push the deception too far, like and start dancing like their life depends become unresponsive to others.
trying to trade a rock for a priceless on it. 11-19: You learn the creature's worst
item. fear. You may then conjure the
mimicry. They begin to mimic a creature image of this fear in their mind's eye,
wren's delightful dream of your choice. For example, you can paralyzing them with dread for the
make them behave like housecats.
1 You whisper and wave your hand next 10 minutes. They cannot act,
at a nearby creature. The next time the 4 You curse any number of except to flee danger.
creature falls asleep, they experience a commoners nearby. 6-10: You learn the creature's worst
deeply comforting dream. They wake fear, but they reject you from their
up feeling beloved and forget all of mind before you can conjure the fear.
their grudges for the next week. 2-5: You learn the creature's worst fear,
but it paralyzes you with dread for the
next 10 minutes. During this time, you
are unable to use abilities.
1: When confronting the creature's
fear, you become permanently haunted
by it. You must choose an additional
character flaw. You can only lift the
fear by having the Liberate spell (p.
45) cast on you.
89
mayhem
scintillate — bedazzle — loosen — chaos ball

scintillate loosen
0 You extend your fingers outward, 2 You twirl your finger as if you are
and a streaking bolt of sparks shoots unwinding a spool of yarn. Starting
toward a target you can see. Roll the die with a single creature nearby that you
to see if it hits the target successfully. can see, you create a cascading wave of
magic mischief that loosens anything
You may make the bolt explode on fastened or tightened around nearby
contact with crackling energy, hitting creatures. For example:
the target for 2 HP. Or you can make
the bolt a harmless firework that ■ Bags become unclasped and spill out
explodes in the air, creating a pattern of their contents.
any shape and color. ■ Shoelaces become untied, belts
unbuckled, and shirts unbuttoned.
bedazzle ■ Pets become unleashed.
4 You summon four prismatic bolts
that sparkle brilliantly. You may direct chaos ball
each bolt toward any target you can see. 3 You summon a cherry-sized elastic
The bolts each hit for 2 HP. If all four ball in your hand. When you throw
hit a single creature, the creature is the ball, it bounces off everything
affected by your Mesmerize ability (p. it touches, avoiding creatures. Each
84). time the ball bounces, it accelerates
slightly, traveling faster and faster until
it escapes into the atmosphere after 1
minute.

The ball's brief reign of terror shatters


pottery, glass, light furniture, and most
other fragile things in your scene. What
a shame.
90
peerless pilot perfect gift
5 You conjure a fantastic hot air 4 You glimpse the mind of a nearby
balloon from another dimension that creature, discovering what stirs their
legendary can fit you and your party. You must heart. Then, you conjure an emotionally
be outdoors and standing in a clearing priceless gift for them.
with room for the balloon to form.
You choose how the gift makes the
The balloon is 30 meters tall and can creature feel once it is received. Choose
look like anything you want. It’s piloted one:
by a small, illusory creature that can
control talk to you and your crew and take
■ They come to terms with the loss of
a loved one, finding peace.
8 You dominate the mind of a instructions. (The standard creature is a
red panda wearing goggles, but you may ■ They decide to repair a broken
nearby creature for the next hour.
choose any similarly sized creature you relationship in their life.
The creature will do anything you
verbally command them to do without want.) The pilot remembers you and ■ They become exuberantly happy for
exception or hesitation. When the spell where you’ve been if you cast the spell the next month.
ends, they remember everything that again. ■ They become obsessed with the
happened. gift, refusing to part with it for any
The balloon is powered by a flaming
sphere above the carriage that adjusts reason.
This spell is cursed. If you use Control
to harm another creature, you its intensity based on your commands. ■ They love you as an intimate friend
permanently forfeit your character and The balloon can soar as high as the and seek a closer relationship.
they become an NPC boss. The Guide tallest mountain peaks and move at up
to 30 kilometers an hour. The carriage The Guide chooses the form of the gift
will now play your character as a villain
has 40 hit points, and the balloon has to match the effect with the creature.
in the story.
10 hit points.
The Guide will inform you if your use
of the spell will cause your character to You may dismiss the balloon at any
become an NPC before you cast it; you time; it vanishes with its pilot and
must agree to forfeit your character, returns home.
otherwise you may not cast Control to
harm another creature.
91

legendary

invasion the trial. In the second dream You may use your abilities within the
sequence, the host's greatest fear dream the same way you use them in
5 You touch a sleeping NPC (the manifests as a monster that seeks to the outside world, but the effects are
host) and enter its dream. You may kill them. The Guide will choose a fictional and cannot leave the dream
take any willing party members who monster that is proportionate to the world. Any AP that you spend inside of
are nearby with you. Those invading severity of your suggestion. If you are the dream is recovered when you exit.
the dream enter a trance. They cannot trying to dramatically alter the host's
sense anything outside of the dream, life, the Guide may choose a monster of
even if they are harmed. terrifying power.
You choose how you and your The rules for this fight are the same as
companions appear in the dream. outside of the dream, but you cannot
You may impersonate others while in die here. All players entering the dream
the dream world. Once you enter, you have full health and 10 AP to use. You
create a new dream in the host's mind. exit the dream immediately if you reach
The dream has two scenes. 0 HP.
the suggestion. In the first scene, you If you defeat the monster, the target
meet the host and speak with them. will later wake up believing the dream
You choose the setting. was a revelation. They will set out to do
what you suggested.
Here, you may try to convince the host
to do something. For example, you If the monster kills the host in the
might ask them to abandon a serious dream, the spell ends. Everyone,
pursuit, to cut their family ties, or to including the host, wakes up.
give away their wealth.
92
the wizard

The Wizard utters a word of power,


sending a wave of force that knocks
back everything in its path. They
imagine an object needed in a pinch,
and conjure it from thin air. With a
wave of their hand, they open a rift
to unexplored dimensions, seeking
answers beyond space and time.
You can use The Wizard’s dynamic
role to play any kind of magic user,
from a studious sage seekiduelng
spellbooks to a megalomaniacal mage
pursuing absolute power.

quick start
Choose these abilities: Magic Strike, Blink, Sense
Magic, Speak, Pinch, and Familiar.
93
evocation
magic strike — kindle — clap — telekinesis — last light

magic strike clap last light


roll the die 2 You clap your hands, creating You must be holding a pointed object
a thunderous wave of force in the like a wand, staff, or sword to use this
0 You must be holding a pointed direction you are facing. The wave spell.
object like a wand, staff, or sword hits up to 3 nearby creatures for 2 HP.
to use this spell. You use it to shoot 3 You momentarily channel a
If affected creatures are the size of a
a shimmering missile of force in a horse or smaller, they are also knocked blinding beam of focused light in a
straight line at a target you can see, to the ground. straight line at a target you can see,
dealing 2 damage. dealing 6 damage. The light ignites
2 You overload the missile, telekinesis anything flammable that it touches,
melts a hole in steel objects, and sears
increasing its damage to 4 and hitting You move a nearby creature or object organic matter.
the target automatically. You do not using only your mind.
need to roll the die if you overload the 5 You overload the beam. It
spell. 1 You may move an object or instantly kills commoners and minions
creature no larger than an elephant. and deals 12 damage to bosses. If Last
kindle If you move it gently, you can control Light kills the target, it disintegrates
it for up to 10 seconds. Or you may into ash.
0 You rub your hands together, forcefully throw it up to 5 meters away
causing a flammable object you can see and hit it for 2 HP. The beam created by Last Light can be
nearby to ignite in flame. The spell can deflected by mirrors.
ignite textiles, wood, paper, and other x You may increase the power of
combustible material. this ability by spending additional
AP. For each AP you spend, you may
This spell cannot be used directly on increase the distance you can throw the
creatures, but it can be used to ignite creature by 5 meters, and the damage
flammable things they are wearing they take by 2 HP. (For example, if you
or carrying. Igniting something on a spend 5 AP, you can throw a target 25
creature deals 1 damage to them. meters and deal 10 damage.)
94
conjuration
familiar — pegasus cloak — force field — conjure

familiar move by gliding in the direction they conjure


want to travel. They will also fall gently
2 You summon a tiny spectral until they are hovering 1 meter above 3 You imagine an object, causing it
creature, like a bird, a lizard, a butterfly, ground. to appear somewhere nearby. You can
or anything else of a comparable size. summon any object that meets these
The familiar is the avatar of a random force field guidelines:
spirit creature from your world. It ■ It can't be larger than an elephant.
becomes your ally and will follow your 3 You create a paper-thin wall
instructions. The Guide chooses the of force capable of preventing non- ■ It can't have magical effects.
creature's background and personality, magical creatures and objects from
You must tell the Guide which object
and speaks for them. The familiar passing through. You may choose
you want to summon. Then, the Guide
may choose to leave you if they are whether the field blocks passage on one
thinks of a related object and gives you
mistreated. or both sides. The field can be in any
its name in secret. (For example, if you
shape you want, but it must fit inside
The familiar cannot move out of your want to summon a lockpick, the Guide
of a cube that’s 10 meters on all sides.
sight. It can pick up and move objects may tell you to draw a door.)
The force field has 20 hit points and
no larger than a coin purse and no dissolves at 0 HP. Set a timer. You have 1 minute to draw
heavier than 10 pounds. It can't attack. the secret object. When time is up,
You can make the field stationary or
Your familiar has 4 HP. It is show it to your party. Your friends can
move it telepathically. (For example,
invulnerable to non-magical harm. If it discuss what they see, but they can only
you might create an invisible platform
is reduced to 0 HP, it vanishes, and your submit one guess. Don't give the party
that glides beneath you as you walk.)
bond is broken. You may only have one clues.
familiar at a time. If they guess correctly, the item
appears. If they guess closely but not
pegasus cloak exactly, the item appears, but it has
3 You bestow any number of nearby a defect. If they're totally wrong, a
creatures with illusory feather cloaks random misshapen item appears.
for the next hour. Affected creatures
hover 1 meter above the ground and can
95
planeshifting
blink — gate — portal — dark door — teleport

blink portal teleport


1 You teleport to a location of your 3 You conjure a portal of any shape roll the die
choice nearby. You vanish, leaving and orientation that is no larger than
behind a gentle gust of wind and then a door. It appears at a location of your Snap your fingers.
instantaneously reappear nearby. choice nearby. The portal looks like 5 You and any willing creatures
a window to whatever is on the other nearby vanish instantly, leaving behind
gate side, and its edges crackle and spark a small shockwave of air in your wake,
with energy. When you cast the spell and are teleported to any place you
1 bind. You bind yourself to the again, the new portal automatically
room you are currently in. It must choose.
connects to the previous one. The
belong to you or a member of the party. portals remain open until you choose 20: Everyone arrives safely. You recover
This is your Circle. You may only bind to close them. Anyone that can fit may the spell's full AP cost.
yourself to one at a time. pass through them. 11-19: You all arrive safely. Good for
3 gate. Snap your fingers. Any you.
willing party members nearby are dark door 6-10: You all arrive. Choose one: you
instantly teleported to your Circle. 2 You knock on a door, making take 7 damage from turbulence, or
it a temporary portal to a specific a magic item you are carrying is
shadow plane. You must be aware of destroyed.
the shadow plane's existence to create 2-5: The party arrives safely, but
a door to it. (For example, if you see nobody else does. You don't know
a creature with a Cosmic Purse, you where they went. You lose an item you
can open a door to the purse's shadow are carrying.
plane.) When you open the door, you
1: The spell fails. Party members are
can see inside the plane, and you and
lacerated by an arcane explosion
your allies may enter it. If the door is
and are each hit for 5 HP. All other
closed, the portal vanishes. (If the door
travelers are torn apart in a gruesome
closes behind you, you become trapped
spectacle. (They die.)
in the shadow plane and must escape
with other means, like with Gate.)
96
magecraft
no — reflect — enscroll — spellsteal

no 11-20: The caster is hit by their own spellsteal


roll the die spell, instead of you. 3 After you observe a creature
6-10: The spell reflects off of you but nearby casting a spell, you may briefly
2 By uttering the word "no," you misses its caster. enter their mind to glimpse its nature.
attempt to neutralize a spell that you You learn the spell and can produce it
1-5: The spell reflects off of you but hits
see an NPC casting nearby. You must once.
a nearby party member instead.
declare you are using this ability before
the Guide describes the consequences Your theft gives you the minimum
of the spell.
enscroll know-how to produce the spell, but you
20: The spell is violently canceled and 2 You create a Spell Scroll (p. 145) have not mastered it. The Guide may
its caster is hit for 1 HP. that can be used to produce a spell that not fully reveal the effects or potential
you know. You must add the AP cost of consequences of some stolen spells.
11-19: The spell is stopped before it's
the spell you are inscribing to the cost
cast. Once you cast or Enscroll the stolen
of Enscroll. For example, if you create
6-10: The spell misses and hits another spell, you forget the spell and cannot
a magic scroll that can produce your
nearby creature or target. use it again.
Teleport spell, you must spend 7 AP.
2-5: The spell takes effect normally.
You must spend a short time in a safe
1: You accidentally amplify the spell. and quiet place to prepare the scroll.
If it is a harmful spell, the damage is You decide what is written on it. The
doubled. user of the scroll must read the words
aloud to activate the spell it contains.
reflect
roll the die

