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RSKRPGFD Quickstart Guide

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0% found this document useful (0 votes)
669 views36 pages

RSKRPGFD Quickstart Guide

Uploaded by

jordan.reeder45
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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com)

QUICKSTART GUIDE

FREE RPG DAY 2024


Generated for #SFU65698. Jordan Reeder ([email protected])

Runescape Kingdoms:
The Roleplaying Game Team

Game Concept Proofreader Special Thanks


Mat Hart Simon Taylor From Jagex Ltd: Kate Blacklock, William Darbishire, Tim Fletcher,
Andrew Macdonald, Matthew Newstead, Matt Parrish, Ed Pilkington,
Lead Designer & Writer Product Owner Stewart Stanbury, Roz Tuplin and Stuart Walpole.
Richard August Richard August
Plus all who playtested the game or were involved
Additional Design Production in its development and launch.
Mat Hart Matthew Elliott
Gabe Hicks Plus all artists past and present whose art is featured,
Programme Management including David Barker, Giuseppe Grassi, Thomas Karlsson,
Adventure Writing Carl Matthews Mark Montague, Paolo Puggioni, and Neil Richards
Vincent Colantuoni
Graphic Design & Layout With additional thanks to B-hive Associates Ltd.
Editing Elliott Smith
Ginny Loveday Richard August would like to thank Alan Bahr, Jason Durall,
Paul Baldowski, and Simon Taylor for their advice,
friendship, and encouragement.

Steamforged Games Team

Co-Founders Design & Development Graphic Design & Layout Marketing &
Mat Hart (CCO) Richard August Elliott Smith Community Management
Rich Loxam (CEO) Jordan Connolly Jessica Santoso Steve Hough
Alex Hall Abigail Thornton Ben Taylor
Executive Chairman Ginny Loveday Joe Thornton
Simon Spalding Fraser McFetridge Kelly Vizma Kickstarter Team
Steve Margetson Ben Clapperton
Non-Executive Officers Sherwin Matthews Production Tom Hart
Ron Ashtiani Nick Niotis Candy Chan Chynna-Blue Scott
Jamie Perkins Matthew Elliott
Investment Director Steve Slatford Carl Matthews Licensing & Commercial
Rob Jones Lu Mingjing Toby Davies
Sculpting & Art Tom Rochford Firoz Rana
Ben Charles Jo Turner
Russ Charles Finance & IT
Holly Woolford John Higham Operations & Fulfilment
Vanessa O‘Brien Judy Guan
Amy Rapaport Richard Jennings

22
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CONTENTS

Introduciton

Playing the Game 005


The Basics 005

Core Rules

The Test 008


Rolling a Triple 008
Advantage & Disadvantage 008
Combining Attributes & Skills 009
Assisting 009
Gaining Resources 009
Crafting 010
Social Interactions 010
Combat 010
Time in Combat 010
Actions 010
Action Order 011
Attacking 011
Defending 012
Sizes 012
Ranges 012
Damage & Special Effects 013
Healing Damage 014
Resting & Regeneration 014
Weapon Qualities 014
Oh Dear, You’re Dead! 015
Casting A Spell 016
Spell Types 016
Spell Damage Types 016
Special Effects 017

Adventure

Introduction 020
Part I: Investigating The Disturbances 022
Part II: Chasing A Lead 025
Part III: Audience With Royalty 026
Part IV: Library Learning 028
Part V: Casting Corruption 030
Part VI: Confronting Ellara 030
Conclusion 031

Bestiary

Lesser Demon 033


Greater Demon 033

3
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Chapter I

Introduction
Welcome to the RuneScape Kingdoms: The Roleplaying Game quickstart!
quickstart! This guide
is designed to get you playing as quickly as possible. Based on the legendary MMO,
this guide contains everything you need to play exciting, challenging Role-Playing
Games (RPGs) in the ancient, mysterious land of Gielinor. Designed to be easy to learn,
difficult to master, and filled with the unique blend of worldbuilding and innovative
quests which makes RuneScape and Old School RuneScape so iconic, whether you’re
new to Gielinor or an old-hand, you’re going to have a great time.

We don’t have the space to give you a guide to the world of Gielinor, with its many,
many, many years of history, its many gods and heroes, and its hundred of quests.
If you’re new to Gielinor, we can direct you to the first chapter of the RuneScape
Kingdoms: The Roleplaying Game core rulebook, which provides a comprehensive
overview of the setting. But, before you splash out on that, you can always check
one or both of these remarkable resources:

Official RuneScape Wikis

Old School RuneScape RuneScape 3


Wiki Wiki

Here you’ll find everything you need to know about RuneScape,


and Old School RuneScape.

This booklet contains a guide to the rules for RuneScape Kingdoms: The Roleplaying
Game, along with an adventure to allow you to put them to the test right away. The
adventure, The Trance of Ellara, is an easy-to-run quest, enabling you to get to the
table as quickly as possible.

So let’s get started!

4
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Playing the Game

In this rules section, you’ll find a brief overview of how a Attributes are broken down into the
character works, followed by a breakdown of how to run following areas:
and play the game.
Strength
The Basics
How physically strong you are. Strength
Just like in the original computer games, your character in measures how much you can lift, how easily you
RuneScape Kingdoms: The Roleplaying Game is defined by could knock down a door, or carry a load of ore
a series of different statistics. The most important of these from a mine.
are Attributes and Skills.

Agility

Attributes How dextrous and skilful you are. Agility


measures how good you are at moving swiftly
The qualities underpinning your character. They’re and quietly, manipulating complex items with
your core capabilities. They tell you how strong your hands, or clambering
you are, for example. There are three Attributes— up a wall.
you’ll use one Attribute in every test you make.

Intellect
Skills
How you create solutions to problems facing
Areas of expertise you’ve gained over time. They’re you. Intellect measures how perceptive you are,
things you’ve learned to do, like smithing. You how well you interpret information, and how
aren’t innately good at blacksmithing. It’s a learned quickly you can determine solutions.
talent. There are 21 Skills, each covering certain
specific areas of knowledge. You’ll use one Skill in
every test. You can’t be good at everything—at least
initially—so choose what you want to be good at
and build a character appropriately.

These two values define how good your character is at


something—showing you where your character’s strengths
lie, and the areas they need to spend some time grinding
in if they are going to achieve total mastery.

Over the course of your adventures in Gielinor, you’ll be


able to improve your scores in both Skills and Attributes,
reflecting you honing your abilities as you grow in
experience and knowledge.

Introduction 5
5
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Skill Functions Skill Functions

Archaeology How skilled you are at excavating ancient relics & artefacts. Magic How skilled you are at casting spells.
What you might know of ancient Gielinorian history. How much you know about the use and history of magic.
How you can identify the origin and nature of a relic. How well you can detect and identify the magic used by others.

