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Talisman Adventures Fantasy Roleplaying Game PDF

300 Pages·2020·30.617 MB·English
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FT Begin your exploration of the Realm with the Core Rulebook for the A Talisman Adventures Fantasy Roleplaying Game! Magical forests, A treacherous mountains, deadly dungeons, and more await you between N L these pages. Begin your adventures as any of ten classes (assassin, druid, T I minstrel, priest, prophet, scout, sorcerer, thief, warrior, or wizard) and AS seven ancestries (elf, dwarf, human, ghoul, leywalker, troll, and sprite). SM Y The Talisman Adventures rules are fast-paced, easy to learn, and feature A the new 3D6 Adventures rules set. With these rules, the players take R the lead and determine the action as their characters explore magical ON new lands, encounter enigmatic strangers, and do battle against terrible L monsters. This book provides a multitude of enemies, strangers, followers, EA mysterious locations, and magic items to include in your adventures. P Forbidden knowledge and fabulous treasures — perhaps even the fabled D L Talisman of the Great Wizard — await the daring and heroic. AV Y To play this game, you’ll need a few friends, three six-sided dice, 2–4 E I hours, and your imagination. NN G T U G AR M E ES C O R E R U L E B O O 47500E K Fantasy Roleplaying Game Core Rulebook www.pegasus-web.com TTaalliissmmaann AAddvveennttuurreess FFaannttaassyy RRoolleeppllaayyiinngg GGaammee CCoorree RRuulleebbooookk MMaapp ooff tthhee RReeaallmm Credits Credits Lead Design and Development Interior Art Ian Lemke Aaron Acevedo, Ben Acevedo, Abrar Ajmal, William Thomas Arnold, Bruno Balixa, Ryan Barger, Additional Design Arden Beckwith, Crystal Ben, Ismael Bergara, Brian Campbell, Brandes Stoddard, Bon Bernardo, Sara Biddle, Arthur Bowing, and Rabbit Stoddard Nora Brisotti, Mark Bulahao, Christopher Burdett, Mike Burns, Joshua Cairos, Felicia Cano, J.B. Casacop, Writing Chris Casciano, Sidharth Chaturvedi, Anna Christenson, Lauren Covarrubias, Thomas Denmark, Julie Dillon, Richard August, Lee Hammock, Carolina Eade, Anna Edwards, Melissa Findley, Michelle Klein Houser, Ian Lemke, Fred Love, Emillien Francois, Felipe Gaona, Toma Feizo Gas, Brandes Stoddard, Rabbit Stoddard, Raymond Gaustadnes, Allen Michael N. Geneta, and Robert Turk Alexander Gustafson, Suzanne Helmigh, Editing and Proofreading Paul (Prof) Herbert, Ralph Horsley, Gareth Keenan, David Kegg, Hans Krill, Kez Laczin, Sam Manley, Brian Campbell and Tim Huckelbery Jeremy McHugh, Daniel Melendez, Jacob Murray, Ricardo Robles Ortiz, Mary Jane Dizon Pajaron, Art Direction R.J. Palmer, Dylan Palmer, Tamires Para, Federico Piatti, Aaron Acevedo Michael Rookard, Riccardo Rullo, Alida Saxon, Elif Siebenpfeiffer, Firat Solhan, David Sourwine, Layout and graphic design Dimitar Spasov, John Stanko, Matthew Starbuck, Ben Acevedo, Emma Beltran, and Aaron Acevedo J. Edwin Stevens, Nicholas Stohlman, Preston Stone, Jon Taylor, Leanna TenEycke, Cory Trego-Erdner, Cover Art Andreia Ugrai, Frank Walls, S.C. Watson, Aaron Riley Damon Westenhofer, Drew Whitmore, Dallas Williams Special Thanks to Mike Tinney for introducing me to the folks at Pesasus Spiele at Gencon 2017 which began this long, strange journey. To John New for his insights into Talisman: The Magical Quest Game. To Christopher Gulledge for his invaluable advice on dice probabilities. To Rabbit Stoddard, Brandes Stoddard, and Joseph Ford for running innumerable playtests at GenCon 2018–19 as well as bringing me drinks and food. To my amazing wife Spring Netto for proofreading and feedback throughout this process and putting up with my weird writing hours. And finally, to my two my two dogs Shakespeare and Beorn for the comfort and company they give unconditionally. 3D6 Adventures System © 2020 Pegasus Spiele. All rights reserved. Talisman Adventures Fantasy Roleplaying Game © Games Workshop Limited 2020. GW, Games Workshop, Warhammer, Talisman, Talisman Revised 4th Edition, Talisman Adventures Fantasy Roleplaying Game and their associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. All rights reserved. www.pegasus-web.com Printed in China 3D6 ADVENTURES SYSTEM 1 Table of Contents Table of Contents Enemy Actions 44 Inflicting Damage 45 Book I: Armour 46 Player’s Guide 6 Taking Damage 47 A Tale of the Crown Seekers 7 Death and Dying 47 What is Talisman Adventures? 