3 You produce a counterspell,


reflecting a spell that targets you. You
must declare that you are reflecting the
spell as soon as the Guide says that you
are being targeted by a spell.
97
projection
sense magic — aura's silvery broadcast — scry — see — find

sense magic scry find


0 You get a gentle tingling feeling 1 Once per game session, you may 3 find. You close your eyes and
in your bones whenever you are near a flash forward in time to glimpse your attempt to locate any object you have
powerful source of magic. You're aware actions in the near future. For the next held before, as long as it is in your
that magic is in the area, but not its hour, you can avert failure by redoing a current universe. You discover its exact
location or nature. roll of the die. You must take the result location.
of the new roll.
1 You discern the location of nearby 3 recall. Immediately after you have
magic and its general nature. For Or you may ask the Guide to reveal a used Find to locate an item, you may
instance, the Guide may reveal that you situation you are likely to encounter recall it for an additional 3 AP. The
sense a magic sword, a cursed door, or based on the current trajectory of item instantly vanishes from its present
an illusion. your choices. You may ask the Guide location and appears in your hands.
questions about what you sense from
2 You study the precise nature of this glimpse of the future, but the
nearby magic, learning its specific answers may be vague, as if you are
effects. If you use this ability to study trying to find detail in a watercolor
a mysterious magic item, its name and painting.
effects are revealed.
see
aura's silvery broadcast
4 For the next hour, you can see
2 You broadcast a message up to 20 through all magical deceptions. See
words in length. Each creature within 1 reveals the world to you in several ways:
kilometer hears the message clearly in
a voice that sounds pleasant to them. ■ You see anything that's invisible.
The sound seems to originate from ■ You know if something is an illusion.
every direction and background noises ■ You may see the true form of
are muted for the duration. anything that has been altered by
magic.
98
trickery
speak — pinch — stretch — undo

speak stretch undo


1 For the next minute, you may 2 Choose a nearby creature or object You speak a word of power, reversing
speak silently into the mind of a nearby that is no smaller than an ant and no the fate of a nearby object. The spell
creature. Your lips move normally as if larger than a horse. You cause it to cannot be used to affect living things.
you were speaking aloud, but no sound instantly enlarge or shrink. It can grow
comes out. Instead, the target of the up to twice its size or shrink up to half The thing you are undoing must be the
spell hears your voice inside their head. of its size. The target's weight increases discrete result of another creature's
The creature can tell that your voice is or decreases proportionally, but its effort. For example, you might undo
inside their mind. hit points do not change. You cannot a creature's shoelaces, unthread a
enlarge something beyond the confines garment, cause a piece of furniture
pinch of the space it's in. to fall apart, or revert a sculpture to a
block of marble.
2 You imbue your fingers with 4 You may stretch an object no
supernatural strength. For the next smaller than an ant and no larger than Choose how much effort to undo each
minute, you can effortlessly pick up and an elephant. time you use this spell:
move objects of any weight, as long as 1 Up to 1 minute of effort.
you can reasonably handle their size
and shape. For instance, you might 2 Up to 1 day of effort.
pinch the shirt of a bully and raise
them up in the air or casually move a 3 Up to 1 week of effort.
giant anvil. 4 Any amount of effort.
99
transcendence Your knowledge quest must be limited
to a subject that you could reasonably
5 You embark on an incredible quest come to understand by seeing through
for knowledge within living things. For the eyes of others. For instance, you
legendary the next minute, you enter a trance as may set out to learn the true history of
your consciousness expands, touching a species, identify who and where the
all sentient beings within 1,000 most powerful being is, discover the
kilometers of you. location of a secret object, or become
generally accustomed to the beliefs and
The ordeal is staggering. You
practices of a culture. You cannot use
immediately sense time and personal
rift identity at a scale beyond your normal
the spell for things that one mind could
not reasonably possess (for instance, by
5 You summon a magnificent understanding. You absorb the
asking for “all the world’s knowledge").
gateway that contains a portal to your simultaneous experiences of others —
The Guide will decide if your request is
current universe's nexus in The Rift. possibly from billions of beings.
reasonable.
(The Rift is a special location in the
omniverse, which you can read more Beware. Entering the minds of others is
about on p. 33) Each universe's risky.
gateway is unique; it might be a stone
archway, an iron gate, a humble You may experience unforeseen
wooden door, or something else. The consequences...
Guide imagines what this gateway
looks like.

This is an extraordinarily difficult


portal to maintain, and it only remains
open for 1 minute. Once opened, any
creatures or objects that can fit through
the portal may pass through it.

While you may summon access to


the gateway anywhere, the exit point
remains in the same location in The
Rift.
100
create
5 You tap raw magic, converting
its energy into a single, non-magical,
legendary inanimate object that fits inside a
cube no larger than 5 meters in any
dimension. You create the object
perfectly and it is real in every sense.
You may create anything that fits in
the space, including precious gems,
planecraft flawless weapons, or exact replicas of
other objects.
You conjure a shadow plane. Its
contents are completely illusory and This spell requires perfection and is
cannot leave the plane. You can fill it extremely taxing on your ability as
with anything you can imagine, except a Wizard. Keep track of how many
sentient beings. times you have cast the spell on
your inventory sheet. The spell's cost
The things inside may look and feel increases by 1 AP each time you use it.
real, but they are ultimately mirages.
Creatures cannot be harmed by things
you put in this plane.
2 You conjure a tiny plane no larger
than a mansion or castle.
4 You conjure a plane no larger than
the size of a village.
6 You conjure a plane with no size
limit.
8 You conjure a plane with no size
limit and no safeguards. Creatures can
now be harmed by the things you put in
the plane. (That includes you.)
101
102
the guide

You are the lamp


that lights the way

This section of the book is for the Guide.


If you're not playing as the Guide, you're
done! You can stop reading here.
Being the Guide is awesome. You have
the power to help your friends create an
exciting story and make them feel special.
Helping the players tell an exciting story
about their characters is your primary
responsibility. Everything we'll teach
you in this section is meant to help you
achieve that goal.
This is a rewarding and memorable role
to play, and the skills you learn can even
benefit you in the real world.

chapter 4 (30-60 minutes)


103
the basics

listen and respond focus on the fantastic The adventure


Quest is a conversation. Your role in it
as the Guide is to describe scenes, listen
As the Guide, you have the ability to is more fun for
help the players immerse themselves in
to how players react, and then imagine a world of imagination. Cultivate that everyone when you
what happens next. immersion by translating the rules of
the game into colorful fiction.
collaborate with
When the party succeeds, you should
cheer for them! You’ll present the While you will learn advanced rules
the players.
players with challenges because it in this section, never talk about them
makes the game interesting and fun, with the players. Don't say, "You deal
not because you want to defeat them. 4 damage to the monster"; say, "The
You are not the villain in the story, even monster cries out as you rip through its
if you play the villain’s character. scaly armor."
Make sure everyone gets a chance to Keep the nuts and bolts of the game
be heard, a chance to contribute to the private. Focus on telling the players
story, and a chance to do great things. what they see, smell, hear, and feel.
You’ll speak often, but it’s just as
important for you to listen carefully.

Listen to understand the priorities


and feelings of other players. The
adventure is more fun for everyone
when you collaborate with the players
to make the world meaningful to their
characters.
104
player safety out of bounds. If something is out of
bounds, that means you should not
stop sign
Games of roleplaying and use it in your story. For example, if a Players can use a stop sign to signal
player says that graphic descriptions when something makes them
imagination can be difficult of torture are out of bounds, everyone uncomfortable or when they need to
for some people, especially in the group should agree not to use pause the game.
if they are asked to imagine that subject matter in the game. Things
that are out of bounds should not be Your group's stop sign can be anything
or participate in a story that you agree to use. It can be a verbal cue
discussed.
makes them uncomfortable. (like a safe word), a gesture, or a card.
off camera. There are some topics
Every player is responsible for that might be okay to include in your If someone uses a stop sign, pause
story, but not in detail. In this case, the game to find out why by talking to
helping to create a safe and each other out of character. Listen to
you should reference these events
welcoming experience. Every indirectly or metaphorically, as if other players if they need to set a new
player can help facilitate a they are happening off screen in the boundary, and respect the boundaries
positive experience by using background. of other players in your group.
player safety tools. For example, if a player is If you want a tangible stop sign, you
uncomfortable with detailed can use a piece of paper or a card from
If you're playing with people descriptions of blood and gore, you the Quest Core Deck (sold separately.)
you've never met before, it's might describe a group of commoners
especially important to observe being massacred by a gang of additional resources
marauders by the grim sounds of a
the group and make sure For additional player safety tools, please
stampede.
everyone feels comfortable. check out the TTRPG safety toolkit,
Some players won't realize that compiled by co-curators Kienna Shaw
something is out of bounds until they and Lauren Bryant-Monk.
boundaries hear it. If you notice that a player is
uncomfortable, consider asking them
Before you begin the game, you should if they are okay to keep playing before
ask the players in your group to let you continuing.
know if there is any subject matter that
is sensitive for them. You can use these
categories to help create boundaries for
your story's content.
105
build a world

Set the big scene


First, imagine where your story
takes place.
This is your world profile. You
can use it to create the basics of a
fantasy world.
You don't need to imagine every
detail of your fantasy world when
you begin the game. You just need
enough to give the players a sense
of time and place. The examples
we give are for a world with little
technology and lots of magic, but
you can use any setting you like. It
helps to think of a favorite movie
or book that you want to emulate.
Make sure you build a world that
everyone's comfortable playing in.
106

1
Your story begins ,

in the frontier town of Wendros on the rolling hills of June Serin

Starting area
outside the great encampment at the seat of the Seven Banners

in the great capital of Eneria on the battlefield of Drakkon

at the grand Fortress of Eos on the lonely moon of Visma

in the heart of The Harrow at the gates of The Cauldron


Your adventure will start small
and grow over time. Choose in the shadow of the wall where the three rivers meet
where the story will begin. This on the island of Draenor in the caves of Ksamkarja
is where the adventurers will
in the coastal city of Brell in the Gulf of Sorrow
face their first scene.
in the borderlands on the fields of hope
These are just suggestions.
You're free to come up with your
own answers and change the a .
names of things you see here.
Use this prompt to think about rough-and-tumble region neutral zone between armies
the places that might be nearby place of great knowledge region occupied by invaders
when the adventurers begin the
yearlong carnival town wild land plagued by beasts
game. A frontier town might be
a great place to explore caves cultural powerhouse land of mystery and horror
and dungeons, while a capital bustling trade hub land devastated by magic
city can be a playground
lawless frontier tinderbox of civil conflict
for political intrigue.
military nation holy place of the gods

besieged city rebel stronghold


107

2
From the ,
to the ,

Region
towering summit of Mount Luna infinite depths of the great sea

crumbling ruins of Calcarias ice-capped peaks in the West

fallow fields of The Harrow forgotten forest in the North

Choose two points of interest: the corrupted throne of Strago shifting sands in the South
space between them is your region. sunken city of Olsasserine million lakes in the East
Your starting area is in the middle catacombs of Gal-Torum Emerald metropolis
of this region.
gleaming tower of Ielion chasm of Clodiff
You can choose anything you see
coliseum at Qram Temple of Ages
here, create your own points of
interest, or use some from the shattered lands gates of hell
starting area suggestions.
Your region is mostly for colorful you'll find .
background, but the adventurers
may want to travel to the places the survivors of the apocalypse spectacular wealth and power
you mention. Think about what killers, thieves, and charlatans disciples on a sacred mission
these points of interest mean and
what the players might find there. traders from around the world peoples ruled by an iron fist