Attack How skilled you are when using melee weapons against a foe. Mining How skilled you are at excavating ore from the earth.
How quickly you can detect an enemy’s weakness. How much you know and understand about these metals.
How well you construct an intricate battle plan. How accurately you can find and identify a productive mine.

Cooking How good you are at turning raw materials into edible food stuff. Prayer How skilled you are when invoking the aid of the gods.
How good you are at inventing new recipes. How much you know about the religions of Gielinor.
How successfully you can improvise meals out in the wilds. How easily you can converse with a cleric or priest.

Crafting How skilled you are at creating items from raw materials. Ranged How skilled you are when using ranged weapons against a foe.
Your ability to appraise the origin and value of crafted items. How accurately you can gauge the distance of something.
Your ability to determine methods for crafting such items. How easily you repair or judge the quality of a ranged weapon.

Defence How skilled you are at defending yourself against attacks. Runecrafting How good you are at creating runes for use.
How you recognise if an attack is incoming. How well you can extract rune essence to turn into runestones.
How you determine what kind of attacks an opponent might use. How powerful the runestones you manufacture can be.

Dungeoneering How skilled you are at exploring dark, underground places. Slayer How good you are at killing the most dangerous creatures.
How easily you can spot and disarm traps. How accurately you can identify the spoor of deadly beasts.
How well you can find the right path through a dungeon. How widely known you are for your skills as a slayer.

Farming How good you are at growing crops. Smithing How skilled you are at forging armour and items from metal.
How accurately you can assess the weather and conditions. How well you can identify high quality metal items & weapons.
How well you can tend and rear animals. How well you can determine the best method of forging new items.

Fishing How skilled you are at catching fish. Summoning How good you are at calling up magical creatures.
How good you are at identifying fish and other sea life. How sound your grasp of the theory behind summoning is.
How accurately you can identify areas fish might be abundant. How strong the beings you can summon are.

Fletching How skilled you are at manufacturing ammunition. Thieving How skilled you are at taking things that don’t belong to you.
How you identify the methods to create new ammunition. How good you are at slipping past guards.
How you identify and trace types of ammunition to their crafter. How smoothly you can pick a lock.

Herblore How skilled you are at finding and identifying herbs. Woodcutting How good you are at chopping down trees.
How good you are at harvesting and preserving herbs. How well you can prepare chopped wood into usable timber.
How skilled you are at brewing potions from harvested herbs. How well you can identify different varieties of tree & wood.

Hunter How good you are at tracking wild creatures.


How skilled you are at bringing hunted animals down.
How successfully you can make, set and bait traps and snares.

6
6 Introduction
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Core Rules
The core rules of RuneScape Kingdoms: The Roleplaying Game are designed to be
quick and easy to learn, while providing players and gamemasters with the tools to
create exciting encounters, dramatic stories, and the means to perform any action
they wish. A roleplaying game is really only limited by the imagination of those
playing in it; these rules are intentionally flexible as a result, enabling players to
pursue their various goals in an authentically RuneScape fashion. There are a few
principles to bear in mind when reading these rules:

They are player-facing. This means all dice rolls are made by the players on behalf
of their characters. The GM doesn’t need to make any rolls, which enables them to
concentrate on the narrative being created at the table.

The rules presented here aren’t exhaustive. They haven’t been designed to cover
every conceivable situation. Instead, they’ve been designed to be malleable, and
easy to quickly adapt to suit the GM’s requirements.

In short, you might call this approach ‘rulings, not rules.’ The mechanics below are to
offer GMs a framework for their games, a basis for deciding how to resolve certain
situations at the table. They aren’t the Edicts of Guthix! Use them as you need, and
when you need, to make your game flow as you see fit.

7
Generated for #SFU65698. Jordan Reeder ([email protected])

The Test Rolling A Triple

The core mechanic of RuneScape Kingdoms: The Roleplaying If a player is exceptionally fortunate (or unfortunate) and
Game is the test. You make a test when trying to achieve rolls a triple, something remarkable happens!
something where the outcome isn’t obvious. When making
a test, you will nearly always combine an Attribute and a If the character is successful in the test they are making
Skill score. and rolls a triple, they succeed with aplomb.

A test can be anything from climbing a wall, to crafting


a helm from a silver ingot, to battling Elvarg. To make a
test, you roll 3d6, aiming to roll under the combined total If you are attacking an enemy, succeed and roll
number of the appropriate Attribute and Skill score. a triple; you double the total damage inflicted to
their enemy (pre-armour soak).
For instance, if you were attempting to cast a spell, you’d
take your Intellect Attribute, and add your Magic Skill to it. If you are attempting a Skill test to gain resources,
This becomes your Target Number (TN). You’d then roll 3d6 succeed and roll a triple; you gain double the
and if the total on the 3 dice is equal to or lower than your resources you would have gained.
TN, you’ve succeeded. If your total exceeds this TN then
you’ve failed, and the GM will determine the consequences. If you are attempting to win over an NPC, succeed
and roll a triple; that person is hugely enthusiastic
In certain circumstances—usually when fighting an about your ideas.
opponent—external elements might increase or decrease
your TN, but the means of making the test is always the same.

Alternatively, if you fail the test and roll a triple, you not
only fail but something bad happens.
Example of play: Making a Test

Jamie: Okay, I’ve got all the raw materials I need


to make my bronze helm! If you are trying to attack an enemy, you not only
miss but you might drop your weapon.
GM: Fantastic! Okay, so you need to make a Skill
test to see if you manage to make it, If you are attempting a Skill test, you gain the one
resource you always gain as a result of making
Jamie: Right…so I’ve got my 3d6… the test, but you break the tools you are using—
your fishing rod snaps, perhaps.
GM: Brilliant. And you need to add together your
Intellect Attribute, and your Smithing Skill to If you are attempting to win over an NPC, that
work out the target number. person disagrees with you, and storms off angrily.

Jamie: Okay, so my Intellect is 3, and my Smithing


is 5. So 8. I’m not great at smithing.
Advantage and Disadvantage
GM: Not yet, no, but this might help you get
better! So, roll your 3d6, add them up, and tell There may be times when the circumstances governing a
us what you get. test are particularly in your favour or, alternatively, when
things are truly stacked against you. In game terms, this
Jamie: So…that’s a 2, a 4, and another 2. is referred to as making a test ‘with advantage’ when
things are going your way, or ‘with disadvantage’ when
GM: So that’s an 8! You’ve done it! the opposite is true.

Jamie: Just! In either case, you roll a test as normal except you roll with
4 dice, instead of the normal three.

