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QuestLine: Quick Play

A complete ruleset for fast, dangerous, one-session adventures run by an AI Dungeon Master. No apps, no prep, no mercy. Grab a chat window and 30 minutes. Let's go.


1. Overview

QuestLine Quick Play is a text-based RPG designed for one-session adventures lasting 30โ€“60 minutes. An AI Dungeon Master runs the game โ€” narrating the world, controlling enemies, rolling dice, and enforcing the rules. You just type what your character does.

The system is built around three principles:

  • Fast. Character creation takes two minutes. Combat resolves in 3โ€“4 rounds. No looking things up.
  • Dangerous. Hit points are low, enemies hit hard, and death is permanent. Every choice matters.
  • Simple. One target number per encounter. Two actions per turn. Ten inventory slots. That's the whole game.

Quick Play sessions are self-contained roguelike runs: make a character, survive a gauntlet of encounters, earn XP, level up, face the boss. If you die, you die. Start a new one.


2. Character Creation

Building a character takes three steps and about two minutes.

Step 1: Choose a Background

Your background determines who you were before the adventure started. It gives you:

  • A +1 bonus to one stat
  • A signature talent (your first talent)
  • Starting equipment that fills some of your inventory slots
  • Your starting HP (ranges from 15 to 20)

See the full Backgrounds section for the six options.

Step 2: Assign Stats

You have four stats, each starting at 0. Distribute +4 points among them however you like. No stat can exceed +3 at character creation.

StatGoverns
MightMelee attacks, breaking things, feats of strength, endurance
FinesseRanged attacks, stealth, lockpicking, acrobatics, dodging
WitsMagic, perception, knowledge, traps, investigation
PresencePersuasion, intimidation, deception, leadership, performance

Remember: your background gives +1 to one stat, applied after you assign your points.

Step 3: Pick a Talent

Choose one additional talent from the Talent List. Combined with your background's signature talent, you start with two talents total. You'll earn more as you progress through encounters.

Inventory

You have 10 inventory slots. Your background fills some of these with starting gear. Everything takes a slot โ€” weapons, armor, potions, quest items, loot. When you're full, you have to drop something to pick something up.

Small consumables like coins and keys can be bundled: a pouch of coins is 1 slot, not 47 individual slots.

Example Character
Kael โ€” Soldier Background
Might +3, Finesse +1, Wits +0, Presence +0 (then +1 Might from Soldier = Might +4)
HP: 20 ยท Mana: 4
Talents: Shield Wall (Soldier), Battle Rage
Inventory: Longsword, Chain Armor, Shield, 3ร— Healing Herb, [4 empty slots]

3. Stats & Checks

The Core Roll

When you attempt something risky, you roll:

d20 + relevant stat modifier vs. the Room Target Number (TN)

That's it. One formula for everything โ€” attacks, skill checks, saving throws, all of it.

Room Target Number

The DM sets one Target Number for each encounter. This number applies to every roll in that scene โ€” swinging a sword, picking a lock, convincing a guard. One number, across the board.

TNDifficultyWhat It Feels Like
10EasyBar fight, simple traps, nervous guards
12ModerateTrained soldiers, decent locks, wary NPCs
14HardElite warriors, complex puzzles, hardened criminals
16DeadlyBoss fights, ancient wards, dragon's gaze
18LegendaryThe final boss. The impossible heist. The god's trial.

Natural 20 & Natural 1

A natural 20 always succeeds and triggers a critical โ€” double your effort dice on attacks, or a spectacular narrative result on checks.

A natural 1 always fails. Something goes wrong beyond just missing. The DM decides what.


4. Combat

Turn Structure

On your turn, you get 2 actions. You can use them in any combination:

ActionWhat It Does
AttackRoll d20 + stat vs. TN. On hit, roll effort dice for damage.
MoveReposition within the encounter โ€” cross a room, take cover, close distance.
CastCast a spell from the spell list. Costs mana.
Use ItemDrink a potion, throw an oil flask, pull a lever, etc.
DefendBrace yourself. Attacks against you require TN+4 until your next turn.

You can take the same action twice (attack twice, for example). There are no bonus actions, no reactions, and no opportunity attacks. When it's not your turn, you're watching.

Effort Dice (Damage)

When you hit with an attack, roll effort dice based on your weapon type to determine damage:

Weapon TypeEffort DieExamples
Lightd4Dagger, dart, improvised weapon
Standardd6Longsword, mace, shortbow
Heavyd8Greatsword, warhammer, longbow (requires 2 slots)
Magicd10Spells that deal damage

Roll the effort die, subtract it from the enemy's HP. That's damage. No armor class, no damage reduction (unless a talent or spell says otherwise).