pioneers looking for a home guilds vying for monopoly


Finally, choose something big that
this area is known for. You can use clans fighting for territory a horde of the turned
this later to say what's happening roving bands of monsters a brewing revolution
in the story.
peace and prosperity humble nomads
108
3
In this world, magic is ,

rare common outlawed regulated

Basics danger is ,

These basic facts will help you everywhere mundane ghastly


answer lots of follow-up questions a mystery otherworldly oppressive
about your world when they arise.
rarely seen magical
You can use these to decide how
the world works.
Remember that you don't need to and daily life is .
fill in all of the details up-front.
But when questions arise, you can comfortable and convenient filled with peace and love
answer them using these basics.
abundant with pleasures raucous and competitive
For example, if a player asks,
brutish and difficult a waking nightmare
"How do folks travel?", you can
use what daily life is like to a grueling affair humble and quiet
help you answer. If the world is always a risk extravagant
comfortable and convenient, you
might imagine wonderful systems
of public transit. If life is difficult, (It's a lot like .)
most people might only be able to
march between places. (Here, you can choose a movie, book, play, or other fictional work that can help
everyone imagine the world.)
109
4
People here are hopeful that ,

the invaders will be defeated the world fair will bring wonders

Hope and fear


darkness will be snuffed out the gods will answer their prayer

the revolution will succeed the great harvest is upon them

the long drought will end there are riches in the depths

You can create tension throughout their families will return the world fair will bring joy
your world by creating focal points the savior is coming justice will be delivered
of hope and fear. a new ruler will rise peace will be brokered
Use these decisions to shape the
actions of NPCs in the region.
They don't have to apply to but .
everyone, but they're a good
starting point when thinking
the ruler is tightening their grip the climate is becoming deadlier
about what the NPCs are doing in
the background and what might the disappearances are rising a strange star haunts the sky
be on their minds. the highways are dangerous zealots speak of grim omens

storm clouds are gathering saboteurs may be among us

war looms on the horizon criminals are on the loose

nightmares are spreading a plague is spreading

strange things are afoot madness is growing

thugs are in control magic is fading


110
5
the dinner party. A strange the nameless star. The
courier confronts the party party overhears a group of
unexpectedly. They bear a note townspeople talking. Rumors
with a strange seal, inviting the are that a star fell from the sky a
adventurers to a dinner party in a week ago, and people who have

Adventure hook
remote mansion. It promises the gone looking for it have not yet
opportunity of a lifetime. returned.

the lonely giant. While strolling the date. The party's hotel
down a local road, the party sees concierge delivers an urgent
a flock of birds suddenly fly out letter addressed to them that just
The players need a reason to go on an
from the canopy of a nearby arrived. The letter has no sender,
adventure. Your adventure hook is the forest, shortly followed by an only a date and time printed on
scenario in the first scene that draws earthquaking thud from that it: three days from now.
them into action. direction. As they investigate,
they find an elderly giant who the strangers. While walking
has fallen. The adventurers down a road in the center of
You can choose one of the prompts town, the party sees familiar
notice that the giant's hands and
on the next page or create your own. feet have been bound to some figures approach. They are
Use the choices you made to build nearby trees. suddenly facing themselves in
your world to help you create your own the road, as if they had all been
the fog. As the party walks down cloned.
hook. the street, a young person bursts
out of the door to their home, the portrait. As the party
Think about what the implications of with bloodshot eyes. They run investigates the mansion of a
your adventure hook are. Where will up to an adventurer, falling to local person who was murdered,
they pass by a wall-sized portrait
the players seek clues next? Where their knees and gripping their
clothing. “Run,” they say, before of a finely clothed woman
might they go? Use the adventure hook standing in front of a famous
collapsing to the ground dead.
as a prompt to create a small first The party notices a strange keep. When they pass by the
adventure that you can build on. purple fog begins to roll out from portrait again, the woman is
the door of the house. missing. When they touch the
When you've completed your world portrait, the surface seems to
ripple and give way, as if their
profile, we'll teach you how to run the hand can pass straight through.
game.
111
5
the children. As they enter a rarely
visited frontier town, the party notices
something strange: there are no adults
anywhere, only children.

the author. A famous author whose


identity is a mystery is about to
release their latest novel. The events
of every novel they have written have
eventually come true. When the party
buys the new novel, they realize it’s
about them. This author always kills
their characters.

the bounty. The party arrives at a


city they've never been to before, and
they stop at a notice board. On the
board, they see wanted posters with
portraits of the adventurers. The party
is wanted for crimes it didn’t commit,
dead or alive.

the dream. The party wakes up from


an unusually refreshing sleep. When it
reconvenes, the adventurers all realize
they had the exact same dream, and
they can all recount it in vivid detail.
The end of the dream involves the
party walking through a dark portal in
a unique-looking basement.
112
run the game clues ■ A puzzle blocks the way.

Clues are story prompts — hints about You should introduce challenges
where to take the story next. They when they would make the story more
appear everywhere, from the players' interesting. If the players want to do
All stories in Quest can be something trivial, you can always just
character profiles and abilities to the
created with the same basic details you put in each scene. For let them do it, and wait for the next
recipe. Every Guide can make example, if the party's Ranger picks lots opportunity to present a challenge.
the game interesting and fun by of abilities that can be used in the forest,
using these ingredients. they're telling you they want part of the consequences
story to take place in nature.
It's your job to imagine how the world
First, use clues to set up the Many adventures begin when the players responds to the players and to create
scene. They can be clues you say they want something. It can be small, consequences for their actions.
provide or clues that players like buying a sword from a merchant,
The players' actions should affect the
give you about what they want or big, like preventing a war. Use what
the players say they want to help you world and the lives of the people they
or what they're thinking about. build the story, and give them clues that meet. In a good story, both the heroes
stimulate their desires. Maybe they want and the villains have wants and needs,
Then, put something in the to buy that sword because you describe it and they both experience change. Even
party's way. They'll have to gleaming in a storefront window as they inaction should have consequences.
If the party ignores a threat for too
overcome a challenge to get walk by.
long, have it affect the world in the
what they want or where they're background.
going. challenges
Consequences can take any form — from
When the players want something, you a hit to a player's wealth to a loss of
Finally, create consequences can put a challenge in their way to raise hit points, a change in reputation, hurt
for the players' actions. How the stakes in the adventure and give feelings, or even death. Next, we'll give
they deal with challenges can them a chance to use their skills. You you examples of clues, challenges, and
can introduce any kind of challenge.
result in rewards or setbacks. consequences you can use.
These consequences drive the Here are some examples:
story forward and create new ■ An enemy ambush.
situations. ■ A room filled with deadly traps.
■ An NPC who demands tribute.
113
set scenes somewhere for just a moment, you can
keep it very simple. Take more time
might interact with either nearby or
within range of their abilities. For

Say what's
to describe bigger scenes where you example, if the players are infiltrating a
expect lots of conversation or action. castle's courtyard, it's easier to handle
the scene if you make it so the castle
If you're creating an action scene, it's a

obvious, then
guards are all located nearby. Put things
good idea to think of some additional that the players won't need to interact
details that the players might find with in the background.

set the mood


useful. For example, if you describe a
crumbling pillar that looks weak at the Once you've set the basics of the scene,
base, a clever player might try to topple be open to changing it. You can use
it to create a ruckus. the imagination of your players to help
you fill in the details and possibilities
Use figurative language, similes, and of each scene. If a player asks if there's
metaphors to add texture to your
offer clues description. Did the door in front of the
anything they can set on fire in that
castle's courtyard, you might say there's
party simply open, or did it creep open a giant banner hanging on the wall. Use
Always start with the most obvious and with a groan? Is the storm violent, or is
urgent things that people would notice this trick often to make your players
it like the electric tongue of a vengeful feel perceptive and powerful.
upon entering a scene. If the party is god? Does she look fierce, or is she a
crossing a bridge with a giant hole in lion standing above her pride? You should also use what you already
the middle, you should point it out! know about the players to make scenes
Then, consider offering some small be flexible relevant to them. For example, if one of
details that set a mood for the scene. your players is a Doctor who can speak
You might describe linens fluttering When you design a scene, start by to the dead, you might put a skeleton
gently in the middle of a breezy choosing its purpose. What can in the corner of the room that they can
marketplace or the overwhelming smell the players accomplish here? What interact with using their abilities.
of freshly baked bread. Your description obstacles might they face? Answering
is most powerful when you fill all of these questions will help you know
the players' senses. But even one or two what to put in the scene and how much
details like this can make the players detail to provide.
feel like they’re there, so don't overdo it. Then, imagine the layout of the place.
Adjust the amount of description you Use the rules for Distance (p. 12)
provide to match the importance of to help you create the scene. It's very
the scene. If the players are stopping helpful to make everything the players
114
clues you can do it repeat clues
Tell a character something they You can subtly suggest a situation
think they can do. You might tell is similar to something the players
the strong Fighter that they think have encountered before by giving
they can break through a door or one overlapping clue, like a familiar
the nimble Spy they think they can smell or a tattoo they'll recognize.
climb a ledge.

say the obvious red key, red door


Begin by giving players important tempt abilities
details about their scene that their You can offer clues with obvious
characters are sure to notice right Put something in the scene that sensory associations. For example,
away, like a chasm in the floor. suggests a player can interact with it you might make the key for a door
using one of their special abilities. or chest match in color or material.

warn them signal distress


give knowledge
Offer one or more players a clue Signal to the players that someone
You may decide that a character
that signals a threat. It can be needs help, like with the sound of
knows something that their player
something imminent, like the smell crying, a wreck on the road ahead,
doesn't. For example, if a player's
of death, or looming, like a storm or a town burning in the distance.
character is about to break the law
cloud rolling in from the horizon.
but the player doesn't know that,
you can tell them their character

make it personal
knows they are about to break
the law and see if it changes their
make it weird
decision to act. You can give players
Put something in the scene that is
Put something in the scene that will information about what their
bizarre or breaks the rules of the
inspire a player to act on their ideal character knows to help fill in the
normal world to signal that there is
or succumb to a flaw. context of a scene.
magic or trickery nearby.
115
clues

sow a rumor not quite right


You can have a character in the Suggest that a character is hiding
scene give the party a rumor about something or has a secret. Perhaps
another NPC, a place, or anything a commoner wears an item that
else happening elsewhere in the looks too valuable for them to have,
story. a guard's armor doesn't seem to fit
correctly, or a character in the scene
You can also have the party's trembles with discomfort.
adversaries sow false rumors to lead
them astray or into danger.
take a cue
overexpose If a player asks a question or blurts
something out that you had not
Giving a lot of detail about a place considered about the scene, you
signals to the players that it's an can use the information as if you'd
draw a map important place where they are thought about it all along. The
likely to find valuable information players don't know what you know
Draw the players a map, like a or where something dramatic is about the world, so you can reward
treasure map, that shows a point about to occur. Give more detail them for creative thinking by
of interest and the promise of a than usual for big scenes where you putting things in the scene that they
reward. Leave out the pitfalls. expect lots to happen. imagine.
116
rolling the die example, let's say the players are on a
sinking ship, and you initiate a Trial
For example, let’s say a player rolls a
success on an attack against a monster.
to see if they can save the ship. The The outcome of that roll is all you need
Always call for a roll of the die when players are free to propose any kind of to describe the consequences for the
the players attack a creature with a action, as long as it makes sense. They entire situation. Because the player
weapon and when an ability explicitly can use one of their abilities or try was successful, it is assumed that the
asks for it. something else. target of the attack was not successful
in avoiding it.
In all other situations, you get to decide Here are some ways the players might
when the die is rolled. You should only approach the problem: If you invent your own abilities and
ask players to roll the die when they ■ The Magician says they want to use situations, design them around this
try to do something challenging and their Magic Eye ability to search for rule. For example, if you create a spiky
when a chance for failure makes things the sources of the leak. floor trap that a player walks over, you
interesting. But only offer die rolls if might ask the player to roll the die to
success is possible. If a player tries to ■ The Fighter says they want to use see if they dodge it.
do something impossible, just tell them their Marshal skill to hold back
they can't (or don't) succeed. water from one of the leaks.
npc rolls
■ The Spy says they want to use their
You should roll the die for NPCs when Silver Tongue skill to rally the boat You only need to roll the die for NPCs
they make attacks against the players. crew and inspire them to take swift when they make attacks against players
And you must make your rolls in public action. or use abilities that require die rolls.
view just like all of the other players. When your NPCs do things to each
You can be more open-minded about other, or things in the world that don't
trials the players' abilities during a trial. affect party members directly, you can
Reward the players for clever thinking. just narrate what they do and what
Trials are the most flexible way to run NPCs can affect the scene but they happens. Of course, you're free to
an action scene. They're like movie don't take turns during a trial. Trials roll the die anytime you want to leave
montages that speed up the action. In a only test the party. things up to fate.
trial, players work together to overcome
a challenge. If the players collectively
succeed enough times, they overcome
only roll once If your NPC rolls a tough choice, it's
up to you to create a setback for them.
the challenge. But if they fail too many Because the chance to succeed is You can keep them simple. By default,
times, something bad might happen. always the same in a die roll, it is not a have the NPC deal half damage on a
test of skill — it's a test of fate. Players tough choice, unless you can give them
Have the players roll the die each time only need to roll the die once to see a more interesting setback.
they try to deal with the challenge, what happens in any given situation.
then describe the consequences. For
117
challenges
set a trap
Put an explosive on a door, place
attack! a stake pit in the floor, poison the
food, or do something else that
turns the environment against the
If the players are threatening, cause
players. Be sure to offer them a
grievous offense, or do something
subtle clue to give them a chance
else to draw hostility, you can have
to discover the trap. If they don't
your NPCs attack them.
investigate or discover it, you can
spring it on them.