8 Core Rules
Generated for #SFU65698. Jordan Reeder ([email protected])

Assisting Required
Equipment
If you are making a test with advantage, you use the Helping out companions is part of what being an
three lowest results on the dice to form your total. adventurer—a hero—is all about. If a character opts to Certain Skills might
help another character with a test, they must describe necessitate certain
If you are making a test with disadvantage, you to the GM how they are doing this. That is, what is the equipment—for example,
select the three highest results to form your total. character doing to make the test easier? Are they using Fishing requires a fishing
their greater knowledge of an aspect of Herblore to advise rod. If a character is
on the best ingredients for a potion? Or offering actual attempting to perform
physical assistance in knocking down a door? a Skill without the
The GM determines when advantage and disadvantage requisite equipment, the
apply, but it should typically be obvious. For example, if If the GM is satisfied with how the assistance is being GM can either determine
a character is attempting to pick a lock to break into a provided, the character making the test may do so at it’s impossible—Mining
treasure vault, they’d typically roll Intellect or Agility and advantage. without a pick for
Thieving as a standard test. If, however, they were doing example—or extremely
so knowing there are no guards in the area, the lock is a Gaining Resources difficult. If the GM
touch rusty, and with bright light shining down on them; decides a Skill can be
they’d make the test with advantage. Alternatively, if they One of the most common tests you’ll be making is to gain attempted without
were trying to pick the lock as the guards raced to answer resources, whether it’s fishing in a lake or mining in the certain equipment, then
an alarm, the lock was new and state of the art, and the depths of the earth. When trying to gain resources, you the test should be made
area was wreathed in magical darkness; they’d make the always gain one resource—even if you fail the test. However, at disadvantage. For
test at disadvantage. by succeeding on the test, you might be able to gain more. example, Fishing by
stabbing with a sword
You can only ever roll 4 dice for a test—so advantage and When making a resource test, you combine an Attribute and into the water isn’t the
disadvantage can’t stack, irrespective of how beneficial or Skill, as usual, to determine your TN. The GM determines most effective method of
problematic the circumstances might be. the Attribute in discussion with the player, again as usual, catching something, but
and the Skill should be obvious. For instance, if you’re it might work with a bit
Combining Attributes mining for ore, you use the Mining Skill. You then roll 3d6 of luck!
& Skills and, should you succeed on the test, you gain additional
resources equal to the difference between the total rolled
While most actions would seem to have a clear on your dice and your TN.
combination of Attribute and Skill to form a TN, others
are less clear. It’s the GM’s decision which Attribute and For example, May wants to gain some fish. They combine
Skill a character can use, but characters can suggest their their Agility Attribute of 5 and their Fishing Skill of 7 to get
preferred combination and explain why they believe a TN of 12. They then roll their 3d6 and get a 2, a 4, and a 3
such a combination is appropriate. For instance, while for a total of 9. They gain 1 fish resource, automatically, for
picking a lock might usually be a combination of Agility making the test, and then an additional 3 fish resources,
+ Thieving, your GM might allow a character to use their equal to the difference between the total rolled on 3d6,
Intellect + Thieving instead, representing the character’s and their TN.
understanding of how locks are constructed, rather than
their naturally dextrous use of tools. You can only attempt to gain resources in an area that
resource might plausibly be found, and only if the GM
Skills can also be used in a more figurative and creative informs you the resource is there. You can’t go fishing in
manner, on occasion. For example, there is no swimming the middle of the Kharidian desert, for example.
Skill, but if a character is aiming to swim extremely quickly
to catch up with a rowing boat, the character might use
the Strength Attribute + the Attack Skill. This represents
them figuratively attacking the water as they swim as
fast as possible. Alternatively, if the character is treading
water after being washed overboard, they might use
Strength + Defence as they attempt to keep themselves
afloat, representing them conserving their energy and
waiting to be saved.

Core Rules 9
9
Generated for #SFU65698. Jordan Reeder ([email protected])

How Long Does It Crafting Combat


Take & How Many
Times Can I Do It?
When using resources to craft new items and equipment, Occasionally (or frequently, depending on the kind of
There isn’t a fixed time you make a Crafting test. As usual, the GM will tell you the character you are) you may be forced to battle anything
required for harvesting a Attribute you are using (most commonly Intellect), and the from angry trolls to even angrier gods. The core rules of
resource, or crafting an appropriate Skill. combat are extremely simple. You select an appropriate
item. We want the game Attribute and Skill.
to be flexible enough As with all Skill tests, you add your Attribute and Skill value
for the GM to hand wave together to get your TN. You then roll 3d6, and if your score Time In Combat
things away, and to is equal to or less than your TN, you’ve been successful
ensure some characters and crafted your object. You then remove all appropriate Usually game time is flexible, and the GM gets to determine
don’t have to spend their resources from your inventory—these have been used up how much focus is placed on an individual moment—
whole time tending a in the process of crafting your new item. typically, moments of high drama are discussed in detail,
field where their seeds with multiple tests called for, while walking long distances
are turning into crops, If the total rolled on the 3d6 exceeds your TN, then you’ve can be quickly skipped over in a few sentences.
while others get to do failed, and do not gain the new item. You remove one
cooler stuff. Instead, resource of your choice from your inventory to represent In combat, however, it’s important to track who is doing
we encourage GMs the material spoiled during the failed crafting. what, and in what order. For this reason, time in combat is
to scale things to suit broken down into ‘turns’ and ‘rounds’.
their story—sometimes, Social Interactions
something might only
take a few moments to Social interactions are a big part of any roleplaying game,
be harvested or crafted and in RuneScape Kingdoms: The Roleplaying Game is most Turn
(if a quest depends upon certainly true. Social interactions work in the same manner
A turn is a character or enemy’s individual turn at
acquiring it, for example). as any test, with a few minor differences.
carrying out their actions.
Sometimes, it might take
until the end of a session. There is no specific Skill used to determine how well a social
interaction works with an NPC or, on very rare occasions, Round
with another player character. Instead, social interactions
A round is completed when every character or
By the same token, we are governed through a combination of GM’s judgement,
enemy participating in a combat has taken their
haven’t placed a hard actual talking, and use of the appropriate Attribute + Skill
individual turn.
limit on how many times to find your TN.
a character can attempt
to make a farming,
crafting, or fishing test.
It’s up to the GM. However, While it won’t often be important, a round is imagined to
we recommend allowing For example, if you are attempting to discern whether last somewhere between five and ten seconds.
a character to make a someone is actually an expert in the nature of
check once during open runestones, you should make your test using Intellect In RuneScape Kingdoms: The Roleplaying Game, abilities
play or quest play, and + Runecrafting. are measured in turns, so the actual duration of an ability
if they fail, trying again in game time shouldn’t often matter.
during downtime. Alternatively, if you’re attempting to intimidate
The GM might also allow someone, you would use Strength + Attack as you Actions
a character to attempt loom over your target and try to impress upon them
another crafting the danger you pose. During combat, each character and enemy can make two
or harvesting test by actions on their individual turn.
having them sacrifice If you’re going to try and deceive someone, or determine
a certain quantity of a if they are lying, you’d use Intellect + Thieving. A list of common actions is below; actions can be carried
different resource. out twice, unless otherwise specified (certain spells might
take two actions to cast, for example).

