Quest Treasure Catalog preview №1

A trio of funny games

Hello, adventurers!

Quest’s first big expansion is coming early next year, including 100 brand-new treasure items. Today we’re showing off a trio of rare items that the party will be able to use for group hijinks.

All of the amazing illustrations you see below are from Marianna Learmonth, who is returning to illustrate our new Treasure Catalog.

First, we’ve got Instant Clown: an item that instantly creates a madcap scene of cheesy mayhem.

Next, we’ve got The Game: the perfect trick to play on a group of NPCs that you want to stay busy for a while.

Finally, check out The Device: a briefcase that is DEFINITELY not a reference to a major feature film:

We hope you enjoy this little preview. Stay tuned for more treasure and character previews as we race toward our second Kickstarter campaign!

Rules text:

Instant Clown
Rare

When you honk the horn, the following things happen to all commoners and minions nearby:

All weapons and armor temporarily turn into balloon shapes or juggling clubs.
Everyone’s shoes inflate.
All clothes become polka-dot patterned.
Everything in bags and backpacks turns into colorful scarves.
Any time a creature touches another creature, they feel a small static shock.
These effects last for the next ten minutes, or until you leave the scene.

Beeble the Magician left their career as a clown, but kept the horn.

The Game
Rare

(One-time use.) The note on this box says it is for 2–5 players.

When commoners or minions open the box and begin playing The Game, they are mesmerized by it. The game can never be finished. The creatures will play until they pass out from lack of sleep, usually after one day.

The mesmerizing effect is immediately broken if any creatures who are playing The Game are harmed.

“Shuffle the cards in the deck, then deal seven cards to each player. Then, shuffle the cards in the deck, and deal seven cards to each player.”

The Device
Rare

(5 AP) When the tendrils inside this briefcase are attached to two or more creatures’ heads, they enter a shared dream. (This is the equivalent of casting the Invasion spell on all creatures attached to The Device.) Party members participating in a dream may all contribute to the AP cost of activating the device.

Creatures who enter the dream are aware of the situation unless they are already sleeping when The Device is activated.

If any creatures are harmed in the real world while participating in the dream, everyone attached to The Device wakes immediately.

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The official blog for the Quest roleplaying game

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