Professional Documents
Culture Documents
Quest Digital Game Book
Quest Digital Game Book
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
You are an
adventurer in a
world of magic
and danger
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.
8
how to play
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?"
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?”
10
scenes
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.
18
general rules
3
a layered dress a feathered cap a symbol of god
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
25
I'm from
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
“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.
27
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 .
freeing myself from a gang that wants me dead finding the source of eternal life
publishing a book that's found in every home making every stranger smile
stealing from the rich to give to the poor meeting the grim reaper
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
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.
quick start
Choose these abilities: Counterattack, Wild
Attack, Provoke, Intercept, Summon the Blood,
and Size Up.
35
dueling
counterattack — wild attack — overpower — disarm — duel
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.)
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
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
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:
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:
quick start
Choose these abilities: Animal Form, Thorn,
Freeze, Cloudcall, Wild Aspect, and Command
Nature.
58
shapeshifter
animal form — gills — steelsprout — petrify — shapeshift
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
quick start
Choose these abilities: Mend, Sleep, Deathsense,
Corrupt, Modulate, and Examine the Dead.
67
healing
mend — relieve — heal — restore
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
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?
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.
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
quick start
Choose these abilities: Magic Tricks, Splitting
Image, Magic Eye, Little Bird, Bamboozle, and
Scintillate.
84
misdirection
magic tricks — mesmerize — overthere — mirage — invisibility
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
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.
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
quick start
Choose these abilities: Magic Strike, Blink, Sense
Magic, Speak, Pinch, and Familiar.
93
evocation
magic strike — kindle — clap — telekinesis — last light
1
Your story begins ,
Starting area
outside the great encampment at the seat of the Seven Banners
2
From the ,
to the ,
Region
towering summit of Mount Luna infinite depths of the great sea
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
Basics danger is ,
the invaders will be defeated the world fair will bring wonders
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
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.
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.
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
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.
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
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.
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.
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.
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 ■ 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
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
the catcher
dawnbringer
defiance
143
rare items
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
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.
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