10 Core Rules
Generated for #SFU65698. Jordan Reeder ([email protected])

Action Effect Alternative


Action Order
Move You can move to anywhere Rules

considered within ‘Near’ range Depending on how you


as one move action. If you use prefer your combats to
go, you might want to
the move action twice, you can
switch up who attacks
move to somewhere considered and when in your combat!
at ‘Far’ range. We’ve got two alternative
Melee Attack You make an attack with a melee approaches for you:
weapon.
One character goes first
Ranged Attack You make an attack with a ranged (determined by the party),
weapon. then the GM chooses a Dual Wielding
Cast Spell You perform a magical attack or monster to make their
turn, then a second If you equip two weapons instead of a weapon and a
cast a spell or prayer on yourself shield, you can attack with both as part of the same
character goes, then
or an ally. action. You can only use each weapon once for the
the GM chooses another
Equip an Item You retrieve an item from your monster, and so on until purposes of these twin attacks, and the second attack
backpack, and ready it for use. all the characters and all is always made at disadvantage.
Consume a Potion You drink the contents of a potion the monsters have had
their go. Remember each
flask or similar consumable.
character and monster Attacking
Skill Action You perform a Skill action, like only has one turn.
picking a lock. When making an attack test, you determine a TN from
either Strength + Attack, or Agility + Attack depending on
These aren’t the only actions you can perform. If there’s the type of weapon you’re using or the means in which a
something else you want to do, discuss it with the GM Each character rolls 2d6 character is attempting to use it—this can be discussed
and see if it’s reasonable to perform in a single action, or and adds their Armour with the GM. While the GM can specify the Attribute you
whether it takes a whole turn or even multiple turns. Value to it. This is their use, when making a melee attack you MUST use your
Initiative score. The GM Attack Skill, and when making an attack at distance, you
Action Order does the same for each MUST use your Ranged Skill.
monster, determining
Who goes first in combat? their Initiative Value. As with all Skill tests, you roll 3d6 and compare it to the TN.
Starting with the
The characters always act first in combat, deciding character or monster If you roll equal to your TN, you’ve succeeded and deal the
between them who wants to act and in what order. Once with the highest Initiative weapon’s Base Damage to your enemy,
all the characters have acted, the monsters go in an order score, each character
of the GM’s choosing. or monster takes their If you roll under your TN by one, you’re able to deliver your
turn, working down the weapon’s special ability, if it has one
The only alternative to this is if the GM determines the Initiative scores until all
characters are ambushed. If this is the case then, for the have acted. You can then If you roll under your TN by more than one, you deliver your
first round, the monsters act first in any order of the GM’s start again at the top of weapon’s special ability and additional damage equal to the
choosing and then the characters act. However, from the the Initiative scores, or amount you rolled under your TN. So, if your TN was 13 and
start of the second round, the normal order resumes and roll new Initiative scores you rolled 10, you’d deal your weapon’s Base Damage, plus
the characters act first from then on. each round until the its special effect, and 3 additional damage.
combat is complete.
You reduce this total damage by your enemy’s Armour
Value to determine the actual damage inflicted. The amount
it is reduced by is known as Armour Soak. For example,
if your weapon dealt a Base Damage of 4, and you were
fighting a goblin with an armour of 1, the Goblin’s armour
would soak 1 point, to give you a total damage of 3. The
goblin takes 3 damage.

Core Rules 11
11
Generated for #SFU65698. Jordan Reeder ([email protected])

Defending Sizes

When defending against attacks, you’ll do exactly the Not every monster is of the same size, especially in a world as
same, only this time you’ll be attempting to dodge or block strange and diverse as Gielinor. Humans (like the characters
your enemy’s blow. You combine an Attribute and your you’ll be playing) are medium sized. But creatures like
Defence Skill to give you your TN, depending on how you’re dragons are most certainly bigger than that, and a goblin
attempting to do this. For example, you might try and swiftly is usually quite a bit smaller. Depending on the size of the
evade a goblin’s sword aimed at your guts—in which case creature, you may get a bonus to your Attack Modifier (AM)
you’d combine Agility with Defence. Alternatively, you might and/or a reduction to your Defence Modifier (DM) reflecting
be trying to trick your enemy into wearing themselves out by the vast size and vast strength of certain creatures you
letting them slash away at you, as you remain immovable. In encounter.
this case, you might combine Strength and Defence.
Creature Size AM DM
You roll 3d6 and, if your total on 3d6 is equal to or lower
than your TN, you’ve succeeded. Your armour reduces (or Tiny (e.g. an imp) -1 +2
soaks) the damage received from your opponent’s attack Small (e.g. a goblin) +0 +0
by its Defence value. It also reduces additional damage, Medium (e.g. a human) +0 +0
equal to the amount you rolled under your TN. So, if your
Large (e.g. a troll) +1 -1
TN was 15 and you rolled 10, you’d reduce the damage you
took from an enemy’s attack by the Defence Value of your Giant (e.g. a giant) +2 -1
armour, plus an additional 5 points. Colossal (e.g. a dragon) +4 -3

Some armour has special effects, as certain weapons do. Ranges


These are triggered by rolling under your TN by a certain
amount. Unless otherwise noted, you gain the special effect In combat, sometimes it’s important to measure distances.
AND the additional damage reduction when you roll under RuneScape Kingdoms: The Roleplaying Game is designed to
the TN, not just one of the options. keep these things fairly abstract and easy to keep track of.
As a result, things are always in one of the three ranges:
If you fail the test, you take full damage from the enemy’s Near, Far, Distant.
attack and any special effects it has take place.

Near

Optional Rules: Combat Position Something close-by. It’s within reach if you stretch
and can be struck with a melee weapon. Anything
Where you are, relative to your enemy, is extremely important in battle. Letting near to you is in melee range, and if you’re near to
an enemy flank you can be disastrous, but managing to make your way behind an anything, you’re in its melee range.
enemy and deliver a vicious blow can enable you to deliver death far more effectively.
Far
If you are using miniatures, you can use those to gauge your relative position.
Something beyond your reach, but clearly visible.
Depending on where you are when you attack an enemy, you may gain modifiers This is the default distance for a ranged weapon
to your TN. The following are a basis for this, though the GM may decide to change or spell attack. Anything far from you is in ranged
these modifiers. weapon or spell attack distance, and if you’re far
from anything, you’re within its range.
If you flank an enemy—attacking them from an exposed side
—you increase your TN by 1 and add 1 to your Base Damage. Distant

If you attack an enemy from behind, you increase Something too far away to be discerned clearly.
your TN by 2 and add 2 to your Base Damage. This is the default distance for anything beyond
the distance of a typical ranged weapon or spell
If you outnumber an enemy—you and one or more allies gang up on a single enemy attack. Some special weapons might able to strike
—you both increase your TN by 1, and add 1 to your Base Damage. things that are Distant.