ambush
Have a group of minions ambush
escape
the party if they're lost, not paying Maybe the walls crumble as the
attention, or in a vulnerable spot. temple collapses around the players,
They can be connected to a group or the ground rumbles as a chasm
of adversaries pursuing the party, opens. Perhaps the town guard
or a random encounter based on mounts their horses to give chase.
where the party is. For example, if
the party is traveling down a remote Start a Trial (p. 116) to see if the
highway, you might have some players can escape a dangerous
bandits try to rob them. situation.

reinforcements charge a toll


Just when the players think they've Demand a player's valuables if they
won a fight, you can have more try to pass through a hostile area,
enemies show up. Make them think or if an NPC thinks they can take
about whether to stand or flee. advantage of the party's situation.
118
consequences lower risk higher risk
A player tries to pick a lock to a safe A player tries to leap over a chasm to
When creatures in the world while no witnesses are around. escape a monster that's chasing them.
act, it's up to you to imagine and triumph (20) triumph (20)
describe the consequences.
They deftly release the lock to the They leap flawlessly into the air with
To keep the action moving, feel safe, and the door swings open grace, clearing the chasm and landing
quietly. You secretly decide to add an on the other side into a somersault.
free to rely on a small set of additional reward to the stash. The monster scowls at them and,
predictable consequences for realizing it’s outmatched, turns away.
success (11-19)
common situations. For example, success (11-19)
when players roll a tough choice The player opens the safe with no
on a weapon attack, you might problems, retrieves the contents, and They cross the chasm in one stride,
closes the door without leaving a landing on both feet on the other side.
routinely give them the same trace.
choice of dealing half damage or tough choice (6-10)
tough choice (6-10)
hurting themselves by accident. They cross the chasm. You give
They open the safe. You give them a them a choice: their crossbow gets
You should introduce serious choice: the lockpick breaks off in the loose from its sling and falls into
consequences and more keyhole and prevents the safe from the darkness, or they have a rough
dramatic choices when the being closed or the safe's silent alarm landing and take 4 HP of damage.
is triggered.
players repeatedly make bad failure (2-5)
decisions or when raising the failure (2-5)
They slip on the approach and fall
stakes makes the story more The player accidentally activates one before they can cross. The monster
interesting. of the lock’s defensive mechanisms, attacks them.
and it becomes permanently stuck.
These examples show how you catastrophe (1)
catastrophe (1)
might interpret the results of a The player stumbles into the chasm,
die roll. Adjust the severity of the The player unwittingly triggers the tumbling all the way down. They take
safe’s silent alarm. The guards are on damage and fall unconscious.
consequences based on the risk
their way...
of the situation.
119
rewards small fight or earn one for doing an
NPC a favor.
■ A mishap creates an impasse.
■ A plague spreads.
Give Adventure Points: ■ They receive a rare item after
■ Award 1-2 for great roleplaying, completing a series of challenges. Their enemies advance:
coming up with a clever plan, or ■ They find a rare or legendary item. ■ A boss gains power.
solving a difficult puzzle. ■ An ally loses territory or resources.
■ Award 4 or more for defeating or setbacks ■ Monsters spread across the land.
neutralizing a boss.
They are hurt:
■ Award 8 or more for resolving a major
■ An NPC attacks them.
tough choices
story arc.
■ They fall unconscious. A good tough choice is between two
Increase their reputation: setbacks that are equally undesirable.
■ The locals offer hospitality or ■ Their body is impaired.
protection. ■ They become cursed or diseased. You can use any of the setbacks on the
previous page when offering your players
■ Positive rumors are spread about Their reputation or standing is harmed: a tough choice between two alternatives
them. or create your own based on the context
■ They offend someone.
■ They gain audience with a powerful of the situation.
person. ■ They break the law and become
wanted by authorities. ■ Deal half damage or hurt yourself.
Give them an out: ■ They are cast out of a community. ■ Take damage or lose/break an item.
■ A boss is impressed by them and ■ A bounty is put on their heads. ■ Betray a friend or make an enemy.
retreats from a confrontation. ■ Retreat to save the nation but sacrifice
■ They lose an ally.
■ They scare minions away. the town.
■ The weather clears up. They lose items: ■ Save one commoner from dying but
■ They find a clue that helps them ■ An item is stolen or lost. not the other.
advance. ■ An item breaks and must be repaired. ■ Pick up treasure and become cursed
■ A merchant demands a costly trade. or leave it behind.
Give them treasure
(p. 131): Their environment shifts:
■ They get a favorable deal when ■ A storm makes the journey difficult.
trading with someone.
■ A disaster devastates the land.
■ They find an uncommon item after a
120
mercy

The threat of death and loss is what gives


the game compelling stakes and makes
the players' decisions meaningful. You
should try to observe the rules as much
as possible to prevent the game from It's okay to give the
feeling arbitrary. The players should feel players a way out
like their choices matter and have real
consequences.
of their situation,
especially if it makes
But sometimes your players will face an
impossible challenge that could hurt the the game more fun.
story your group wants to tell. Maybe the
monster you’ve introduced is too powerful,
the players make lots of strategic
mistakes, or everyone's having an unlucky
day. In any case, you are not obligated to
kill their characters.
If punishing the players would make
the story less interesting or fun, it's
okay to give the players a way out of
their situation — especially if you made
something too difficult by accident.
Let the party know that most dangerous
encounters don't have to be fatal.
121
non-player characters affect the environment around them.
Make your characters living, breathing
You won’t be able to do this with a
lot of characters, but your players
parts of your world. They should be will appreciate getting to know a
A big part of the fun is creating active participants in each scene. few important ones. It makes a big
interesting NPCs that the players can difference.
interact with. You can create some For example, if your players are wasting
of these characters in advance, while time in line at a shop, you might have
the shopkeeper or a patron scold them organizations
others you'll have to imagine on the fly.
for holding things up. Use your NPCs to You can build organizations around
You don't need to imagine a story add urgency and life to each scene. your major characters that affect your
for every character, but they should fantasy world in the background.
all have a name and a desire that Every character and creature in
the game should have some kind It's a good idea to have at least two
motivates them. It helps to create a organizations that are in conflict with
list of character names you can use of objective, even if it’s small. A
shopkeeper might just want to get each other. This conflict can help you
for any occasion, like merchants and build scenes and introduce challenges.
bartenders. the best trade for something. But if
the characters push the character and For example, if a villain of your story is
Make your characters believable. They investigate, you might consider a bigger a bandit leader who is wreaking havoc
should be active parts of your story, not role for them. Maybe the reason that on trade in the region, consider creating
idle props in the background. Use your shopkeeper is so firm about the price a major character who opposes them.
characters often to speak directly to the is because they have a sick child they Perhaps the leader of the town guard
player characters. need to care for. issues a warrant for the bandit leader's
arrest and offers the party a reward for
make characters belong major characters their capture.

Your world can be filled with creatures You should give some deeper thought You can use organizations to buffer
of your wildest imagination, from to the major characters in your story. your major characters. Make the party
commoners to wild beasts, strange Like the players, they should have have to get through legions of minions
terrors, mythical beings, gods, and their own ideal, flaw, and dream. If to reach the bandit leader!
even time-traveling beings of light and your story has major characters that
energy. accompany the party or show up often,
you may also want to think about
All of your creatures should have a their particular mannerisms, way of
reason to be where they are in your speaking, and deeper personality traits
world. Think about where they came that can establish them as unique
from, why they're here, and how they people in the world.
122
npc templates

You can use the basic templates on


the next page to create any kind of
creature you want.
All NPCs have two main stats: hit
points and attack rating.
An NPC's attack rating is how much
damage it deals whenever it hits
an opponent with a basic attack.
And an NPC's hit points, like the
player characters' hit points, are the
measure of their mortality.
However, NPCs are more vulnerable
to death than player characters.
When an NPC is reduced to 0 hit
points, they die immediately.
See the Quest Adventure Deck (sold
separately) for creature cards that
you can use in your game or for
inspiration when creating your own
creatures.
123
npc templates

commoners minions bosses

2 hp — 1 attack 4 hp — 2 attack 10 hp — 4 attack

Commoners are average creatures, like Minions are any tougher characters Bosses are special characters of
the everyday people and animals you who could pose a threat to the party in exceptional power and importance. They
meet. They don't usually pose a threat to an encounter, like a bear in the forest are major characters who should each
the party, unless they hold some position or rank-and-file members of the town have a goal they are working toward,
of power or influence. guard. Most minions don't usually pose a whether it's to take over a town, guard
big threat to the party by themselves, but their dungeon, or simply to prey on
Farmers, merchants, artists, politicians, they can be deadly in groups. adventurers. They should operate in the
pets, and other average creatures are all background and affect the world even if
examples of commoners. You should Some minions, like bandits, travel in they are not present in a scene. Because
use these characters mostly for social small groups with their own agendas, they're so powerful, bosses usually attract
interactions. They're not fighters, but while others act in service of a boss. crowds of minions that do their bidding.
they may defend themselves if necessary.
Minions can be very powerful, but they Bosses already innately have special
Most commoners are like extras in a are more susceptible to the players' protections against some of the players'
movie: background characters who help special abilities than bosses. more powerful abilities, but you can give
to fill the world and give it life. them even more power by granting them
Consider giving powerful minions one or
a few special features.
two special features.
124
npc features

veteran invisible
Add 4 HP and 1 attack if the creature horrifying
is highly experienced, like a veteran The creature cannot be seen with
town guard, a professor of magic, or natural vision. The creature is so grotesque,
an ancient elemental. otherworldly, or grim that it causes
immense fear in anyone who sees it.
extra attack When first encountering a
big horrifying creature, players must
The creature can attack twice roll the die. If they fail, they are
Add 10 HP and 1 attack if the during its turn instead of once. frozen in fear and lose their first
creature is much larger than the turn.
players, like a bear, a giant spider, or
a hill giant. evasive
special ability
The creature has an extraordinary
colossal method of movement. Choose one: Give the creature a special ability
it can fly, it can climb quickly, it can belonging to one of the eight player
Add 40 HP and 4 attack if the burrow and travel underground, it character roles or something you
creature is orders of magnitude can teleport brief distances, or it can invent. If the creature is a boss,
larger than the players, like a outrun other creatures by foot. like an NPC Wizard, you can give
sandworm, a kraken, or a titan. them a handful of special abilities
belonging to that role.
lifetap NPCs do not have adventure points,
regeneration and they do not need AP to use
When the creature damages an special abilities. If you give them
At the beginning of each of its adversary, it recovers hit points especially powerful abilities, use
turns, the creature recovers half of equal to the amount of damage your judgment to limit how many
its hit point maximum. dealt. times they can use them.
125
npc features

phase shifter
The creature can shift between
physical and ethereal forms or
between solid and gaseous forms.

