How To

Major keys

Some Quest adventures are available as web-based manuals. On this page, we’ll show you some key ways that we present information throughout these manuals.

As you read our adventure manuals, remember that Quest is a collaborative storytelling game. These manuals are not like a script to a movie. We’ve left lots of blanks for you and your players to fill in. If you’re feeling creative, you can use the information in a premade adventure as a template to create your own content.

The Quest Game Book is required to play these adventures.


Page Number References

This manual occasionally references information that is located in the Quest Game Book, like special abilities and magic treasure.

When you see text like this

, you can hover over it to find out where more information is located in the Game Book. Page numbers starting with the letter "D" refer to the Digital Edition of the Game Book, and numbers starting with the letter "P" refer to the physical edition.

Open Context

Context helps you and the players understand parts of the scene. Some context may be obvious to the players, like a menacing beast that they should know is too difficult to fight. Other bits of context may not be obvious — like the history of a place, or the reason why something looks suspicious. When you see a context box with this style, you can use it to enlighten the players. You can divulge the information in this box when it seems appropriate to do so in the scene.

Open Context

Journey to The Dark Spire

The adventurers have by now received a map from the quest giver that leads them through the wilderness toward The Dark Spire. The notes on the map reveal several dangerous spots along the journey.

Secret Context

Some context is only for The Guide to see at first. You can reveal it to the players if they find a way to discover it.

Secret Context

The Invisible Stalker

During their journey, the adventurers will be followed by an Invisible Stalker who witnessed them receive the map from the Quest Giver. At an opportune moment, when the party's guard is down, have the Invisible Stalker attempt to steal the map.


The world comes alive when you describe it to the players. Adventure manuals include descriptive text that you can directly read aloud to the players.

As always, feel free to modify descriptions to fit the needs of your group and story.

Read Aloud

Approach to The Spire

You emerge from the smoldering forest. As smoke clears from your eyes, you see a lone black spire twisting angrily toward the sky, some five stories tall. A foul gust howls through the charred corpses of trees and through the foot of the spire, lashing its broken double doors.


While you’re in full control of what your characters do, we’ll occasionally give you suggestions about things for them to say. When you see quoted text like this, you can read it aloud to the players at the table.

“Greetings, adventurers. I've been expecting you. I trust your journey has been arduous, and that you require some rest. Please enter and join me for dinner!”

Keeper of The Dark Spire

Character Blocks

When an NPC appears in the story, we'll provide a “stat block” like the one shown here. “HP” signifies the creature’s hit points, and “ATK” signifies how much damage it can deal when attacking. Important characters may have additional information, like a backstory, an ideal, a flaw, goals, secrets, and relationships.

Some creatures have special features and abilities, which you can read more about in the Quest Game Book.

NPC Name



HP 20

ATK 100

Go Forth

That’s it! You’re ready to get started.