1400 QUEST
This is a single-page ‘demo’
version of 1400 QUEST.
The full game has two more
pages of gear, options, and
tables to help the DM cre-
LO-FI HI-FANTASY RPG
JAMES LENNOX-GORDON ONE-PAGE VERSION ate the world.
RULES CHARACTERS
Play: Players describe what their characters do. The GM ►Choose your character’s class.
advises when their action is impossible, requires extra
steps, demands a cost, or presents a risk. Players only roll BARD: Increase (d8) Perform and any 3 of Melee Combat,
to avoid risks. Deceive, Disguise, Reading People, Persuade. Learn 2
spells. Take an instrument.
Rolling: Roll a d6 skill die—higher with a relevant skill,
or d4 if hindered by injury or circumstances. If helped by MAGE: Increase (d8) Spellcasting and any 2 of Arcana,
circumstances, roll an extra d6; if helped by an ally, they Reading People, Religion, Lore. Learn 5 spells.
roll their skill die and share the risk. Take the highest die.
PRIEST: Increase (d8) Religion and any 1 of Spellcasting,
1-2 Disaster. Suffer the full risk. GM decides if Melee Combat, Medicine. Learn 3 spells. Take a weapon or
you succeed at all. If risking death, you die. a tool.
3-4 Setback. A lesser consequence or partial SCOUT: Increase (d8) Tracker and any 2 of Archery, Run
success. If risking death, you’re maimed. and Jump, Sneak, Forage. Take a medium sized animal
companion and a weapon.
5+ Success. The higher the roll, the better.
SKULKER: Increase (d8) Sneak and any 3 of Traps, Sleight
If success can’t get you what you want, you’ll at least get of Hand, Deceive, Disguise, Climb. Then increase (d10)
useful info or set up an advantage. two of them again. Take a light weapon and a tool.
Load: Carry as much as makes sense, but more than one WARRIOR: Increase (d8) Melee Combat and any 2 of Intim-
heavy item may hinder you at times. idate, Run and Jump, Archery, Vehicles. Can carry 2 heavy
items without hindrance. Take a piece of armour and a
Advancement: After an adventure, increase a skill weapon.
(none→d8→d10→d12), gain d6 gold pieces (GP), and
+1 guild rep. Roll d20 ≤ a fitting rep to check if someone ► Choose your character’s ancestry.
recognizes you.
HUMAN: Increase 2 skills once.
Defence: Say how one of your items breaks to turn a hit
into a brief hindrance. Broken gear is useless until re- ELFIN: Learn 1 spell. You cannot be beguiled or put to
paired. sleep by magic.
Harm: Injuries hinder, and heal with time or aid. If killed, DWARF: Increase 1 skill. You can see fine in low light and
make a new character to be introduced ASAP. Favour resist the effects of poisons and ale.
inclusion over realism.
GREENSKIN: Increase 1 skill. You can breath underwater
Game Mastery: Lead the group in setting lines not to and have a nasty bite.
cross in play. Fast-forward, pause, or rewind/redo scenes
for pacing and safety, and invite players to do likewise. ► Choose or invent skills (if prompted by ancestry).
Present dilemmas and problems you don’t know how to
solve. Arcana, Archery, Climb, Cook, Craft, Deceive, Disguise,
Engineer, Forage, Intimidate, Lore, Medicine, Melee Com-
Move the spotlight to give everyone time to shine. Test pe- bat, Navigate, Perform, Persuade, Read People, Religion,
riodically for bad luck—roll d6 to check for (1–2) trouble Run and Jump, Sleight of Hand, Sneak, Spellcasting, Swim,
now or (3–4) signs of trouble. Tracker, Traps, Vehicles.
Concept and design by James Lennox-Gordon / UnknownDungeon.Itch.io U
D v1.1 Based on the 24XX SRD, rules text by Jason Tocci (CC BY 4.0)