reflection
shapeshifter
When the creature receives damage,
return half of the damage received The creature can freely change its
to the attacker. shape to take on the likeness of
other creatures. They revert to their
default form upon death.
invulnerable
The creature cannot lose hit points. ethereal
It's probably a god.
The creature has no physical body
and cannot be affected by physical
protection damage. (It can only be affected
by magic harm.) It can freely
pass through physical objects and
resistance. The creature takes half communicate telepathically.
damage from a type of damage, like
fire or non-magic weapons. All spirit creatures are ethereal.

immunity. The creature takes no Many ethereal creatures are


damage from a type of damage invisible, but not all are. Ethereal
or cannot be affected by certain creatures that can be seen appear
conditions, like sleep or mind like ghosts: translucent creatures
control. that glide through the air.
126
combat round 1: the party them something too difficult or something
too easy. You'll only learn what your
The Fighter bursts through the door, players are capable of handling by playing
discovering murderous bandits who have the game. That said, you can use a basic
It's your job to keep track of turns and kidnapped a commoner. The Guide lets formula for combat difficulty to present
rounds in combat to make sure everyone The Fighter act first. the party with appropriate challenges.
gets an equal opportunity to act. ■ The Fighter draws their sword and
attacks the nearest bandit, killing them. First, add up the current hit points of the
When the players fight their adversaries, entire party. For example, if the party has
you take turns for the NPCs. You must ■ The Spy is next through the door and 4 players at full health, they have a total of
privately keep track of the NPC's hit points throws a dagger at a bandit, missing. 40 hit points.
and equipment. ■ The Doctor is last through the door and
casts a spell on The Fighter. Then, look at all of the NPCs in your
If the players are ambushed, the NPCs go encounter. Add together:
first. Otherwise, have the players go first. round 2: the bandits ■ Their hit points.
You decide the order of turns for both the ■ The bandit closest to The Fighter ■ The highest possible amount of damage
players and the NPCs. Do what makes screams in horror and retreats. they can deal in a single turn.
the most sense in the context of the story. ■ The last remaining bandit draws their
For example, if the party's Fighter bursts ■ The number of NPCs in the group.
crooked dagger and stabs The Fighter.
through a door to find a gang of bandits, This number is your difficulty rating.
it might make sense for the Fighter to act round 3: the party
first. If the difficulty rating is roughly equal
Because The Fighter was just hurt to or greater than the party's HP, it is a
by a bandit, The Guide decides they
rounds and turns stumble backward a bit, giving the Spy
deadly fight that will push their limits.If
the difficulty rating is between 50 to 80
The Guide and the party take turns in an an opportunity to go first and redeem percent of the party's HP, it is still deadly,
alternating series of rounds. During the themselves for their previous miss. but should be a fair fight.
party's round, each player takes a turn ■ The Spy scores a triumph on a basic
to move and act. And during the Guide's attack, killing the last bandit and ending Consider this group of minions to calculate
round, each NPC takes a turn to do the the fight. an example difficulty rating:
same. Describe the consequences of each ■ Four pack wolves (16 HP / 8 damage).
creature's action immediately after they do combat difficulty ■ One alpha wolf (6 HP / 4 damage).
something.
Every player and party are different, These add up to a difficulty rating of 39
Here's an example of what that might look so there's no way to create a perfect (22 HP + 12 Attack + 5 NPCs).
like: encounter for them. Sometimes you'll give
127
the first play session It's okay to choose these things when
you meet, but it can help if the players
popular movie or book as an easy way
to explain what the setting is like.
choose their role and abilities in
advance. Knowing these choices can establish the party. When you begin,
You should organize the first help you create challenges that take tell the party how their characters
advantage of the characters' skills. For know each other, or let them decide.
play session for your group. If the players’ characters don’t already
example, if the party has a Doctor who
It’s best to pick a date and can speak to the dead, you might create know each other, have them make
time when everyone can a ghost who they can gather clues from. introductions.
comfortably meet for a few set the scene. Then, zoom in to the
We strongly recommend that each
hours without any distractions. member of the party choose a different particulars of where the players are
role. This can help balance the game located when they begin the game.
The players don’t need to and make everyone feel like they have a Describe what they sense and what’s
memorize all the rules before unique contribution to make. If you are happening around them.
you get started, and it’s okay to using the Quest Core Deck, this also call to adventure. At this point, you
learn some things on the fly. ensures that everyone gets a full set of need to give the players a reason
cards for their role. to speak and act. This is when you
But as the game’s referee, you
introduce your first adventure hook.
should come prepared with a the first scene Maybe the players overhear someone
good understanding of how the talking about a secret treasure.
When everyone has their characters
game works. ready, you can begin the game. Here’s a begin the conversation. When you’ve
good way to get started. presented the party with a reason to
act, it’s time to let them decide what to
player introductions. When the players
create player characters are finished filling out their profiles,
do. Ask them: “What do you do?”
have them introduce themselves to the
Make sure everyone has a character
table out of character by reading the
profile, a character worksheet, and a
sheet aloud.
20-sided die.
introduce the world. Help your players
The players should begin by completing
get situated in your world by giving
their character profiles. Then, they
them some basics about how it works.
should choose their special abilities and
Start high up by describing the setting
starting equipment.
and atmosphere. Feel free to mention a
128
managing play sessions

wrapping up It's nice to ask: the world is about to end every episode.
Don't put too many twists in the story.
■ What was your favorite moment?
Before everyone leaves, make sure
the players' character worksheets are ■ What happened that you want more It's especially important to take notes
updated. Each player receives 5 AP as a of in the future? when you are running a long-term
reward for playing. ■ What happened that you want less game. You can surprise and delight the
of in the future? players when you bring back things
Feel free to award players some from earlier in the adventure. For
additional AP if you want. Here are ■ What do you want to do next? example, if the players help someone
some situations you should consider: on the side of the road early on, you can
■ A player said or did something really long-term play have them appear in the story down the
funny, dramatic, or surprising. line as someone important who decides
If you want to tell the story of an epic to repay the adventurers for their
■ Someone played their character's adventure, find a group of players who generosity. Or if the players wronged
role in a convincing way. are willing to get together regularly. someone in passing, perhaps they've
■ A player was helpful, patient, or did Each session you play can continue the been stewing quietly in the background,
something else that made the game party's story and allow the characters to waiting for revenge...
better. grow and change over time.

■ A player communicated really well. Take extra time to build major


■ You think the party needs a boost to characters and organizations that
be able to enjoy the next session. affect the world around them. These
characters and organizations should be
It can also be useful to spend some doing things in the background of your
time at the end of your session looking story. Think about how they affect the
back on what just happened. world when the players ignore them for
too long.
You can reward each player an
additional 1 AP for sharing their In a long-term game, it helps to start
thoughts about the session you small and build your plot over time.
just played. They can give you their Make sure you balance the highs and
thoughts at the table or send them to lows of your play sessions by spreading
you in private afterward. out pivotal moments. Think of it like a
good television show: it doesn't work if
129
advanced rules

growth rate of play quirk


Every group and story are different. You Adventure points are meant to limit the The easiest way to let players be
can adjust the pace of your game to fit players from using their most powerful creative with their roles is to grant
your needs. abilities all the time, but you may need them a quirk. This lets them learn a
to adjust how often they gain AP. single ability belonging to a different
If you are playing a single session and role. Consider granting a quirk to a
want to tell a dramatic story about The base rate of AP gain (5 per session) player who has a really interesting
powerful player characters, you can is based on sessions that last about 3 reason to use one.
have them begin the game with more hours each. If you run sessions that are
than 6 abilities. longer than 3 hours, you may need to For example, perhaps the party's
■ With 12 or more abilities, the players increase the rate of AP gain to let your Fighter imagines they are a former
are highly competent and can handle players use their abilities throughout Ranger who abandoned their life in the
lots of different challenges. your session. outlands but still keeps some of their
old oral traditions. You let them learn
■ With 20 or more abilities, the You are free to reward AP whenever the Speak Myth ability. Or perhaps the
players are extremely powerful and you need to, whether it's to make sense party's Spy is a failed Magician from
can deal with many world-shaking of the story or just to help the players a former life. You let them learn the
threats. have more fun. For example: Magic Tricks ability.
On the other hand, if you are playing a ■ You "fast-forward" months or years You can grant a quirk at the beginning
long-term game and want the players ahead in the story. You give the of the game or as a reward based on a
to grow more slowly over time, you can players additional AP to reflect the character's unique behavior.
reduce the rate of learning. If you want passage of time.
to spread a game out over more than ■ You didn't expect the session to last
20 sessions, consider having them learn this long, and the players all ran
a new ability after every other session. out of AP. You give them more to
If you want to control the players' help them have fun and advance the
growth more directly, you can have story.
them learn new abilities when they ■ The players routinely need more AP,
complete goals in the story. so you increase the amount they
earn for winning fights.
130
advanced rules

dual roles no roles


To make things more interesting, you can consider If you want to try an extreme form of custom
letting one or more players combine two roles. play, consider placing no restrictions on mixing
Players with a dual role can learn any of the abilities roles. With no roles, players are free to choose any
from each role, including legendary abilities. combination of abilities from any of the roles. In
the no roles format, you should still have players
They must still learn abilities in order within each learn abilities in order within each learning path.
learning path, and begin the game with six abilities.
If you use this form of play, limit the total number
Players with dual roles can learn up to 25 abilities. of abilities each player can learn to 20. Stretching
After reaching 25 abilities, they can still learn a new beyond this number can make the game overly
ability by forgetting one they already know. complicated. This mode should only be used by
experienced players and Guides.
131
the treasure catalog

Add wonder
and delight
You can reward the players with
curious and magical items to grab their
attention and keep them hooked on
adventure.
Getting treasure is one of the best parts
of the game for the players. When
they delve a dungeon, defeat a villain,
solve a mystery, or complete a quest,
you should consider offering a tangible
reward.
Treasure can do anything in your story.
It can help the heroes, hinder them,
make them see the world differently,
or even spark the beginning of a long
adventure.

chapter 5 (20-30 minutes)


132
how to use treasure

rarity protect them. Treat Legendary and Supreme items


like magnets that attract covetous
Each item in this game is classified by Offer a legendary item when the players NPCs.
its rarity — a measure of how special the complete a major story arc, or about
item is. Use an item's rarity to consider once every 7-10 play sessions. When you give the players potent items,
whether it's an appropriate reward for a you can keep their effects or powers
supreme. These are items of such secret at first. Consider describing some
situation in your story. incredible power that the consequences items they find without naming them.
uncommon. These items are more of their use ripple through the You can let the players investigate the
valuable and curious than the common omniverse. Only grant these items item to find out what it does, or wait
goods seen by most people. Consider if you want their unique features to until they activate it by accident!
offering uncommon items as rewards dramatically change your story.
for minor encounters, like defeating a important symbols
band of minions, or as curiosities traded managing treasure
in the back room of a special store. 2 This is how much damage an item
Items are important. deals when used to attack.
Feel free to offer one or more
uncommon items each play session. The promise of treasure can draw 1 Some items have an activation
the players into adventure. They will cost, just like abilities. This is how
rare. These are exceptional items of use treasure to trade for things they many adventure points the user must
great value that are very difficult to find want, so feel free to liberally hand out spend to activate the item's special
and often well-guarded. You should uncommon items. powers.
offer a rare item as a reward for a
difficult series of challenges. Give thought to the items you present
to the players. Just like with your NPCs,
It's good to give a rare item to the party make treasure belong where it appears.
once every 2-3 play sessions. Think about why it shows up where it
does, who wants it, and what happens
legendary. These are priceless and when the players get it. Every item can
often unique items of great power, only have consequences for your story.
found in the most remote or guarded
places. They are extraordinarily difficult If you give the players an extremely
to acquire, and the owners of legendary powerful item, think about how it
items will often go to great lengths to affects the world around the players.
133
uncommon transmit information to the ball. That
information can then be retrieved by
brell's boat in a box
anybody who queries the ball. The A small wooden box containing a paper
archive imprints the creator’s voice and model of a sloop.
thoughts, but it can only repeat what it
2 When you set the boat in water
is told when it is asked a question.
with enough clearance around it to fully
albatross pendant expand, you can activate it to transform
atlas incognito into a real, working sloop. You may
This is a book of 10 magic stamps have the boat return to its paper model
produced by various underground form at any time by patting the boat
organizations. When a stamp is on the side and giving it some words of
removed from the book and placed on a encouragement.
map of a town or city, it reveals on the
map the name and location of one of brell's charismatic couture
each of the following:
Brell’s Charismatic Couture is a line
■ An underground marketplace where of magical shapeshifting garments
stolen goods are traded. that automatically find a perfect fit
■ A popular safe house for criminals. for their wearer. With the tug of an
interior ribbon, these garments can
■ A popular establishment where
albatross pendant illegal services are offered.
also instantly transform slightly to
express variations on their design and
This is a magic communication device appearance. Authentic versions bear
that receives a dispatch once a day from blink blade a shimmering magical B symbol on
the Albatross Press. The pendant emits 2 This is a magic sword with an their interior lining that is said to be
a pulsating glow when it has a new impossible to counterfeit.
incantation engraved in its fuller. (The
dispatch.When the pendant's switch is
Guide will tell you what the engraving
activated, it emits an audible message
says.) When someone speaks the
with the top recent news headlines.
incantation while the sword is nearby, it
instantly teleports into their hand.
archive
The archive is a talking crystal
ball that is programmed to recall
information stored inside. When held
by a creature, they can telepathically
134
uncommon items