Hit Points

Starting HP depends on your background (15โ€“20). Fights are designed to be fast and dangerous โ€” most combats resolve in 3โ€“4 rounds. A few bad rolls can kill you.

Healing between encounters is limited to what you have: potions, spells, or the rare rest. Don't expect full heals.

Defend

Spending an action to Defend raises the Target Number for attacks against you by +4 until the start of your next turn. Useful when you're low on HP and buying time for a healer, or when you're holding a chokepoint.

Combat Example
Room TN: 14. Kael (Might +4, Longsword d6) vs. a Goblin Warchief (HP 12).

Kael's turn โ€” 2 actions:
Action 1: Attack. Rolls d20+4 โ†’ 18. Hit! Rolls d6 โ†’ 5 damage. Warchief at 7 HP.
Action 2: Attack again. Rolls d20+4 โ†’ 11. Miss (needed 14).

Warchief's turn:
Attacks Kael. DM rolls d20+3 โ†’ 17. Hit! d6 โ†’ 4 damage to Kael.

Death

Character death is real. There are no death saves, no lingering.

  • At 0 HP, you're down. You can't act.
  • An ally can spend 1 action to stabilize you (you're alive at 1 HP but still prone).
  • If nobody stabilizes you by the end of the next round, you're dead. Gone.

In Quick Play, death means you're out for the rest of the session. Watch from the sideline, or start a new run.


5. Magic

Mana

Every character has a mana pool, regardless of background:

Mana = (Wits + 2) ร— 2

A character with Wits +0 has 4 mana. A character with Wits +3 has 10 mana. Spells cost 1โ€“5 mana each. You recover all mana when you rest (which only happens between encounters if the DM allows it).

Anyone can cast spells โ€” there are no class restrictions. But low-Wits characters have small mana pools and can't afford many casts. Spells that require a check always use Wits.

Casting in Combat

Casting a spell costs 1 action and the listed mana. Damage spells use d10 effort (the magic effort die) unless the spell says otherwise. Attack spells that target enemies require a d20 + Wits roll vs. the Room TN, just like weapon attacks.

See the full Spell List for all 20 spells.


6. Experience & Leveling

Every player has an XP bar that fills up as you play. When it fills, you level up โ€” right then and there, even mid-combat. No waiting for the end of the encounter. You earn upgrades by doing things, and they hit when the moment is right.

Earning XP

The AI DM tracks your XP silently in the background. You earn it from these sources:

ActionXP Earned
Successful check (beat the Room TN)+1 XP
Deal damage to an enemy+1 XP
Critical hit (natural 20)+2 XP
Clever RP move (DM discretion)+1 XP
Complete an encounter objective+2 XP

Note: a single action can only earn XP once. If you roll a nat 20 attack that deals damage, you get +2 XP (the crit), not +2 for the crit and +1 for the hit and +1 for the damage.

The XP Bar

Level 1 โ†’ 2: 10 XP

Level 2 โ†’ 3: 12 XP

Level 3 โ†’ 4: 14 XP

Each subsequent level: +2 more XP than the last

When the bar fills, the DM privately messages the player with 3 random upgrade options. You pick one immediately. The bar resets and starts filling toward the next level. This is a deliberate async design โ€” level-ups are personal moments, not group announcements.

Upgrade Pool

When you level up, the DM draws 3 from this pool at random. You pick one. Every upgrade is chunky and meaningful โ€” no decimal modifiers, no percentage buffs.

UpgradeEffect
New TalentGain a talent from the talent list
Stat Boost+1 to any stat
New SpellLearn a spell from the spell list
Special ItemA unique item โ€” magical weapon, enchanted ring, rare potion
HP Boost+3 to max HP (and heal 3)
Mana Boost+2 to max mana
Mid-Encounter Level-Up
Kael lands a hit on the Goblin Warchief (+1 XP) and reaches 10 XP. The DM sends a private message:

โšก Level Up! Your XP bar is full. Choose an upgrade:

๐Ÿ…ฐ New Talent: Cleave โ€” Kill an enemy, get a free attack on another.
๐Ÿ…ฑ +1 Finesse โ€” Your stat goes from +1 to +2.
๐Ÿ…ฒ +3 HP โ€” Max HP goes from 20 to 23 (and heal 3 right now).

Kael picks Cleave. The bar resets. Next level-up costs 12 XP. The fight continues.

Campaign Mode (Future)

For longer campaigns, QuestLine will support milestone leveling at story beats. Each level grants: +1 to a stat, +1 talent, +5 max HP, +2 max mana. Quick Play uses the XP bar system above.


7. Session Structure

A Quick Play session has five beats. The whole thing should take 30โ€“60 minutes of active play.

1. Character Creation (2 minutes)

Pick a background, assign your 4 stat points, choose a talent. The DM confirms your character sheet and you're ready.