12 Core Rules
Generated for #SFU65698. Jordan Reeder ([email protected])

Some ranged weapons are effective at both Near and Far different—and a spell. Each weapon or spell indicates the
range, while some are less useful when used too close to type of damage it will inflict, and each type of armour or
a target. Such weapons make attacks at Near range with other protection identifies the type of damage it is strong
disadvantage. or weak against.

Melee and ranged weapons deal one of three types of


damage, detailed below.
Optional Rules: Cover
Damage Effect
Terrain on the battlefield can provide characters
and monsters with places to hide, or to grab their Stab Damage Weapons dealing stab damage
breath during a tense combat. Cover provides pierce through skin and armour;
additional bonuses to Defence, making it easier daggers, swords, rapiers, and
for characters to resist taking damage.
other blades suited for thrusting
The Defence bonus a piece of cover grants deal stab damage. Most arrows
is determined by how much of a character or also deal stab damage.
enemy it covers. For simplicity, these are divided Crush Damage Weapons dealing crush damage
into three types: partial, half, and full. If the break bones and smash through
amount of cover a character is behind is less
than that defined as ‘partial’, they do not count armour; warhammers, maces,
as having cover. and other heavy blunt weapons
deal crush damage.
Partial Cover Slash Damage Weapons dealing slash damage
carve open flesh with ease;
The character or enemy is covered to some
degree. Roughly a third of their body is obscured. longswords, scimitars, and other
They gain +1 Defence to their Defence Skill, while blades designed for broad strokes
remaining in this cover. deal slash damage. Most bolts,
such as those used by crossbows,
Half Cover
also deal slash damage.
The character or enemy is well covered. Roughly
a half or slightly more of their body is obscured. There are other varieties of damage, for example the
They gain +2 Defence to their Defence Skill, while specific elemental damages inflicted by magic spells.
remaining in this cover.

Full Cover

The character or enemy is completely covered. All


of their body is obscured, with perhaps only a few
inches of their head visible if that. They gain +3 to
their Defence Skill, while remaining in this cover.

Damage & Special Effects

Weapons and spells deal different kinds of damage, and are


effective against different types of enemy. Some monsters
are particularly resistant to magic damage, for example,
but weak when slashed with a blade or hit with a hammer.
The same is true of using a ranged weapon—depending
on the ammunition used, the type of damage inflicted is
Core Rules 13
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Healing Damage Resting and Regeneration

Damage can be healed via eating food, magic, healing Your Life Points regenerate over time, as long as you’re
potions or medicine, or by resting (as detailed below). resting. Resting requires a character to be somewhere safe,
When you are healed, you restore Life Points equal to the and warm—staying in an inn might be one such example, or
amount determined by the spell or healing method. These beside a campfire surrounded by guards. If a character is
Life Points are restored immediately. able to spend up to 8 hours of uninterrupted rest, all their
lost Life Points are restored. Characters may only rest once
per day, though they do not all have to rest at the same time.

Weapon Qualities

Damage isn’t the only thing weapons inflict. Characters and monsters can also be afflicted by certain special qualities. These
can be adverse conditions making lives that bit more difficult; or boosts, aiding you in a fight. Usually, these kinds of effect
are time-limited, but sometimes they can only be removed via certain spells or potions. When you suffer a condition like
this, you’ll be told its duration or if it requires removal via other means.

Effects

Bleed X On a successful hit, the target continues to take X point of damage at the start of
each of turn until specified, or until an appropriate action is taken.
Boost X When employed in an active slot, this weapon grants a +X bonus to a specified Skill.
Freeze On a successful hit, the target cannot take the move action on their next turn, and
take X points of damage at the start of their next turn.
Incendiary X On a successful hit, the target is set on fire, and suffers an additional 3 points of
damage at the start of X turns, or until an appropriate action is taken.
Knockdown X On a successful hit, the target is knocked down. The next melee or ranged attack
against them has advantage. Creatures of more than one size category larger than
the wielder of the weapon cannot be knocked down by this effect.
Parry X On a successful hit, the character may choose to convert up to X points of damage
into additional armour soak against damage taken next turn.
Pin X On a successful hit, this weapon pins the target in place for X turns. The target
cannot use their move action for the duration of the pin effect.
Poison X On a successful hit, this weapon poisons the target, dealing X point of damage
directly to the target’s Life Points for 1d3 turns.
Puncture X On a successful hit, this weapon ignores X amount of armour soak.
Reach This weapon can make melee attacks against targets at Far range, rather than
only Near.
Rejuvenation X On a successful hit, the character can reduce the damage inflicted to the target by
X and regain that many Life Points.
Special Target X On a successful hit, against X type of target, the weapon inflicts double damage pre-
armour soak.
Spread X On a successful hit, this weapon does damage to its initial target and to X additional
targets within Near range.
Stun X On a successful hit, the target is stunned for X turns. Defending against attacks
made by the target are made at advantage until specified, or until an appropriate
action is taken.
Swift On a successful hit, the character may make a second attack at disadvantage.

14 Core Rules
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Oh Dear, You Are Dead!

When a character is reduced to 0 Life Points, they are dead.


But it’s not quite as simple as that.

Dead characters wake up in the office of Death himself.


While being admonished by Death for their carelessness,
the character must roll on the following table, and pay the
following price for their resurrection.

They must pay the indicated price, and then they may then
rejoin their fellow characters. If they died in a battle which
is still ongoing, they may instead choose to roll twice on
the table, accepting both results, and re-join the battle.
Alternatively, they may instead choose to wait until the
battle is ended before re-joining.

2d6 Result Death’s Prize

2 Give up all your items and reduce your


starting Life Points by 2, until the start
of the next game session.
3 Give up 5 pieces of equipment.
4 Lose either 200 coins or 2 items from
your inventory.
5 Give up 1 piece of equipment.
6 Reduce your starting Life Points
by 10 points, until the start of the
next game session.
7 Give up one piece of armour, and
1 weapon.
8 Give up all your money.
9 Reduce a Skill by 3 points, until the
start of the next game session.
10 Reduce your Attack or Defence skill
by 2 points until the start of the next
game session.
11 Lose 5 items from your inventory.
12 Nothing! This one’s on the house.
There are no penalties.

