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Hail and well met, Adventurers!

QuestFellows is a GM-less collaborative story-telling and role-playing game for 2 or more players, based on the Four Points RPG System. QuestFellows combines the atmosphere and themes of classic high fantasy adventure, with a narrative, player-driven and fully cooperative role-playing experience.

Overview

In QuestFellows, you and your fellow Players take on the role of Adventurers who have gathered together to form their very own Guild.

  • Use prompts to collaboratively create your Guild.
  • Create a shared pool of Adventurer Characters for anyone in the group to play.
  • Use QuestFellows’ Magic system to create anything from mud mages to soup sorcerers.
  • Use roll tables to generate Quests, rewards, complications and lucky finds.
  • Face Challenges and defeat Opponents: enemies that you create but whose actions are randomly generated.
  • Complete Quests, defeat Opponents and acquire Assets to grow your Guild’s standing and resources.

Share the Adventure

While the Four Points System’s core mechanic of spending points or testing your luck to determine success remains the same, it has been adapted to remove the role of a single game master. Throughout a game of QuestFellows, everything is shaped by the players’ decisions. There is no singular narrating voice, or inherent power dynamic. The responsibilities and adventures are equally shared. You decide when to succeed, when to fail, and when to roll the dice.

Game Content

  • A traditionally hand-illustrated game document, with page hyperlinks.
  • 10 pre-made playable Folk for character creation.
  • A list of Traits and Abilities for creating your own Folk.
  • Tips and suggestions for cooperatively running the game and playing out Quests.
  • An array of roll tables for generating quests, complications, rumours & more.
  • Four pre-made Adventurers and two pre-made Opponents.
  • A section on playing safely, with a link to a curated collection of safety tools.
  • A printer and screen-reader friendly Text Only version of the game.
  • Adventurer, Opponent & Guild sheets as form-fillable PDFs & tagged Word docs.

Disclaimer

You are free to create hacks, supplements and adventure modules based on QuestFellows, for personal and commercial use, so long as you include appropriate attribution (see Licensing section in game document).
QuestFellows does not invite or legitimise the introduction of bigotry at the table. There is no discrimination based on colour, species, appearance, disability, faith, sex or gender in a game of QuestFellows. You may NOT create supplements or adventure modules based on QuestFellows if you also intend it to promote any of the forms of bigotry listed above.

I have done my best to set everything up correctly, also with regards to accessibility.
If there are any issues with the documents, please let me know in the comments. Thanks and have fun!

Purchase

Get this TTRPG and 528 more for $5.00 USD
View bundle
Buy Now$5.00 USD or more

In order to download this TTRPG you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:

QuestFellows 280 MB
QuestFellows (Text Only).pdf 426 kB
Guild Sheet (Form fillable) 768 kB
Adventurer Cards (Form fillable) 1 MB
Opponent Cards (Form fillable) 1 MB
Guild Sheet (Word Document) 37 kB
Adventurer Sheet (Word Document) 40 kB
Opponent Sheet (Word Document) 38 kB

Community Copies

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Community Copy of QuestFellows

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For every copy of QuestFellows that is purchased, 1 Community Copy will be added.

Development log

Comments

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Hi, I've got a question about the rules. It says each player takes 2 actions, then the opponents take a turn. The challenge level dictates the number of actions an opponent takes, being 2d6+2 increasing.
So if I have 4 players, each of them takes 2 actions then the enemy will take somewhere between 3 and 14 actions before the players go again? 

Hi! No that would be the number of enemy actions per Challenge, not per turn, so over the course of the whole encounter. 

Okay, but what happens if the enemy still has resolve at the end of the enemy actions? Do the players automatically lose?

I'll be honest, I had not considered this scenario, but I'd say that if the enemy has run out of actions, they can't do anything, so then the players win, regardless of any remaining resolve :) The enemy has basically run out of steam. That's just how I would interpret it, though.

(+1)

TLDR: Something I have come to expect from Penflower Ink is accessible games and top-notch illustrations. This game ticks all the boxes! 

I helped run a game of Quest Fellows with 7 10 year olds as part of a club activity! For most, it was their first experience with tabletop rpg and I think it was a fun one! The game itself is set up so you can run it without a game master, but I ended up being both a game master and player to help explain and kind of demonstrate how to role play. We played about 6 or 7 sessions. 

They had fun making their characters and creating a guild together. They made sure everyone had a space and a role, and were eager to play! For these players, some of the terminology went over their heads, but with some explanation from me, they understood and were able to play just fine. 

The funnest part was witnessing and encouraging them to find creative solutions to the challenges. They often had some fun and zany ideas that we were able to channel and keep within the perimeters of the game. 

It was a great team building experience and I think they learned at least a little bit about seeing things from a different perspective and considering consequences of their actions. 

It also bares mentioning that they all LOVED the illustrations included and relished drawing their characters based on the images from the game. Seriously such a gorgeous game! You'd be remiss not giving this game a go. 

💚 thank you so much for sharing! I’m so happy the kids enjoyed it!

(-3)

280 mb is way too big a file

(1 edit)

There's a lot of art in the document, that's why it's bigger. Feel free to get the Text Only document.