8 Resting 48 What is Roleplaying? 8 Chapter 3: Where to Begin 9 Characteristics and Skills 49 Glossary of Game Terms 10 Attributes and Aspects 49 Chapter 1: Strength 49 History of the Realm 13 Craft 50 History of the Realm 13 Derived Characteristics 50 The Realm Today 16 Life 50 Borders of the Realm 17 Max Load 50 The Lands 17 Speed 51 The City 18 Spell Points 51 Law and Disorder in the City 18 Skills 51 Notable Features of the City 19 Unskilled Tests 51 The Shops 21 Chapter 4: Ancestries 56 Villedoc 23 Dwarf 56 Notable Features 23 Elf 58 Settlements 24 Ghoul 60 Locations of Interest 26 Human 61 The Tavern at Innsview 27 Leywalker 62 Sepulchre 27 Sprite 64 The Wilds 28 Troll 65 Woods and Forests 28 Chapter 5: Classes 67 Hills and Crags 30 Assassin 67 Other Places in the Wilds 30 Legends of The Other Regions 31 The Unkindest Cut 67 The Middle Region 31 Playing an Assassin 67 The Inner Region 31 Creating an Assassin 68 Core Features 68 Chapter 2: Rules of the Game 32 Druid 69 The Basics 32 One with the Land 69 Characters 32 Playing a Druid 69 Time 32 Creating a Druid 69 Taking Action 33 Core Features 69 Rolling Dice 34 Minstrel 71 Fate 36 A Knave on the Open Road 71 Combat 37 Playing a Minstrel 71 Surprise Attacks 38 Creating a Minstrel 71 Position 40 Core Features 72 Determine Order of Actions 40 Character Actions 40 2 Priest 73 Chapter 7: Voices of Light and Darkness 73 Advanced Special Abilities 94 Playing a Priest 73 Universal Advanced Special Abilities 94 Creating a Priest 73 Class Advanced Special Abilities 94 Core Features 73 Assassin Advanced Special Abilities 95 Prophet 75 Druid Advanced Special Abilities 97 Through a Glass Darkly 75 Minstrel Advanced Special Abilities 99 Playing a Prophet 75 Priest Advanced Special Abilities 101 Creating a Prophet 76 Prophet Advanced Special Abilities 102 Core Features 76 Scout Advanced Special Abilities 103 Scout 77 Sorcerer Advanced Special Abilities 105 Survival at All Costs 77 Thief Advanced Special Abilities 106 Playing a Scout 77 Warrior Advanced Special Abilities 108 Creating a Scout 77 Wizard Advanced Special Abilities 110 Core Features 77 Chapter 8: Equipment 112 Sorcerer 79 Gold 112 Purveyors of Secrets 79 Weapons 112 Playing a Sorcerer 79 Armour and Shields 114 Creating a Sorcerer 79 Tools and Market Goods 115 Core Features 79 Services 118 Thief 81 Mounts and Vehicles 118 Acquisition is the Law 81 Chapter 9: Magic and Spells 119 Playing a Thief 81 Magic in the Realm 119 Creating a Thief 82 Learning Spells 119 Core Features 82 Spellbooks 119 Warrior 82 Scrolls 120 Forged in Battle 82 Granted Spells 121 Playing a Warrior 83 Spells 121 Creating a Warrior 83 Basic Spells 124 Core Features 83 Intermediate Spells 130 Wizard 84 Advanced Spells 137 The Secretive and the Wise 84 Map of the Realm 143 Playing a Wizard 84 Creating a Wizard 85 Core Features 85 Chapter 6: Character Creation and Advancement 87 Where to Begin? 87 Step One: Choose Your Ancestry 87 Step Two: Choose Your Class 88 Step Three: Choose Your Alignment 90 Step Four: Assign Your Attributes and Aspects 91 Step Five: Final Touches 91 Character Advancement 93 3 Table of Contents Table of Contents Mountain Goat 180 Mountain Lion 181 Book II: Game Master’s Guide 144 Serpent 181 Chapter 1: Telling a Story 145 Vampire Bat 182 Being a Game Master 145 Wild Boar 182 Using the Rules 145 Wolf 183 Great Successes Cultists and Outlaws 183 and Extraordinary Successes 146 Bandit 183 Failing with Style 147 Dark Acolyte 184 Writing Adventures 147 Dark Initates: Vassals of Darkness 184 The Players 148 Vassal of Mab 184 Fate 148 Goblinoids 185 Fate Gains (Optional Rules) 148 Cave Troll 185 Maxed Out Fate (Optional Rules) 149 Gnoll 186 Player Character Conflict Goblin 186 (Optional Rules) 151 Hobgoblin 186 Social Interactions 151 Kobold 186 Player vs. Player Combat 151 Ogre 187 Chapter 2: Monsters 188 Strangers and Allies 152 Basilisk 188 Strangers 152 Doppelganger 189 Attitude 152 Gargoyle 190 Stranger Descriptions 155 Giant 190 Gaining Allies 161 Harpy 190 Gaining Followers 161 Manticore 191 Chapter 3: Followers 162 Spirits 192 Using Followers 162 Apparition 192 Obtaining Followers 162 Banshee 192 Loyalty 162 Barrow Wight 193 Follower Design Guidelines 163 Ghost 193 Follower Benefits 163 Shadow 194 Followers 166 Spectre 194 Chapter 4: Enemies 174 Will-o’-the-Wisps 195 Enemies of the Realm 174 Wraith 196 Enemy Descriptions 174 Undead 196 Animals 175 Death