Reading through the Enemies section and the introductory "Death's Messenger" scenario, you can hardly fail to notice that Talisman Adventures has a generous share of spooks and unquiet dead. If you are familiar with the board game, this will not come as any surprise. Among the ghastly crew are Shadows, Spectres, Barrow Wights, Wraiths, Death Knights, Liches and Lemures. Players themselves have the option to play a Ghoul as their character. All of this corresponds to the board game, where all Enemies are sub-classified as Monsters, Animals, or Spirits, and there are a healthy (or unhealthy?) serving of the latter.
There are real riches for the GM in the descriptions of all types of Enemies in the guide, where it will be found that each has something individual about it (generally backed up by a simple-to-play but thematically-appropriate Special Ability) that immediately suggest hooks for encounters and even scenarios.
It isn't just the Spirits and Undead that have abilities or background information that help create interesting encounters ideas, the same can be found throughout the descriptions of Enemies in the GM's guide. Furthermore, the manner that Enemies are grouped into related types in the guide (Animals, Cultists & Outlaws, Goblinoids, Monsters, Spirits, Undead, Dragons, Elementals and Fae), offers an easy starting point for scenario structure. Some Enemies within a type have a relation to each other (Ogres boss about Goblins, Fae typically belong to the factions of either Light or Dark), and many will have a terrain or location within the Realm where they are mostly found.
These features of course aren't unique to Talisman Adventures, and a Monster Manual has always been a primary resource for GMs in many game systems to kickstart adventure writing - right back to when the usual way to write an adventure was to draw a dungeon and fill it with a variety of bad guys.
What's particularly admirable here is how the designer has taken foes from the board game, and presented them in a way that lends itself to the two key facets of the RPG experience - preparation (adventure writing/campaign plotting) and play (through the simple and fun implementation of Special Abilities, Benefits & Banes).
Here are some encounter and scenario ideas that leap unbidden to mind from perusing the Spirits and Undead:
The Will o' the Wisp is a weak spirit that can barely manifest as a
humming, glowing light: it will try to lead wanderers astray, and tend
to gather in larger and larger numbers until they are able to then swarm
and attack heroes. Possible encounter: Your heroes are crossing a
lonely moor, and see a dim light off the path. Do they follow it? If
they don't, they will eventually notice that the light is following them. And that it has been joined by two more lights...
The
Lemure is a recently dead spirit still inhabiting its body, that may
not be recognized by players as undead and may itself be unaware it is
deceased. Possible scenario hook: The heroes have delivered a letter to
the City's Inspector of Drains. But the official's office is in total
disarray, and the inspector himself dishevelled and stark-eyed,
wandering about, bumping into furniture, and muttering incoherently...
A Death Knight is a resurrected and enslaved warrior, and has an effect called Unsettling Visage against someone who knew it in life, causing a negative modifier to rolls unless the hero resolves that they must release the soul of their former acquaintance. A great way to bring a dead NPC or Follower back into the campaign!
Shadows stalk a
victim relentlessly (owing to being "trapped in their own personal
miseries"), but cannot pass through open sunlight or onto holy ground.
The heroes find a terrified Merchant hiding in a churchyard. Shadows
flit and lurk on the perimeter. Is the Merchant merely unfortunate, or
does he carry some item which has drawn the evil spirits to him?
Zombies (properly Putrid Zombies) stink. No particular plot hook in mind, just wanted to share stinky Zombies.
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Talisman Adventure RPG News: At the GAMA trade show, Pegasus's Tim Huckelbery dropped some tantalizing hints about future releases for Talisman RPG. Of course, right now many are eagerly awaiting the unfortunately-delayed release of the print version of the game, but it is heartening to know that things are already under way to follow that up. See this interview at icv2.com for more! It shouldn't be too much of a surprise that a sourcebook for The Dungeon is mentioned. I'm curious about how Dungeon crawling will be expanded in Talisman RPG, and have some ideas of my own about an approach which follows from the core rule book's Exploration rules - about which I will get around to posting before too long...