Date: Wed, 20 Jun 2001 12:59:12 +1000 From: TOLLEY Matthew Subject: Quests I've seen links to a few threads about 'questing' in Talisman around the place, so I thought I'd throw in my AUS$0.02 worth (I think this means I end up actually owing money in most of the world's major currencies): == PREPARATION == Take the following Magic Objects, Objects and Places out of the Adventure deck, and make mini-decks for the following spaces: Chapel - Cross, Holy Grail, Holy Lance Castle - Solomon's Crown, Magic Stream, Warhorse Warlock's Cave - Wand, Staff of Mastery, Fountain of Wisdom Temple - Amulet, Runesword, Pool of Life (I don't have Expansion, so don't know if the Rod of Ruin and Winged Boots are worth questing for, or if they're lame like the Orb of Knowledge - if they are worth Questing for, any suggestions as to where they might go? I've also thought about a powerful/useful Follower for each place, eg the Maiden for the Chapel, the Prince/Princess for the Castle, the Familiar for the Warlock - ideas for the Temple?) Take all Enemies with a Craft/Strength of 5 or higher from the Adventure deck and make a new Guardian deck. == QUESTS == A character may, at any time, elect to Quest for a Magic Object/Place. They visit the appropriate space, and make appropriate offering: Chapel - Seven gold Castle - Slain enemies totalling seven strength Warlock's Cave - Slain enemies totalling seven craft Temple - any one of the above The offering cannot have been used for experience. They then draw a card from the appropriate mini-deck. This will be the object of the character's Quest. Roll a die, then place the card face-down on the appropriate space: 1 Ruins 2 Hidden Valley 3 Runes +2, next to Castle 4 Runes +2, next to Chasm 5 Runes +3 6 Cursed Glade == GUARDIANS == The Quest object will be guarded by a creature from the Guardian deck. The top card should be drawn and placed face down on the same space as the object. This indicates that the Guardian can only be encountered by the Questor. The Quest object and Guardian do not count towards cards on a space. == ALIGNMENT == Evil characters cannot Quest at the Chapel. Good characters cannot Quest at the Temple. Neutral characters may Quest anywhere. == ENCOUNTERS == Only the Questor can encounter the Guardian and take the treasure (which doesn't preclude somebody smashing their brains out next turn and 'liberating' the treasure). If another character lands on the space where the Guardian and treasure are located, they should simply ignore them and draw the appropriate number of cards. Undefeated enemies etc remain on the space. If there are Adventure cards on a space, the Questor must encounter them before they can encounter the Guardian and its treasure. == ABANDONING THE QUEST == The Questor may abandon their Quest at any time prior to encountering the Guardian. They forfeit their offering. The Guardian should be turned face up to indicate that it may be encountered by any character. == ENCOUNTERING THE GUARDIAN == Once encountered, Guardians fight to the final death, that is, they will take all of the Questor's lives one after the other unless slain first. If the Questing character is slain, their possessions are taken by the Guardian. Roll a die for each Follower - on a 6, they are imprisoned rather than eaten. Turn the Guardian card face up to indicate that it can now be encountered by any character. Enjoy the ensuing free-for-all as other players start a mad dash to possess the treasure, steal the slain character's belongings and liberate their imprisoned followers :). If the Questor wins, they take the quest object. They may trade the Guardian in for Strength/Craft according to whatever rules you may be using. == PLACES == If the quest object won by the Questor is a Place, it is turned face down to indicate that only the Questor may visit it. Once obtained, other characters may also make the appropriate offering and Quest for the same Place. Once they arrive on the relevant space, the original Questor may allow access, or automatically teleport to the space to defend it. If they choose the latter option, the Questors fight a single combat - if the defender loses, the new Questor takes 'possession' of the Place. The original Questor may counter-challenge next round to resume control without making another offering. Allowing access on one turn does not require the owner of the Place to require access on subsequent turns. == RUN AWAY! == Once the Guardian is encountered, the Questor may Run Away! at any time. Questors who Run Away! drop ALL of their possessions, which are taken by the Guardian. Roll a die for each Follower - on a 6, they escape with you. Otherwise, they're Guardian fodder. Turn the Guardian face up, so that it can be encountered by all players. Whaddyareckon? Cheers! ...Matt...