2. The Hook

The DM sets the scene in 2โ€“3 paragraphs. You get the situation, the stakes, and a clear first objective. No wandering, no shopping trips, no "you meet in a tavern and contemplate your navels." The adventure is already happening.

3. The Gauntlet (3โ€“5 encounters)

A series of encounters โ€” combat, traps, social confrontations, puzzles. Difficulty escalates. Resources drain. The tension builds. Your XP bar fills as you act โ€” you might level up mid-fight, gaining a crucial upgrade right before you need it most.

4. The Climax

The final encounter: a boss fight, a critical decision, or both. This is where everything you've built towards pays off (or doesn't). The TN is high. The stakes are real.

5. Resolution

If you survive, the DM narrates an epilogue. You get a final score based on encounters cleared, enemies defeated, allies saved, and style points for memorable moments. Then it's over. Start a new run or walk away victorious.


8. Backgrounds

Your background is who you were before the adventure. Each one gives a stat bonus, a signature talent, starting equipment, and starting HP.

โš”๏ธ Soldier

Stat Bonus: +1 Might

HP: 20

Signature Talent: Shield Wall โ€” When you Defend, allies adjacent to you also gain +2 to TN against attacks.

Starting Gear: Longsword (standard, d6) ยท Chain Armor ยท Shield ยท Healing Herb ร—3

Slots Used: 6 of 10

"Hold the line. That's all there is."

๐Ÿ“– Scholar

Stat Bonus: +1 Wits

HP: 15

Signature Talent: Arcane Focus โ€” Your damage spells deal +2 effort (e.g., d10+2 instead of d10).

Starting Gear: Quarterstaff (standard, d6) ยท Spellbook ยท Mana Potion ร—2 ยท Scroll of Inferno

Slots Used: 5 of 10

"Knowledge is the only weapon that gets sharper with use."

๐Ÿ—ก๏ธ Rogue

Stat Bonus: +1 Finesse

HP: 16

Signature Talent: Backstab โ€” When you attack an unaware enemy or attack from hiding, deal double effort dice.

Starting Gear: Twin Daggers (light, d4 each) ยท Leather Armor ยท Lockpicks ยท Smoke Bomb ร—2 ยท Rope

Slots Used: 7 of 10

"If they saw me coming, I did it wrong."

๐Ÿฉน Healer

Stat Bonus: +1 Presence

HP: 17

Signature Talent: Healing Touch โ€” Once per encounter, heal an ally for d8 HP without spending mana or an action.

Starting Gear: Mace (standard, d6) ยท Holy Symbol ยท Healer's Kit ยท Healing Potion ร—2 ยท Bandages

Slots Used: 6 of 10

"I've held dying soldiers together with prayer and thread. You'll be fine."

๐ŸŒ Wanderer

Stat Bonus: +1 Finesse

HP: 18

Signature Talent: Survivalist โ€” You can forage between encounters: roll d20+Wits vs. 10 to find a Healing Herb or useful item (DM's choice).

Starting Gear: Shortbow (standard, d6) ยท Hatchet (light, d4) ยท Travel Cloak ยท Rations ร—2 ยท Rope ยท Torch

Slots Used: 7 of 10

"Roads are for people with somewhere to be. I'm already there."

๐Ÿ”ฎ Mystic

Stat Bonus: +1 Wits

HP: 15

Signature Talent: Arcane Shield โ€” When you take damage, you may spend 2 mana to reduce it by d6.

Starting Gear: Orb (light, d4) ยท Robes ยท Mana Crystal (recover 4 mana, one use) ยท Scroll of Shield ยท Incense

Slots Used: 5 of 10

"The universe whispers. Most people just don't shut up long enough to listen."


9. Talents

Talents are special abilities that break or bend the rules. You start with two (one from your background, one chosen freely). You can earn more through leveling up. No talent can be taken twice.

Combat Talents

Battle RageCombat

When you drop below half HP, your melee attacks deal +2 effort for the rest of the encounter.

CleaveCombat

When you kill an enemy with a melee attack, you may immediately make a free attack against another enemy in reach.

RiposteCombat

When an enemy misses an attack against you, deal d4 damage back to them automatically.

Steady AimCombat

If you spend both actions attacking with a ranged weapon, the second attack gets +3 to the roll.

Magic Talents

Spell SurgeMagic

Once per encounter, cast a spell without spending mana.

Ritual CasterMagic

Between encounters, you can cast any spell you know for free (no mana cost). Takes extra time โ€” the DM may impose a consequence for the delay.

Wild MagicMagic

When you roll a natural 20 on a spell attack, the spell triggers twice (double targets, double healing, double damage).

Mana SiphonMagic

When you kill an enemy with a spell, recover 2 mana.

Utility Talents

Silver TongueUtility

You can re-roll any failed Presence check once per encounter.

