A Guide to create your own Quests

By magicrealm, in Talisman

Here is a guide how to bring more roleplay favour into the game and how to reduce randomness. an excerpt from my own rules.

1. Quest theme

Take out those adventure cards you want to get by quests. for example magic objects, followers, places

Place them face down on those spaces on the mapboard you want to start the quest. for example village, city, tavern, chapel, graveyard, temple, castle,

Create a small stack of quests at one starting place for example 3 magic objects in the village and 3 in the city to choose from

create conditions how to get the quests. for example do not take a quest at your starting place in the first round of the game, or for example you must deliver a strenght or craft point (above your starting values) to take the quest for the runesword at the graveyard or the holy lance in the chapel. or for example you must have a positive die result on the places table, like the enchantress in the city or the mystic in the village to get a quest from them.

Create multiple sequence quests : for example the grail, ring and salomons crown to the temple, thereunder the pool of life, magic stream, fountain of wisdom, thereunder the gnome, maiden and unicorn. so to get the grail or ring or crone you must first find the magic place, then the unicorn or maiden or gnome must appear who will finally give the quest for the ring,crown or grail

2. Quest monster

take out those adventure cards you want to engage as questmonsters. perform a small questmonsterdeck. for example a dragon, giant, angel, devil, kobold and wight. each time a quest is taken, the monster for it will be drawn face down , not to be seen and placed at top of the questcard on the mapboard.

3. Questplace

make tables to find the region, where the questcard and the questmonster is placed on the bord. for example :

1 graveyard 2 chapel 3 ruins 4-6 any free space opposing the edge where the quest was taken

1,2 forrest 3,4 crags 5,6 chasm

1 dessert 2 oasis 3 hidden valley 4 cursed glade 5 any runes 6 black knight

4. Questing

each player takes one kind of counters to mark their quests, for example player A takes blue (craft) counters, player B green (life) counters etc.

players can always finish their movement to stop at their quest space and try the quest. Before trying the quest the space must be handled just as if no quest would be there. a quest does not count to the limit of cards in the space. if the player looses a fight, he cannot try the quest this turn. if he looses the fight for the quest, the quest will turned over as normal cards in the space, available for everybody, even if there are more cards in the space then allowed.

5.Quests for the Dungeon

same as 1-4. choose dungeon magic objexts etc, or normal ones and mark them as quest for the dungeon, place them face down in village, city, castle etc, draw dungeonquestmonster if you pick them up, roll where in the dungeon you find it, for example each vault and cavern counted from the end to the entrance (1 for the most far vault, 2 for the second far vault, etc)

Have fun !

Hi,

You might spice it up with questing for the poltergeist or the hag and deliver them to another player gran_risa.gif

You might also quest for a horse and cart or a mule or a bag of holding....

Upon success, you can turn another opponent of your choice into a toad demonio.gif

Later when we finally get the city and timescape, we may quest to send the prince or princess to the prison and we might quest for the horrible black void demonio.gif ... haa the gladiator is at the crown of command, well my elf just finish his quest and give you the horrible black void... Ha! Ha! Ha!....

As you can see, I can't wait for the city and black void to be back...

Cheers