brell's limitless ledger dim grimoire 5-7: You glimpse ultimate horror and
roll the die are overcome with dread when the
A magical networked codex that
Dim Grimoire is nearby. You can't use
duplicates entries from linked
This is a notebook belonging to a your abilities when the book is near.
journals. When an entry is made on a
page in one of the linked journals, it student of magic. It contains poorly 2-4: You accidentally absorb an NPC
automatically appears in the others. written notes and unintelligible magical spirit that was imprisoned in the
incantations. book. It cannot control you, but it can
brell's magnificent morsels 4 You read from the book.
speak to you in your mind and witness
everything you do. It can only be
A tin of 10 delightful little candies, removed with Banish (p. 73).
each with a touch of magic. The flavor 20: Well, it turns out the author of
of each candy is a surprise. Be careful: this book was actually a genius. You 1: The book explodes in brilliant
some creatures find them literally learn a legendary ability of the Guide's prismatic fire and is destroyed, dealing
irresistible. choice from either The Magician or 4 damage to every creature nearby.
The Wizard. The book's power fades
brell's tent in a tin and cannot be used again.
17-19: You learn the location of a
A colorful tin canister that's magically
legendary magic item.
pressurized. When you unlock the
canister and set it on the ground, the 14-16: You accidentally turn yourself
brell's tent in a tin
lid blows off a few moments later, into a sheep for the next hour. You
deploying a large magic tent that can retain your current hit points but can't
fit 30 people. Sound cannot escape the speak or use abilities.
inside of the tent. A switch on the side 11-13: The book releases a deafening
of the tin teleports the tent back inside shockwave, shattering all glass objects
and closes the lid. within 1 kilometer.
8-10: You hear the howling of demons
in your mind. The book's real owner
senses your location. They are coming
for you...
135
uncommon items

discretion friend flute

discretion ■ The location and a brief description glitter that tingles the hands of anyone
of a popular landmark or who touches it. When thrown, the
This is a common-looking leather monument. pouch explodes on contact, sending a
scabbard that can hold bladed weapons. cloud of glitter in the air that touches
■ The name and location of a
Whenever a weapon is seated inside everything nearby. The glitter dispels
highly rated lodging and dining
of the scabbard, the weapon becomes invisibility on any creature or object
establishment, and the specialty it's
invisible, making the scabbard appear it touches, instantly revealing them.
known for.
empty. When the weapon is removed, it Anything revealed by the glitter bomb
becomes visible. ■ An interesting piece of trivia about a sparkles for the next day.
town, city, or region.
field monitor ■ The location of any fine goat simulator
establishment where Field Monitor
Field Monitors are magic maps This is a magic stuffed toy goat with a
gear is sold.
produced by a guild of cartographers. bell collar.
Each map is designed to provide
information about a specific region
friend flute 1 When you place the bell collar on
of the world. You can ask the map This is a small magic whistle that the toy, a life-sized illusion of a goat
questions about major towns, cities, knows who your friends are. When you appears somewhere random nearby.
and landmarks in the region it covers. blow in the whistle, only your friends The goat looks, smells, and feels real to
Magic ink then appears on the map, nearby can hear its sound. the touch. It has 4 HP and vanishes at 0
showing information about your HP. The illusion immediately acts with
request. You can ask the map for any of glitter bomb the kind of chaotic mischief typical of
the following: genuine goats. Keep away from small
This is a single-use pouch of magic children.
136
uncommon items

healing potion lying lyre 8: All of your footsteps become


completely silent for 1 day.
This is a small vial of clear, odorless This magic lyre guides its user's hands
magic liquid. Each vial contains one to produce a beautiful song, lying to its 7: You speak your thoughts out loud
use, and drinking it restores 4 HP. It audiences about its owner's musical uncontrollably for the next hour.
tastes foul. If you drink more than one talent. It only knows one song. 6: You forget languages for 1 day.
potion in a single day, you become
magic potion 4-5: You are affected by Nox (p. 70)
permanently resistant to its effects, and
for 1 hour. The Guide chooses the
drinking healing potions in the future roll the die effects.
will only restore 2 HP.
2-3: You are hit for 6 hit points.
A vial filled with one dose of viscous
kiln gauze liquid that has unpredictable effects. 1: Your maximum HP is reduced by 2
A container of magic gauze that until the Restore spell is cast on you.
can be used to repair broken metal 20: You are instantly affected by
weapons like swords. When the gauze Restore (p. 67). mischievous marbles
is wrapped around a severed weapon, 15-19: Your hit points are fully restored. This is a bag of marbles that feels
it welds the weapon back together in slippery to the touch.
14: You can use Whisper (p. 86) at
a flash. There is enough gauze in each
will with no AP cost for 1 hour.
container to repair one weapon. 1 When the bag is opened, the
13: You are affected by Calcify marbles spill out. They roll around,
light trap (p. 68) for 1 day. seeking out any creatures nearby
12: You grow gills on your neck and who they might trip. The marbles are
The Light Trap is a magic glass orb that especially interested in people who are
can breathe underwater for 1 day.
instantly captures and stores nearby carrying things, like servers carrying
light when it is squeezed. Each time 11: You are affected by Pegasus Cloak
a meal, or children holding ice cream
the orb is squeezed, the new capture (p. 94) for 1 day.
cones.
overwrites the old one. When placed on 10: You can use Blink (p. 95) at will
the ground, the orb creates an illusion for no AP cost for 1 hour.
that overlays the real world nearby.
9: You become invisible for 1 hour, and
When standing inside this illusion, you
the invisibility does not fade if you
can see the light field the orb captured,
attack.
as if you are standing in a photograph.
137
not a pipe uncommon items

permanent solution

not a pipe putting the weapon back inside, you trained actor, and its peformance is a
can make it impossible to remove the little much.
This is a pipe... weapon from the scabbard.
2 When you use the pipe to smoke
quiplasher
There is no limit to the size of the
something (the pipe does not mind things you can bond, but the solution 3 This is a sentient magic whip
what you put in it), it begins to rapidly does not make them stronger; if enough that is always listening to what's said
produce a thick magic fog centered force is applied, the bonded objects nearby. In its default position, it is
on you, filling the air nearby within may break around the point of contact locked in a stiff coil. If the whip hears a
seconds. Creatures inside the fog where they are bonded. The bond can witty one-liner, it relaxes, and you can
cannot see beyond their reach. The fog only be broken with the Undo spell (p. use it to make an attack on a nearby
disperses after 10 minutes or if the area 98). creature. Once the whip strikes a
is affected by strong winds. creature, it becomes rigid again.
portable potent potable probe
permanent solution ramification
The Portable Potent Potable Probe is
This is a small glass dropper filled with a small box with a magic dish inside This is a small magic battering ram
a gray magic liquid. There is enough that can be used to detect poison. with two handles that can be used by a
liquid inside to dispense 6 bead-sized When liquid is placed in the dish, single person.
drops. A single drop is enough to the box briefly conjures an illusory
permanently bond two things together 3 When you activate the ram, you
servant nearby. If there is no poison,
within 10 seconds. For example, by the servant nods at you and vanishes. If can use it to hit and break a wooden
placing a drop of Permanent Solution poison is detected, the servant pretends door of any size. The door shatters into
inside a weapon's scabbard and then to cough and die. The servant is not a tiny splinters.
138
uncommon items

ramification

registrar silvery horn


The Registrar is a magic book that This enchanted, pocket-sized horn can
automatically senses and records send messages far and wide.
the most commonly used name of a
creature that passes nearby and the 2 You speak into the horn. It has
time and date of their passage. (For the same effects of the Aura's Silvery
example, if a creature known by a Broadcast spell (p. 97).
nickname passes by, it records the
portable potent potable probe nickname.) skycaller amulets
A pair of magic amulets that allow
repeater their owners to communicate with
4 This is a compact magic crossbow each other at any distance within
that straps to the user's forearm. The the same world. When held in the
Repeater has an internal magazine hand, the amulets allow the bearers
of four magically guided bolts. When to communicate with each other
fired on a target in range, all four bolts telepathically by wishing for the link
are released rapidly, dealing 4 damage to be created. Each pair of amulets can
(1 per bolt). The bolts are guided only communicate with each other and
magically to the target. You cannot use can only be activated up to three times
it again until it is reloaded. a day. Each time the link is activated,
the wearers may communicate for up
2 The Repeater reloads itself and to 5 minutes.
can be used again.
139
uncommon items

the catcher

the catcher the lagniappe the sure shot


This is a single heavy metal gauntlet 3 A weapon with a little extra. The 2 The Sure Shot is a magic bow that
that has an abrasive pad on the palm. Guide chooses its form. (It might be aids the user with their aim by gently
a sword, a bow, a staff, or something guiding their arms to align with a target
1 While wearing the gauntlet, you else.) in their mind’s eye. As long as there are
can grab a bladed weapon that is no enemies within reach while using
about to strike you. Grabbing the blade the left-handed smoke shifter the bow, you can upgrade a failure to
prevents an enemy from hitting you, a tough choice and a catastrophe to a
even if their attack was successful. You The words "left-handed smoke shifter" failure.
may take the weapon from them. are etched on the surface of this
otherwise plain metal rod. The rod is
the howdy doodat enchanted with a curse that affects
anyone who is currently holding it. Any
This is a magic candle that makes a commoner or minion holding the rod
noisy fizzling sound when lit and sheds is amenable to accepting impossible
light nearby. When light from the quests. For example, if you send them
candle touches an illusion, the surface on an errand to retrieve an item that
of the illusion begins to sparkle. If the does not exist, they will begin to pursue
source of the illusion is nearby, like it with relentless zeal. This effect ends
the caster of an illusion spell, they also if they stop holding the rod.
begin to sparkle from the candle’s light.
The candle has enough wax to burn for
1 hour. the howdy doodat
140
uncommon items