Trap SenseUtility

The DM warns you before you trigger a trap. You get a free Finesse check to avoid it entirely.

Pack RatUtility

You have 14 inventory slots instead of 10.

Second WindUtility

Once per session, when you're reduced to 0 HP, you immediately stabilize at 1 HP instead of going down.


10. Spell List

Every spell fits in one sentence. Damage spells use the d10 magic effort die unless noted otherwise. Spells that target enemies require a d20 + Wits roll vs. the Room TN.

Damage

  • Inferno 3 mana โ€” d10 effort to all enemies in the room.
  • Thunderstrike 4 mana โ€” d10+2 effort to one target.
  • Thunderclap 2 mana โ€” d6 effort to one target + they lose their next action.
  • Earthquake 5 mana โ€” d8 effort to all enemies; terrain becomes difficult (Move costs 2 actions) for the rest of the encounter.

Defense & Healing

  • Heal 2 mana โ€” Restore d8 HP to one ally you can see.
  • Shield 1 mana โ€” One ally gets +2 to TN against attacks until your next turn.
  • Frost Armor 2 mana โ€” Reduce the next damage you take by d6.
  • Barrier 4 mana โ€” Block one doorway or path completely for 3 rounds; nothing passes.
  • Resurrect 5 mana โ€” Bring back a dead ally with 1 HP; usable once per adventure.

Control

  • Slumber 3 mana โ€” Wits check; put one non-boss enemy to sleep until they take damage.
  • Beguile 2 mana โ€” Wits check; make one NPC friendly for the rest of the scene.
  • Darkness 2 mana โ€” All enemies get โˆ’3 to their checks for one round.
  • Quicken 3 mana โ€” One ally gets +1 action on their next turn (3 actions total).
  • Unravel 2 mana โ€” Remove one magical effect currently in play.

Utility

  • Blink 1 mana โ€” Teleport a short distance; automatically avoid one incoming attack.
  • Fade 3 mana โ€” Become invisible; auto-succeed your next Finesse check.
  • Detect Magic 1 mana โ€” The DM reveals one hidden magical element in the current area.
  • Mindgrip 2 mana โ€” Move one object or creature; Wits check if it resists.
  • Illusion 2 mana โ€” Create a convincing false image; Wits check to maintain if questioned.
  • Summon Familiar 3 mana โ€” Gain a small magical ally that can scout ahead or distract enemies in combat.

11. AI Dungeon Master

The AI DM runs your Quick Play session according to these principles:

Pacing

  • Aggressive forward momentum. Every scene has a clear objective. No wandering, no filler.
  • Punchy narration. 2โ€“3 paragraphs max per DM turn. Enough to set the scene, not enough to bore you.
  • Immediate consequences. Your choices matter right now, not three scenes later.

Transparency

  • Dice are visible. The DM shows every roll and the math behind it: d20(14) + Might(+3) = 17 vs TN 14 โ†’ Hit!
  • HP and mana are tracked openly. You always know where you stand.
  • The Room TN is announced at the start of each encounter.

Fairness

  • The DM follows the rules as written. No fudging rolls, no invisible bonuses.
  • Enemies play smart but not omniscient. Goblins ambush. Dragons use breath weapons. But they don't metagame.
  • If a rule edge case comes up, the DM makes a ruling, states it, and moves on. Speed over precision.

12. Quick Reference

The Core Roll: d20 + stat vs. Room Target Number

Actions per turn: 2 (Attack, Move, Cast, Use Item, or Defend)

Effort Dice: Light d4 ยท Standard d6 ยท Heavy d8 ยท Magic d10

Defend: +4 to TN against attacks on you until your next turn

Mana: (Wits + 2) ร— 2

Inventory: 10 slots

Death: 0 HP = down. Stabilize within 1 round or die.

Nat 20: Always hits, double effort. Nat 1: Always fails, something goes wrong.

XP Bar: Fills from actions (checks, damage, crits, RP, objectives). Level up = DM sends 3 upgrade options privately. Pick 1.

XP to Level: 10, 12, 14, 16โ€ฆ (+2 each level)

Stat Quick List

StatAttack WithAlso Used For
MightMelee weaponsBreaking, lifting, resisting
FinesseRanged weaponsStealth, lockpicking, dodging
WitsSpellsPerception, traps, knowledge
Presenceโ€”Persuasion, intimidation, leadership

Healing Items

ItemEffectSlots
Healing HerbRestore d4 HP1 (stackable ร—3)
Healing PotionRestore d8 HP1
Mana PotionRestore 4 mana1
BandagesStabilize a downed ally (no action cost)1
Mana CrystalRestore 4 mana (one use)1

QuestLine is a Corn Collective production. All shucks, no bucks.
Rules version 0.1 โ€” Quick Play. February 2026.