Core Rules 15
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Casting a Spell Spell Types

Casting spells is a test made using the character’s Intellect There are different types of magic spells, as one might
Attribute and their Magic Skill. As with all tests, you roll expect. The type of a spell gives you a clear idea of when
3d6, aiming to roll under the TN formed by adding the it is most likely to be useful.
appropriate Attribute and Skill. If you roll under your TN,
then you’ve succeeded, and the spell is cast. You apply the There are three main types of spells:
effects of the spell as described in its write-up.
Spell
Of course, you also need a rune to cast a spell. Depending
on the level of the rune you’re using, you may gain a bonus Combat These spells typically deal damage or
to your Magic Skill when using it. Each spell description provide a special effect, temporarily.
below contains the rune cost of a spell. Runes can be found Utility These spells typically assist a character
throughout Gielinor or they can be crafted by characters.
in performing specific tasks, such as
More information on Runecrafting can be found later in
this chapter. enchanting.
Teleport These spells typically enable a character
Success to transport themselves or others long
distances, instantaneously.
If a spell is successfully cast, the runes used to cast them
are expended and should be removed from your inventory.
Runes used to cast spells can be expended directly from Spell Damage Type
your inventory; they do not need to be in an active slot.
The type of damage inflicted by a spell is linked to the
Failure element it represents. Some enemies might be resistant
to certain types of spell damage, but weak to others, and
If you roll over your TN, then the spell fails. You do not cast vice versa.
the spell, but you do not expend your rune. You can keep
it in your inventory and attempt to cast the spell again The spell damage types are as follows:
next turn.
Damage

Air A compressed blast or a sudden whirlwind,


air damage can buffet or knock down even
the strongest of enemies. Air spells are
among the first combat spells characters
are likely to encounter.
Water A torrential downpour, or a spout of
seafoam, water damage can dampen even
the doughtiest of resistance. Water spells
are capable of inflicting damage, and fear,
on opponents.
Earth A sprouting pinnacle of rock or a pile of
damp soil cascading down, earth damage
can smother and choke any foe. Earth
spells can deal terrible damage and
reshape the world itself.
Fire A raging inferno, or a carefully controlled
fireball, fire damage is amongst the most
feared of magical effects. Fire spells are the
deadliest of spells, and the hardest to master.

16 Core Rules
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Special Effects

While most spells are used in combat, this isn’t true of all of
them. Some enable you to enchant your equipment, or teleport
huge distances in the blink of an eye. While most spells with
special effects have the nature of the effect explained, some
use key words. These key words are known as ‘qualities’ and
many of them apply to weapons as well as spells.

With spells, special effects are triggered in one of two ways:

If the spell deals damage

then the special effect is only triggered by rolling


under the TN as part of a magic test. Simply equalling
your TN is not enough to trigger a special effect. In
that case, the spell deals damage and nothing else.

If the spell does not deal damage

then the special effect is triggered by rolling equal to


or under the TN as part of a magic test.

A list of these special effects are listed below:

Effects

Bleed X On a successful hit, the target continues to take X points of damage at the start of
each of turn until specified, or until an appropriate action is taken.
Freeze X On a successful hit, the target cannot take the move action on their next turn, and
take X points of damage at the start of their next turn.
Incendiary X On a successful hit, the target is set on fire, and suffers an additional 3 points of
damage at the start of X turns, or until an appropriate action is taken.
Knockdown On a successful hit, the target is knocked down. The next melee or ranged attack
against them has advantage. Creatures of more than one size category larger than
the caster cannot be knocked down by this effect.
Pin X On a successful hit, this spell pins the target in place for X turns. The target cannot
use their move action for the duration of the pin effect.
Puncture X On a successful hit, this spell ignores X amount of armour soak.
Spread X On a successful hit, this spell does damage to its initial target and to X additional
targets within near range.
Stun X On a successful hit, the target is stunned for X turns. Defending against attacks
made by the target are made at advantage until specified, or until an appropriate
action is taken.

Core Rules 17
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Confuse Type Utility Water Bolt Type Combat

You hurl a collection of purple stars at the enemy, baffling An orb of water forms in your hands and is then hurled at
and disorienting them. the enemy.

Cost 2-Earth, 3-Water, 1-Body Cost 2 -Air, 2 -Water, 1-Chaos


Range Near – one target Range Far – one target
Damage N/A Damage 7 water damage
Effect The damage inflicted by the target on a Effect N/A
successful attack is reduced by 5 points for
1d4 turns.

Fire Bolt Type Combat Weaken Type Combat

An ember-red sphere forms in your hands, and then you A host of white stars burst from your hand and surround
throw it in your enemy’s face. the enemy, draining them of strength.

Cost 3-Air, 4-Fire, 1-Chaos Cost 2-Earth, 1-Water, 1-Body


Range Far – one target Range Near – one target
Damage 9 fire damage Damage N/A
Effect Incendiary 1 Effect All friendly creatures gain +2 Defence against
attacks made by the target for 1d4 turns.

Telekinetic Grab Type Utility

Focusing your mind, you are able to lift and transport


objects remotely.

Cost 1-Air, 1 -Law


Range Far – one target
Damage N/A
Effect One chosen inanimate object within range
can be picked up and moved around or
transported to the caster. This only allows
basic movement; the object can’t be used in
any complex fashion.

For example, should you use the spell on a


sword, it can be picked up, but it can’t be used
to attack, or damage, an enemy.

18 Core Rules
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Trance of Ellar
In recent weeks, the atmosphere in Varrock has grown increasingly tense as reports
of burglaries, muggings, and other crimes dominate the front pages of the Varrock
Herald. The once lively streets now lack the cheerful sounds of children playing, and
numerous stalls around Varrock Square and the greater city have been left abandoned.
The overall somber mood in the city places pressure on King Roald, who so far has not
issued any statements to reassure the populace.

Some might be tempted to turn a blind eye to such things. Maybe even indulge in a
little light looting themselves. But you’re not most people!

This introductory adventure is intended for parties of 1-5 adventurers, with one or
two background packages of skills. It is intended to last one to two game sessions.

In need of a character, you say?

For pregenerated characters to use in this adventure,


please check the resources section on our website, or,
alternatively, scan the following QR code!

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Adventure Flow
Introduction

Introduction

The characters catch a glimpse of criminal activity plaguing Varrock, right in front of the Varrock, once a vibrant metropolis celebrated for
Blue Moon Inn. Seeing the characters, the bartender pleads with them to investigate other its cultural fusion and bustling commerce, now
disturbances from last night in hopes of stopping them from happening in the future. stands muted and tense. Over recent weeks, an
abrupt surge in crime has transformed Varrock
into a mere shadow of its former self. Streets once
Part I filled with life now stand deserted as civilians opt
to stay indoors, afraid of becoming entangled in
The characters investigate the recent disturbances around the city, following a series the city’s turmoil.
of leads until they identify the probable perpetrator.