tricky ticket untamed magic broom the true witness


In its default form, this is a sheet of roll the die This is a set of magic glasses that are
6 silvery magic tickets that have no linked to each other. One pair is called
markings. When you tear a ticket from When you straddle this broom, you may The True Witness, and the other is
the sheet when a ticket collector is ask it to let you fly. called The Receiver. When a creature
nearby, it senses what they want to is wearing The True Witness, they
see and transforms into a forgery of a 20: The broom accepts you, becoming broadcast what they are seeing to The
real ticket. The forgery shows all of the a Tamed Magic Broom. You can now Receiver. When a creature wears The
relevant information required to make safely activate it for 2 AP whenever Receiver, they see exactly what The
it seem authentic. you want, allowing you to fly with it True Witness is looking at in real time.
for 1 hour.
11-19: The broom decides it is in the
wraithfire bomb
mood to fly and lets you ride and direct A dark crystal orb, the size of an
it for the next 10 minutes. orange, that contains a volatile magical
6-10: The broom thinks you want it to charge. When thrown, it explodes in
clean something. It begins floating a small radius on contact, igniting
around, sweeping up any loose bits anything within a few meters of the
into piles. point of impact in searing, ethereal
flame. Creatures touched by the flame
2-5: The broom decides it is in the
take 4 damage and writhe in agony.
mood to fly, but not with you. It shoots
up into the air, ejecting you forcefully,
and pursues its own agenda for the
untamed magic broom next hour before returning to you.
1: The broom tires of you and your
games. It flies off into the distance.
You don't know if it will return to you.
141
rare big belt of strong strength dawnbringer
This is an unusually large belt. When 2 This greathammer is imbued with
you wear it, you feel unusually strong. radiant light by an archmage who
worshipped their world’s north star.
1 You channel the belt's magic
power, granting you the ability to lift 2 You raise the hammer in the sky
abdellahi’s scepter things as heavy as elephants for the and utter the phrase: “Day unto dark,
next 10 seconds. dark unto day: I call for the light from
2 This magic scepter feels cold to the on high.” When activated, the hammer
touch. When picked up, it curses its bonebreaker emits the blinding light of a star. Any
owner with a chill aura until the scepter creature that can see the light of the
2 This giant hammer has been hammer and has their eyes open is
is destroyed. The owner can cast the
imbued with magic force that blinded for the next minute.
Freeze spell (p. 60) at will.
accelerates the weapon as it is
abyssal brand swung toward a creature, sending death adder
reverberating shockwaves through
2 The Abyssal Brand is an edged its body. On a triumph, the weapon This is a small, golden, magic tally
weapon forged by a conniving demon. completely shatters the creature's counter that can count as high as 7
On a triumph, the target hears dark bones, if it has any. digits. Whenever a person dies nearby,
whispers from the demon, causing it to the counter automatically increases by
take 4 additional damage. Once picked chaos pearls 1.
up, the weapon curses its owner. At
A bag of luminescent magic pearls. 1 The Death Adder reveals the cause
any time, the demon who forged the
(When you first find the bag, roll the of death for its most recent tally.
weapon can whisper thoughts into the
die. The result is the number of pearls
cursed owner's mind.
inside.) When you throw one of the
pearls nearby, it explodes with invisible
accursed band
magic force, releasing a shockwave
This is a translucent magic bracelet that knocks down all creatures nearby,
that can detect spirits. When a spirit damages weak objects, and sends small
creature is nearby, a glowing blue rune things flying about the scene.
appears on the bracelet. A similar
rune appears for each spirit creature
nearby. The band lets the wearer use
the Commune With the Dead spell (p.
69) at will for no AP cost.
142
rare items

defiance dress of many pockets


2 This silvered short blade grants the This magic dress deceptively appears to
wielder immunity against magic that have no pockets. In fact, it has many.
affects the mind. But this protection
has a cost. Defiance curses its owner When wearing the dress, you may press
with overconfidence, rendering them an item against it that you wish to
unable to rationally evaluate danger. stash. A seam silently opens, creating a
While cursed, you are unable to portal to a pocket-sized shadow plane.
perceive whether situations pose real When the item you wish to pocket is
danger to you. deposited, the seam closes. The seam
reopens any time you wish to retrieve
draconis the item. You may store up to 10 items
in the dress, and these items do not
2 Draconis is a longsword said to count against your inventory limit.
have been forged in the flame of a
dragon's breath. When the sword is If the dress is ripped apart or destroyed,
unsheathed, it begins to glow red-hot, any items stored inside immediately fall
as if it just emerged from a forge. On out.
a triumph, the sword’s blade roars and
explodes in flame, dealing 4 additional
damage.

dawnbringer

defiance
143
rare items

gideon's shroud needful gift box


A knee-length flowing black cloak that This is a small wooden box with
appears to glisten under moonlight. nothing inside. When the owner of the
The shroud makes the wearer box is negotiating a trade, the box can
undetectable by clairvoyance magic. sense an object of value that the other
Any being attempting to spy on the party desires. A convincing illusion of
wearer of the shroud feels confused and the object then appears inside the box
gains misleading information. that feels real to the touch. The illusion
permanently disappears if it spends 1
lichblade minute outside of the box.
gideon's shroud
2 The weapon of a banished lich, this perspicacious pot
withering sword feels chill to the touch
and casts a malevolent aura felt by This is a large magic pot made of
all creatures nearby. The sword's user fine silver. When the lid is closed, a
recovers 1 HP each time it deals damage portal to an unknown shadow plane
to a creature, as the sword devours opens inside, and the pot’s contents
the life force of its victim. The sword’s are temporarily devoured. One minute
original owner can sense its presence later, the contents are spit back into
from afar and wants it back. the pot, returning slimier than when
they entered. When the contents return
masterwork after being devoured, a recipe for
how to create the item, including its
3 This is a weapon of incredible ingredients or parts, appears etched on
quality that still bears its maker's mark. the side of the pot.
There are only a handful of copies like
it.

perspicacious pot
144
rare items

portal chalk
portal chalk scrying sphere
This is a brilliant stick of chalk that This is a magic crystal ball that's the
flickers as if a candle is inside of size of an apple. Scrying spheres are
it. You can use the chalk to draw a traditionally stored in velvet pouches
closed shape. As soon as you close and concealed by silken cloths. The
the drawing, the area within the sphere makes a noticeable and ongoing
shape becomes a portal that teleports ringing sound that echoes nearby when
anything that passes through it. it is uncovered.

You must draw a second portal for 1 When you hold the sphere and
the first one to become active. When gaze into it, you can use the Scry spell
you have two portals, they become (p. 97). You may only activate the
a gateway to one another. The chalk sphere once per game session.
crumbles to dust as soon as the two
portals become active. scion
professor prim's mind exploder Scion is a magic pincushion. When
a pin coated with a creature's blood
This is a bitter magic tablet that is pressed into the pincushion, Scion
dissolves in a glass of water. When you audibly whispers the family names of
consume the drink, you forget an ability the creature's closest blood relatives.
serpentine staff you already know, and learn a new one
of your choice.

scintillating wand
This colorful wooden wand makes you
feel giddy with mischievous thoughts
when you hold it in your hand. You can
use the wand to cast the Scintillate spell
(p. 89) at will.
145
rare items

serpentine staff spirit trap the eager edge


2 The Serpentine Staff is a magic This is a magic crystal orb that attracts 3 This is a sentient magic sword that
snakewood staff made by ancient spirit creatures nearby. Any spirit loves to be used. Every time a fight
druids. A golden ouroboros symbol is creature that comes within reach of the begins, nearby creatures can hear the
etched into the base. trap is automatically captured by it and sword excitedly say, "Here we go again!"
imprisoned inside. (It cannot attract Your first attack with the sword in a
1 You whisper a magic word to the or capture bosses.) Each trap can only fight is automatically successful. But
staff, causing it to transform into a hold one spirit creature at a time. When if you back down from a fight or avoid
viper. The viper is a magical illusion a spirit is trapped inside, a hazy portrait one altogether, the sword will loosen
that you control. You share a telepathic of its corporeal form can be seen by itself from your body, fall to the ground,
bond with the viper and can command gazing into the orb. Spirits can only be and attempt to slide toward someone
it to move, act, and attack. It has 4 hit released from the orb by shattering it. else nearby.
points and its attacks deal 1 damage.
You may have the viper transform the bouncer the miracle sponge
back into its staff form at any time.
If the viper is killed, it automatically This is a magic buckler with a strap This is an otherwise normal sponge,
transforms back into the staff. that feels like it always fits perfectly. except for the fact that it is also a magic
If a foe within reach attacks you with portal to a shadow plane. The shadow
spell scroll a weapon and rolls a failure, you may plane connected to the sponge acts as a
have their attack bounce off of your reservoir, allowing the sponge to rapidly
These are scrolls bearing the signature buckler. They hit themselves with their absorb enough liquid to fill a swimming
or mark of a spellcaster that are attack instead, damaging them for 2 HP. pool or small pond. Squeezing the
enchanted with their knowledge of sponge releases the stored liquid at the
a single spell. Any person holding a the compensator rate a normal sponge would.
spell scroll can read the words on it to
activate the spell. Not all spell scrolls 2 In its normal state, this is a
are clearly marked with their effects. humble-looking broadsword with heavy
The Sense Magic ability (p. 97) can signs of wear. Whenever the sword
be used to identify the spell contained makes contact with another weapon,
in a scroll. the blade instantly morphs to become
twice as large as the weapon it touched.
146
legendary is filled with seeds. (Roll the die when
you first receive the pouch. The result is
it kill a creature at least once per day.
While holding the blade, the wielder feels
how many seeds are inside.) When you intense pleasure from drawing blood with
plant one of the seeds, it grows into a it.
full-sized sentient tree creature within
one week. The tree knows who you are If those cursed by the blade do not kill
and considers you a friend for life. a creature by the end of each day, the
blade steals 1 HP from their hit point
bane maximum. (This effect cannot bring a
player below 1 max HP.) The maximum
2 Bane is a magical dagger once HP is returned when the cursed creature
wielded by a jealous lover. Once it is quenches the blade's thirst.
a magician's key picked up, the dagger attunes itself to its
owner. When the dagger is unsheathed, The curse can only be lifted by destroying
it may try to charm a nearby creature the sword, and the sword can only be
that can see it, except for members of the destroyed by killing the spirit creature
party. The Guide will ask you to roll the who is linked to it — wherever they are.
die when Bane tries to charm a creature.
cloak of a hundred billion stars
On a success, the creature is charmed:
This is a shimmering blue cloak that
a magician's key they covet the dagger, and it becomes
drifts in and out of material form as
their greatest worldly desire. Any
This is an obsidian skeleton key with a creature affected in this way will regard it is stroked by an ethereal cosmic
simple tooth that can fit inside a door's the dagger’s owner as their mortal breeze. Any creature that looks at the
lock. Whenever you hold the key, you enemy, and for the next week, they will cloak is momentarily transfixed and
catch a fleeting feeling, as if someone is relentlessly pursue their destruction feels humbled by the incomprehensible
visiting your mind. at any personal cost. All damage dealt expanse of the omniverse. When worn by
by the weapon has a corrupting effect an Invoker, the wearer can use the Invoke
5 You turn the key in a door's lock, ability (p. 42) at will for no AP cost.
that permanently decreases the target’s
creating a Shadow Haven (p. 87)
hit point maximum by the amount of
of the dwelling the door leads to. You
damage dealt.
control it.

ancient ranger's pouch blood pact


4 The Blood Pact is a sentient blade
This is a pouch whose leather hide is so
that curses whoever picks it up. The
old that it is nearly fossilized. The pouch
blade demands that those cursed by
147
legendary items
conway's comrades

conway’s comrades your hand will grasp any stored item


that you are currently imagining. Items
This is a set of 9 magic toy figurines stored in the bag do not count against
in a beautifully carved wooden box. your inventory limit. If the bag is ripped
A golden plaque inside the box or destroyed, all of its contents are
reads: "Fine Company In Case Of tossed out of the opening as its shadow
Catastrophe." plane closes.
4 When the figurines are placed on
the floor in a battle formation, you can
creighton’s fascinators
speak a magic command to activate This pair of tall black boots is adorned
them. They instantly transform into a with wondrous stitching and a
group of life-sized soldiers armed with permanent shine. They fill the wearer
swords and bows. (The group is treated with a robust feeling of confidence and
as a single powerful creature with 10 make them feel as if they’re walking on
HP and 4 Attack.) clouds.
The soldiers are not conscious and do While wearing these boots, you cast an
nothing except for what they are told. aura of leadership. Commoners nearby
You may command the soldiers to will listen to you speak if you try to grab
perform actions in unison on your turn. their attention. If they are not hostile
If the soldiers are reduced to 0 HP, they toward you, they will join a cause you
revert to their form as toy figurines. earnestly espouse, like backing a new
leader or supporting a civic proposal.
cosmic purse The wearer of these boots will often
find themselves invited to exclusive
This is a magic bag with a golden
places.
tie whose silky fabric looks like the
glimmering surface of the night sky. 5 While wearing the boots, you can
The bag's dinner plate-sized opening recruit a dutiful companion according
creighton's fascinators
is a portal to its own private shadow to the rules of the Attendant ability (p.
plane where an unlimited number 38). You may only have one recruit
of items may be stored and sorted in at a time.
secret. When you reach into the bag,
148
legendary items

