How it works
Your real life is the game
Kettle Quest is a tabletop RPG you play by doing real things: real workouts and real dinners level up one hero.
- Your week is one adventure.
It runs Monday to Sunday. Every workout you do and every dinner you cook lands a hit on the week's boss, and on Saturday a bigger dinner, the Feast, finishes it off. Keep to your week and it falls. Beat it and you earn a title.
- Do it for real, then tap it.
Nothing counts until it happens in real life. Finished the workout? Tap Done. Dinner on the table? Tap I cooked it. Your hero earns XP and levels up.
- Day one is Market Day.
You can't cook what you haven't bought. The shopping list puts every dinner still ahead this week in one list, by aisle, and a new cook spends day one on it instead of cooking.
- Keep the fire lit. A missed day costs nothing.
Do anything on a day (a workout, a dinner or the day's d20 deed) and your Hearthfire streak grows. Miss a day and an ember burns in its place. Nothing you've earned is ever taken away.
Words you'll see
- XP
- Points your hero earns for real things you do. Enough XP and your hero levels up.
- Boss and HP
- The week's big goal. Its HP (health) is one hit for each workout and dinner in your plan.
- The Feast
- Saturday's dinner: a few dishes cooked together. It lands the final blow.
- Market Day
- A new cook's first day: shopping for the week instead of cooking.
- Fridge night
- A dinner from whatever you already have. Nothing to buy.
- d20
- A twenty-sided die. Roll it once a day on Tonight and it sets a small deed, a minute or two.
- Hearthfire
- Your streak: the days in a row you've done something.
- Embers
- Spare days. A missed day burns one instead of putting the fire out. You start with 2 and earn more as you go.
- Class
- Your hero's style, like Ranger or Fighter. It picks your workouts.
- Feat
- An optional extra on a dinner, from your class. Skip it any time.
- Tavern Night
- Optional: one night becomes a make-ahead menu for a game night with friends.