Part II The adventurers arrive in the unusually quiet streets of


southern Varrock, where the absence of crowds is noticeable.
After learning of a suspect worthy of investigation, the characters can begin to try Varrock attracts visitors from far and wide for many reasons—
and track down the source of all the trouble. some seek rest after enduring perilous adventures, while
others are attracted by the bustling trade and abundant
opportunities the city offers. Still, others come in search of
Part III new experiences, enticed by the city’s limitless potential.
Whether they crave respite, fortune, or adventure, Varrock
After following up with the Varrock Guard, the characters are granted an audience calls out to adventurers all across Gielinor.
with King Roald, who charges them with bringing an end to the unrest, providing them
with an additional lead worth investigating: an old advisor of his by the name of Ellara. While walking, the characters see Torin, the bartender
of the Blue Moon Inn, a popular pub on the south end of
the city. He is actively sweeping up broken glass on the
Part IV cobblestones out front after someone broke in last night.
Seeing the characters as adventurers and fed up with
The characters are directed to meet Reldo, who helps the characters investigate the current situation, he calls them over to investigate
what may have gotten Ellara fired from Roald’s court and banished from Varrock additional disturbances that occurred last night. He offers
altogether. Upon learning she may be using ancient magicks to control individuals to direct them towards a few incidents he’s heard about.
throughout the city, Reldo considers using her own tactics against her to see if they
can find where she is hiding. d6 Sights in the City

1 The streets are eerily empty, with the few


Part V pedestrians in a hurry and avoiding eye contact.
2 A once bustling herblore shop is now
The characters explore Misthalin to gather what is needed for casting the spell to
haphazardly boarded up, its windows coated
locate Ellara’s hideout.
in dust and grime.
3 Bold graffiti declaring “The King Is Not Fit”
Part VI defaces the window of a nearby general store.
4 A shady figure glances around, potentially
Knowing Ellara is in Edgeville, the characters must track her down and put a stop to
her scheme to undermine King Roald, and sow discord throughout Varrock. scoping out targets for their next theft.
5 The presence of the Varrock Guard is palpable,
with patrols walking through each and every
Conclusion alleyway.
6 A faded flier advertising Varrock’s farmers
With Ellara stopped for now, the characters can return to King Roald to complete
their investigation. market hangs forlornly, its future dates all
crossed out.

20 Trance of Ellar
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Creatures and NPCs

The Blue Moon Inn Torin, Barkeep of the Blue Moon Inn. He is a human man
with brown hair and a long, pointed beard. He sports a long
Adjacent to the front of the Blue Moon Inn hangs white apron over a blue collared shirt. Despite being a weary
its iconic crescent-moon banner, signalling cynic, particularly regarding Varrock’s current troubles, Torin
the entrance to this esteemed establishment. focuses on running an honest business despite his current
However, its reputation is somewhat undercut circumstances.
as the interior has been recently ransacked, with
furniture in disarray and broken glass littering the • “Last night, the inn was broken into. They took our beer,
cobblestones outside. money, and even my own personal leftovers from the
back kitchen!”
• “This morning has been nothing but me fixing things and
tidying up. Trying to get the place in shipshape within the
Area Information next hour or so to open.”
• “I always knew crime would hit this tavern eventually.
General Details. The streets of Varrock, especially in King Roald’s lack of initiative is the only thing worth
the southern district, are nearly deserted. Several shop blaming anymore. At this point, I can’t fault the crooks.
windows are boarded up, and small alleyways are cordoned At least they’re doing what they should be doing!”
off due to recent incidents in the past several weeks. • “I’ve heard about three other incidents from last night: a
Key Creatures/NPCs. Torin the bartender. burglary at Father Lawrence’s church, a theft at Horvik’s
The Blue Moon Inn. The inn seems to have been ransacked Smithy, and vandalism along Varrock Castle’s wall.”
recently. While most of the furniture inside has been • “King Roald’s inaction is infuriating. I ask you to investigate
put back in place, some remains strewn about. A large these disturbances and help make these streets safe
glass window from the building lies shattered on the again. Tell you what, I’ll throw in all the profit I make
cobblestones out front. today, thirty gold each, and free beer if you’re interested?”

Trance of Ellar 21
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Encounters Across Varrock

The Full Story d6 Encounter

The following is what actually happened during the previous night. The NPCs the 1 A heated exchange between rival market
characters encounter in this adventure may not be aware of all the details, but vendors erupts.
you, as the gamemaster, can weave additional hints from this paragraph as the 2 A rare, exotic pet is being showcased by a
narrative unfolds.
traveling merchant.
Ellara’s ancient spell, Corruption, ensnared a man by the name of Rowan, placing 3 A stray cat darts through the streets, wary of
him in a trance and granting her control over him without his awareness. Once strangers.
hypnotized by Ellara, Rowan stealthily infiltrated Horvik’s Smithy through an open 4 A shady character offers illicit goods under the
window, then unlocked the door from within, absconding with a box filled with gold cover of darkness.
back to his residence for later fencing. Snatching an axe from Horvik’s forge, he
then broke down the door to The Church of Saradomin, stealing religious artefacts 5 Locals are gathered to protect against the king’s
to disrupt worship, wrecking the building, and pilfering purple paint from the inaction to recent events.
storeroom, abandoning the axe in the process. Intent on defying Varrock’s ties 6 In a corner between buildings, a musician plays
to Saradomin, Rowan hurried to Varrock Castle to then paint across its wall using songs for a small crowd of urchins.
the church’s paint, but abandoned the act in progress as Ellara’s control over him
weakened. Rowan stopped at Horvik’s to steal more gold before returning home,
earlier than Ellara would have liked. Ellara ultimately put Rowan to bed and left
all of the night’s artefacts and pilfered goods in his house, to avoid risking the loss The Church of Saradomin
of her influence at an inopportune moment and exposing her methods of control.
Above, the tall church spire reaches towards
Meanwhile, a break-in at the Blue Moon Inn was orchestrated by local gangs the sky, its intricate carvings depicting it as a
emboldened by the city’s chaos, disconnected from Ellara’s plans for the night. Saradomin sanctuary. The oak doors below stand
open and inviting, yet freshly splintered and
destroyed. Inside, the great chamber is bathed in
soft candlelight as the vibrant rays of light pierce
the stained-glass windows.
Part I: Investigating
The Disturbances
Torin provides the characters with three locations to Area Information
investigate, each of which had a crime committed at
some point during the prior evening. Throughout their General Details. The large doors of the church stand
investigation, the characters uncover evidence connecting open, visibly damaged from a recent break-in. Despite
all these crimes to one individual: Rowan. He resides on the disorder, a portion of the church has been tidied up
the east side of the city, prompting the logical next step of enough for worshippers to gather amidst scattered pews
visiting his house, conveniently located just a few doors and overturned furniture.
down from Horvik’s Smithy. Key Creatures/NPCs. Father Lawrence, the priest.