Knight 196 Ape 175 Lemure 197 Bear 175 Lich 197 Carrion Crows 176 Mummy 198 Forest Goat 176 Putrid Zombie 198 Giant Beetle 176 Skeleton 199 Giant Fly 177 Dragons 200 Giant Rat 178 Dragon 200 Giant Spider 178 Woodland Drake 201 Giant Worm 179 Wyrd Dragon 201 Lion 179 Wyvern 202 Mammoth 180 4 Elementals 203 Armour 230 Air Elemental 203 Bags 233 Crawling Slime 203 Crowns 234 Earth Elemental 204 Holy Relics 234 Fire Elemental 205 Magic Rings 235 Water Elemental 205 Potions and Elixirs 236 Fae 205 Trinkets 238 Boggart 206 Wands 238 Breeze Sylph 206 Weapons 239 Brownie 207 Chapter 7: Death’s Messenger 241 Coblynau 207 Synopsis 241 Fae Witch 207 Act One: Restless Spirits 242 Fomorian 208 Map: The Graveyard 244 Knocker 208 Map: The Ancient Tomb 245 Naiad 209 Act Two: Seeking the Enchantress 247 Pixies 209 Act Three: The Deep Dark Woods 251 Red Cap 210 Map: The Abandoned Chapel 254 Sidhe 210 Sluagh 210 Map of the Realm 257 White Stag 211 Appendix I: Critical Failures Chapter 5: Adventuring 212 and Aspirations 258 Exploration 212 Critical Failure 258 Time and Distance 212 Aspirations 259 Exploration Roles 212 Alignment 260 Camping 214 Ancestries 260 Hazards 215 Classes 262 Visibility 217 Appendix II: Traps 218 Enemies and Strangers 263 Designing a Trap 218 Enemy Encounters 263 Noticing a Trap 219 Level 1–3 Encounters 263 Avoiding or Disabling a Trap 220 Level 4–7 Encounters 264 Triggering a Trap 221 Level 8–10 Encounters 265 Example Traps 221 Stranger Encounters 266 Environmental Dangers 221 Appendix III: Poisons and Venoms 222 Interesting Locations 267 Delivery Methods 222 Index 274 Effects 222 Enemy Benefits, Banes, Example Poisons 224 and Special Abilities 281 Chapter 6: Rewards 225 Character Sheets 282 Experience 225 Dwarf Priest 282 Earning Experience 225 Elf Scout 284 Follower Experience 228 Ghoul Assassin 286 Magic Items 228 Human Sorcerer 288 Identifying and Sprite Druid 290 Using Magic Items 229 Troll Warrior 292 Magic Item Descriptions 229 Blank 294 Amulets & Necklaces 229 5 BOOK I: PLAYER’S GUIDE 6 AA TTaallee ooff tthhee CCrroowwnn SSeeeekkeerrss When the blacksmith tells a story to her children, promised her a unicorn if she rode away with him, her face turns grim. It’s like the expression she has so off she went, poor thing.” when she’s hammering an iron bar into a blade. “Did she see a unicorn?” interrupted her youngest That day, she gathered all six of her children under girl. the spreading chestnut tree at twilight, put the baby in her lap, and began. “Oh, yes. Yes, she did.” “Before I married your Papa and came to live “I want to see one too!” demanded Baby. He was in Villedoc, I lived and worked in the Tavern on seven years old, but we still called him Baby because the other side of the Great Forest. Many brave he was the last child born. adventurers fell into their cups there, bragging “Hmmph,” said his Mama. “Myrande didn’t and boasting of the Treasure Beyond All Treasures return to the tavern for over a year, but she did and how close they came to finding it. We were return in the dead of winter with no minstrel, no barmaids: we all sighed, we blushed at their stories, mule, and no money.” and we took their money. Most of us didn’t believe “But she had a unicorn!” a word of it, but wherever there are dreamers, there are fools. “No, child, but she had a story. She and her minstrel bought passage on a ship across the Storm River to On the day Darg the Minstrel came to town, I was so the Temple on the other side. Each said their own busy serving ale and wiping tables I hardly noticed separate prayers. Then the minstrel hired a guide to the man. The next day, when he took his leave to help them travel the Middle Realm. Myrande was search for the Treasure Beyond All Treasures, we all scared but also excited. She said she watched the took notice. Lovely Myrande, the prettiest barmaid, minstrel charm a lion and saw that lion kill a boar rode away on the back of his mule. when the minstrel commanded it. She was feeling Myrande was a newcomer, but she took quickly to very safe indeed when the three companions entered tavern work, and she’d never put on airs because of the woods. Then it happened: a unicorn approached her beauty. We were all fond of that sweet maiden from the darkness of the trees and rested its head in and sorry to see her go. She said the minstrel Myrande’s lap, just like in the stories. 7

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