Folk Quest


Folk Coins

What is Folk Quest?

Folk Quest is an RPG style adventure game played via Discord, where parties compete for treasures and quest rewards. Every round is accompanied by a map and images of each party’s view in the style of classic first-person “dungeon crawlers”. Parties must decide which actions to take each round in order to explore the area, discover loot and ultimately complete the main quest.

Rules of Play


Parties may perform up to 2 unique actions per round:

  • Move to a new location.
  • Interact with an object or item in the world (these stand out visually so no need to wonder about odd looking bricks and such).
  • Use an item from their inventory.

Parties discuss actions in their party channels and lock in decisions when a member posts a decision and the majority react with a relevant emoji. Parties must move at least one space per turn and will automatically move one space forward (or the closest free space clockwise) if there is no decision before the⁠ timer ends.


Movement must occur before of after using an item or interacting (e.g. parties may not move, unlock a chest and then move again).

Horizontal: Move 1-4 spaces (1-8 with a torch) to any unoccupied tile, once per round (not diagonally or through locked doors).

Vertical: Moving down to an adjacent tile (one level below) consumes 2 spaces (1 forward + 1 down).
Moving up to an adjacent tile (one level above) consumes 2 spaces (1 up + 1 forward) but is only possible with special equipment.
Using stairs only consumes 1 space (1 diagonally up or down)

Parties must specify a compass direction (N, E, S, or W) and number of spaces to move (e.g. “Let’s move to East 2 then West 6). Alternatively refer to landmarks seen in the viewport video (e.g. “Let’s move to the wooden door on the left” or “Let’s go back and head down the hall we just passed – all 8 spaces”)

Parties may pass each other but not occupy the same tile. In that event each member rolls a 1d20 agility check (+5 to total for every tile a party is closer by).

Doors: Opening a locked door will place the party on the door tile. If the other side of the door is explored or revealed, a party may move there after opening the door if they have not already moved that turn. A party waiting for another party to open a door may not move through the door until it has already been opened.


Parties may interact with adjacent objects (not diagonal) once per round, even without facing them.

Interactions include:

  • Pick up (add an item from a pedestal to inventory)
  • Loot (open a chest with a key and add items to inventory)
  • Open (open a door or gate)
  • Talk (talk to an NPC)
  • Use (use an item in the world such as a switch)

Some interactions require the party to possess an item first (e.g. keys).

The item may be adjacent to the party before they move, or after (i.e. adjacent to destination tile).

If multiple parties interact an item each member rolls a 1d20 agility check (+5 to total for every tile a party is closer by).

Using items
  • Limited use items display a gauge.
  • Unlimited use items display the infinity icon.
  • Passive items modify party status (e.g. Vision +2).

Some item take effect immediately and benefits only apply to the same round:

  • Potions (e.g. Speed)
  • Reveal (user sees sneak peak in the same round)

Items that modify the world take effect on the next round:

  • Reveal (All parties see map revealed on next round)
  • Trap (placed traps will not be effective until visible on the next round)

Parties may interact with portals on adjacent tiles (not diagonal) and will appear on the opposite side facing away from the destination portal.

If the way is visible remaining moves may be used on the destination side. Recalling to a portal before a move (i.e. using an artefact) does not consume any spaces.

Multiple parties my use a portal simultaneously if destination tiles are unoccupied.

A portal may only be passed by going around.


Some actions require a dice roll.
Public actions will be rolled in the #dice channel.
Party actions (e.g. loot rolls) will be rolled in party channels.

Ending the game

The game ends when the quest has been completed but may include extended time.