echo symbols have nearly been worn into


oblivion. Whoever picks the coin up
Echo was a ring belonging to a becomes attuned to it and begins
legendary assassin who hunted magic to feel its presence on their person,
users across planes of existence. developing an urge to constantly turn
guile
Whenever a harmful spell successfully it over in their pocket with their hands.
takes effect on its wearer, the ring Once per game session, you may flip
automatically duplicates the spell, a coin at the table. If the coin lands
immediately casting it on the spell's on heads, nothing happens. If it lands
source. on tails, you may harness the coin’s
interdimensional power and randomize
fable your role. If you randomize your role,
3 This is a weapon that has been take your cards and put them back
found again and again by heroes guile in a Quest Core Deck. Then, shuffle
the deck, and draw cards equal to the
throughout time. It presents itself
Guile is a cameo brooch crafted by a number you put in. You may use these
differently in appearance and form to
powerful magician. After the wearer of abilities for the remainder of the game
match the style of each hero who finds
Guile encounters a creature and has a session.
it. When you pick it up, it binds itself
conversation with them, the embossed
to you until your death. If you and the
weapon ever part, you can have it blink
visage on the brooch transforms into harmony
the face of the creature the wearer
back into your hands simply by wishing This is a weathered wooden lute whose
was speaking to. The item stores the
it to return. rosette is a magical singularity that
likeness of each creature the wearer
speaks to. resonates across the vastness of the
Fable is indestructible. It cannot be
omniverse. A short music sheet is
dinged, damaged, or undone in any way.
1 On command, Guile projects etched into the neck.
Until your death, all of your deeds are an illusion, giving the wearer the
5 You play the lute's song, opening
observed by the weapon and recorded appearance of a creature it has stored.
a two-way portal nearby that leads
by a central ledger of heroic deeds,
somewhere in the omniverse. gungrox’s coin to a random place in the omniverse
where great music is currently being
This is a smooth platinum coin from an performed. The portal remains open
unknown dimension whose embossed until you use the lute to play the song
again.
149
legendary items

harper's haven june's blanket lorelai's wand


This is a small stone figurine of a This is an old patchwork blanket that This wand once belonged to one of the
Naturalist holding a blooming flower. feels impossibly soft to the touch. It omniverse's most powerful wizards,
Once per game session, when Harper's belonged to a legendary healer who before they were lost on a journey to
Haven is placed on the ground, moss spent her life bringing love and comfort The Beyond.
begins to spread out from the figurine. to others.
The moss covers all surfaces until the You may choose to bind yourself to the
area nearby looks like a forest oasis. 1 You whisper "be with them" wand's energy by holding it and verbally
Creatures inside of this area hear the to the blanket when draping it on inviting its power. Upon making the
calming ambient sounds of the forest another creature. If the creature is sad bond, you feel the wand's power coarse
and they receive the benefit of a full or suffering, they feel the weight of through every part of your body — a
rest while regrouping here. their troubles lift. They do not forget painful but exciting sensation. The
anything, but they are left with a feeling wand is now yours: it cannot bind to
10 You activate the figurine, of peace, calm, and confidence for the others until you die.
awakening its ancient magic. This has next week.
the effect of the World Wish spell (p. When you are holding the wand, your
4 If you instead whisper "be with activated abilities now cost 1 AP less to
65). The figurine is consumed by the
spell instead of the user. them, for they are forgiven," they feel activate, but cannot cost less than 1 AP.
the weight of their troubles lift and are Additionally, the wand overloads your
also affected by the Forgive spell (p. spells, causing any harmful spells to
45). deal 50 percent more damage, rounding
up. However, you may now only know
up to 10 abilities. If you know more
than 10, when binding yourself to the
wand, you must immediately choose
abilities to forget until you are left with
10 or fewer. If you have 10 abilities and
choose to learn a new one, you must
forget another ability.
150
legendary items

loren's luminous starglass nightmare


This is a finely polished brass telescope 3 Nightmare is a two-handed
forged in the fires of creation. When greatsword that appears to be
you look into the eyepiece, it shows a impossibly black. On a triumph,
pristine view of space in the direction the sword gives its target a waking
you are pointing it. (The telescope nightmare for the next minute,
ignores anything that would obscure rendering it completely unable to act.
the view, like objects, atmospheres, or This effect is dispelled if the victim of
prismatic circlet
daylight.) the nightmare takes damage. If the
wielder scores a catastrophe on an
3 When you turn a switch on the
attack with the sword, they receive the
side of the telescope, it shows you the nightmare instead.
nearest planet where life is present.
9 By turning the switch forward prismatic circlet
an extra notch, the telescope opens a This crystal crown sparkles with
two-way portal nearby that leads to the prismatic colors. When the crown
most recent planet it has identified. The is placed on the ground, it can be
portal remains open until you turn the loren's luminous starglass
activated to project a major illusion.
switch to its original position.
3 You set the circlet on the ground,
multivious map creating an illusion of your choice. Use
the rules for the Mirage spell (p. 84)
A sentient map of the stars that loves to when creating this illusion.
pontificate about possibility.
1 You ask the map for help. It will
suggest the most promising courses of
action for the party. (This is effectively
like asking the Guide for useful hints
about where to go next.)
151
legendary items

the cosmic cruiser


resplendent plate Each person's protest is their own; the
consequences of using Rebellion are
This indomitable breastplate made of often unpredictable.
an unknown metal draws the attention
of most who see it. If you wear this shadow
in populated areas, commoners
may crowd you, attempting to touch 3 Shadow is a magic shortblade
the plate. The wearer of this armor forged by a malevolent god. Whenever
becomes resistant to physical attacks the blade kills a creature, that creature’s
and only takes half damage from them. soul is transported to a hellish shadow
When the armor is hit by weapons, they plane where it is tormented for eternity.
inexplicably fail to leave a scratch or Each time a creature is killed by the
dent. The plate is reactive to shadow blade, its wielder experiences a glimpse
planes. It appears to wither when in of the slain creature’s torment, dealing
a shadow plane and loses its resistive them 1 damage.
effect until it leaves.
the cosmic cruiser
rebellion
The Cosmic Cruiser is a magic starship if the vessel arrives in a universe with
This is an ancient bronze shield with an that can travel through space with a mechanical starships, it can take the
etching that depicts commoners rising crew of up to 10 creatures. The vessel appearance of one. Regardless of its
up against their rulers in a great battle. can also travel between planes, The form, the Cruiser always has personal
Rift, and other parallel universes quarters for each crew member, a
4 You close your eyes and squeeze (p. 33). The party can pool their bridge where the ship can be controlled,
the shield's handle, activating its adventure points to activate the ship's a galley, an armory, and a common
ancient power. The shield releases a travel features. area. It can support its own livable
reverberating sound like a giant bell atmosphere and conjure food and drink
being rung. If any nearby commoners In its default form, the Cruiser is a
for its crew.
hear Rebellion's call, they stop what galleon in a crystal sphere. When it
they are doing and feel the fires of enters a new region of the omniverse, 3 Teleport to The Rift.
independence ignite in their hearts. it can detect the nature and style of
Then, they take action against whatever that region's technology, and change its 9 Teleport to any known location, or
or whoever is keeping them down. form to fit in among it. For example, a random location.
152
legendary items

the toll the toll

This is an iridescent coin with a hole


in the middle that always feels warm
to the touch. Holding this coin on your
person makes everything you have
seem slightly heavier.

If you die while possessing The Toll,


you wake up in a lush field under an
unknown star, surrounded by natural unity
paradise. You carry nothing from your
prior life, except for the coin, which
appears in your hand. When you wake, vol
an astral guardian approaches you
and asks for The Toll. If you give it to
them, you return to your mortal body
completely restored — giving you a
second chance on life. If you keep the
coin instead, the guardian leaves, never
to return. You remain alive in this vol
paradise — forever alone. 3 This magic spear, once belonging
to a demigod, is attuned to nature and
unity begins vibrating when a lightning storm
Unity is a magic pin once worn by a will form within the next day.
great diplomat. While nearby the pin, If you roll a 20 while throwing the
creatures become able to comprehend spear, it becomes a bolt of lightning
the languages of any and all other that streaks between up to 3 nearby
creatures also nearby the pin and can targets of your choice, dealing them
communicate with them. each 6 HP of damage. If you roll a 1, you
are shocked by the spear and hit for 2
HP.
153
supreme

conservator's ring cosmic forge


This is an unimaginably powerful magic roll the die
ring created and worn by members of an
interdimensional bureau of gods. The The Cosmic Forge is an obsidian ring that
ring cannot be destroyed. phases in and out of ethereal form like
waves lapping the shores of an ocean.
9 You and any nearby creatures When worn, it becomes permanently
of your choice teleport to any desired attached to the bearer and can only be cosmic forge
destination in another universe, leaving released if they are destroyed.
behind a tear in the universe. The tear
rapidly releases that universe into The The bearer may snap their fingers to
Beyond, destroying it completely. The conjure any object into existence nearby,
universe's corresponding anchor in except for a copy of the Cosmic Forge.
The Rift is also destroyed in a terrifying 20: You conjure the object. It is perfect
conflagration of prismatic fires. in every way.
A record of your deed is stored in the 11-19: You conjure the object, but the
ring, and your location is transmitted to ring overheats, hitting you for 6 HP.
any other beings who are wearing one of 6-10: You conjure the object, but it is
the ring's siblings. cursed with a random effect of the
Guide's choice.
2-5: You conjure the object, but
it appears in a random location
somewhere else in the omniverse.
1: You crumble to dust and are
destroyed. The ring falls to the ground,
waiting.
154
supreme items

dubbin’s dire die the target. It cannot be resisted the hand


or countered, and its duration is
This is a 20-sided die that permanent. This is a pocketwatch with a large
occasionally appears to tremble as if crown, a single hand, and a face with
there’s an earthquake in the distance. The ring was not meant for you no markings. The crown has two
to wear. Each time you use the stops.
4 When activated, the die bends ring's ability, it steals your fate,
the fate of creatures nearby it. The permanently reducing your hit point 3 When pulled out to the first
next 10 rolls made nearby the die use maximum by 3. If you use the ring stop, the crown can be rotated to turn
the following spread of outcomes: more than 3 times, you die. the watch's hand. Turning the hand
■ 1-9: Catastrophe clockwise shows the bearer their
You look at the ring. current surroundings in the future,
■ 10: Tough Choice It whispers to you. while turning it counterclockwise
■ 11-20: Triumph shows visions of the past.

If the owner of Dubbin's Dire Die 9 When the crown is pulled to


rolls a 1 while the die is activated, the second stop, it can be used to
the die explodes with rending travel through time. The movement
magic force, dealing 4 damage to all is imprecise: you don't know exactly
the hand how far you will arrive in the future
creatures within 1,000 kilometers.
or past. When you stop rotating the
it whispers to you crown, it depresses to its default
position, and you arrive at your
This ring’s humble presentation destination.
enshrouds its devious character.

You look at the ring.


It whispers to you.

Forged by a forgotten god, the ring


grants the wearer the ability to
cast the Control spell (p. 90)
on a nearby creature. The spell
automatically takes effect against
155
supreme items

wish heart
A magic locket created by a god, the Your wish comes true in a manner
Wish Heart can turn thought into of the Guide's choosing. The wish is
reality. When you open the locket, you highly unpredictable. For example, if
see the visage of a paradox — a person you wish for someone to be relieved
who is strange and yet most familiar to of pain, they may die — releasing them
you. from their mortal troubles. If you
wish for your party to safely escape an
To make a wish, you must open the apocalypse, you might be teleported to
locket and speak to the visage. State a safe but unknown parallel universe.
your wish clearly at the table. Being specific about what you want
to come true can help, but it's not
If you would gain nothing from your
guaranteed that you will get exactly
intended wish but good feelings, the
what you had hoped for.
person in the locket smiles at you.
wish heart
However, there is one type of wish
If you would gain something material
the locket hopes to hear. If you ask to
from your intended wish, the person in
be reunited with a loved one, it will
the locket raises an eyebrow.
reunite you in an exact manner of your
If you intend to harm someone with choosing without any unpredictable
your wish, the person in the locket consequences. For example, if you say
scowls at you. you wish for your lost sibling to return,
you may have them appear in front of
Moments after the visage reacts to you, you — real in every way, and here to
the locket briefly scintillates and rattles. stay.
Then, it vanishes before your eyes.

end of game book

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