These encounters are designed to be run mainly through Creatures and NPCs
roleplaying. The NPCs the characters encounter are looking
for aid; they aren’t going to be thwarting the characters Father Lawrence, priest of Saradomin. He is a clean-shaven
or refusing to answer their questions. They want to man with balding brown hair. Clad in long, dark Saradomin
help. It doesn’t mean they know everything though. The vestments, he warmly welcomes all who seek to hear the
adventurers can try to discover additional information teachings of his faith.
and insight by making appropriate skill tests—for example,
they might use Thieving to work out how a room was • “Last night, an intruder forcibly entered the building by
broken into, or Magic to sense if anything seems out of breaking the iron lock which has secured this church for
the ordinary. The GM might consider giving the character centuries. [The adventurers can discover the tool used to
+1 or +2 to their Target Number, to represent the openness break the axe with an appropriate skill test: it’s a steel
of the people they’re talking to and their willingness to help. axe. It’s been discarded behind an overturned table]

22 Trance of Ellar
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• “To put it mildly, the intruder made a mess. They overturned


the pews, tore down banners, and stole my whisky! They
also stole some relics of Saradomin, but those can be
replaced.”
• “Near the altar, I found a broken amulet. It seems to have
their family crest engraved, a phoenix, and a name, Rowan,
etched on the back.”
• “I noticed the storeroom was opened too. When I checked,
I found some old pots of paint were missing. Four pots of
purple paint to be exact. Quite the conundrum: who would
want that much paint?”

The South Wall of


Varrock Castle

Guards can be seen huddled tightly around a


section of Varrock Castle’s southern wall, their
focus on a purple stain climbing ten feet high.
Brushes vigorously scrub away the purple glyphs
as onlookers in the nearby park observe with
hushed interest.

Area Information

General Details. Varrock Castle looms majestically over the


landscape, though its towering presence currently casts a
shadow over the city. Despite the serenity of the gardens
surrounding it, remnants of past battles mar the castle’s
walls in a way that echoes its tumultuous history.
Key Creatures/NPCs. Captain Seraphina of the Varrock Guard.
Short Staffed. Enough of the Varrock Guard are present to
both keep the peace and prevent unauthorized access to
Varrock Castle. With this said, many guards are distributed
throughout the city, investigating the countless crimes that
have transpired over the past several weeks.

Creatures and NPCs

Captain Seraphina of the Varrock Guard. Seraphina is easily • “Some of the guards saw the suspect running away but
identifiable by her yellow guard attire and military-issue couldn’t catch up before losing sight of him. To the best of
sword and shield. As a protector of the people, she takes no their knowledge, he was a tall, fast man with black hair.”
nonsense and is dedicated to keeping the citizens of Varrock [The characters might use Hunting or another skill to gain
safe from harm. some more insight into these details; they might even be
able to identify this figure as Rowan, if the GM is feeling
• “I’m charged by the king himself to lead the investigation generous.]
into last night’s events. It’s still early into my shift, and I • “I won’t ask for your direct involvement, but with resources
haven’t yet looked into any aside from this one here.” stretched thin, I won’t object to your assistance. Just keep
• “While some guards were responding to another incident, me informed of any details you uncover, and I’ll do what
someone defaced a few unguarded portions of the castle I can to help.”
wall. I can hardly tell what they scribbled, but it seems to be • “If you need to reach me, the guards around the castle can
intentionally covering all the Saradomin symbols in this area.” have me fetched within minutes.”

Trance of Ellar 23
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Generated for #SFU65698. Jordan Reeder ([email protected])

Creatures and NPCs


Horvik’s Smithy
Horvik the Smith. Horvik is a muscular man with short
Inside the shop, the furnace blazes, casting blonde hair, typically clad in a brown shirt under a
dancing shadows on the walls and bringing dirty white apron, his face often smeared with soot. He
the temperature up considerably compared to possesses profound knowledge of smithing intricacies and
outside. Rows of tools adorn the walls, gleaming tends to be verbose on the subject, sometimes more than
in the flickering light. On one side, a blonde-haired listeners would prefer.
man hammers away at an anvil, the clang of metal
echoing through the space, while the other half • “I usually have some of the smaller windows open
serves as a retail area. overnight to keep the shop ventilated properly.”
• “This morning, I found my door unlocked. I suspect someone
entered and took two crates of coins that were delivered
just yesterday.”
Area Information • “I blame myself. How could I not? I should have known
better than to keep my windows open, especially with
General Details. Horvik’s Shop is compact and crowded, recent events in mind.”
offering general wares for purchase alongside pallets of • “I’ve also noticed my axe for chopping firewood has gone
metal for wholesale. Tight sections necessitate careful missing, and there were these purple boot prints all over
maneuvering to avoid knocking anything over. the shop. I’ve cleaned most of them up, but you can see
Key Creatures/NPCs. Horvik the smith. them lead out the back door and down the back alley. I
Be Back Soon. Horvik is slow to open his shop, and will be haven’t informed the guard yet, but I wouldn’t mind if you
available for the characters once they have investigated the went to check it out first.”
wall and church. Until then, a “Be Back Soon” sign hangs in
the window of the closed door to his shop. Horvik’s Smithing Expertise

Horvik enjoys a well-deserved reputation as a skilled smith


in Varrock. Should the characters require assistance in their
investigations, he willingly offers his aid. Moreover, if the
characters seek his help in crafting, smithing, or smelting
as part of their efforts to save Varrock, he gladly provides
assistance, potentially granting them advantage on any
related tests.

Resting and Training

Taking some time to improve your skills as a character


in Gielinor is an important part of the game.

This would be a perfect place for the characters


to do exactly that—spend some time training and
honing their skills. It also enables them to review the
information that’s been gathered so far and ready
themselves for the next stage of the adventure…

24 Trance of Ellar
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Part II:
Chasing A Lead Inside Rowan’s Home

After interviewing all those affected by the criminal Inside, a compact space serves as a kitchen,
activities of the previous night, the characters find a paint dining room, and living area. Small rodents can
trail from Horvik’s shop leading straight to the suspect’s be heard scurrying inside of the ceiling above. A
house. The home is owned by Rowan, a citizen of Varrock, slightly open door leads to another room where
who dwells in a modest single-story abode a few doors a man is deep in slumber, his bedspread full of
down from Horvik’s Smithy. dried purple paint splatters.

Upon their arrival, the characters find Rowan fast asleep.


Once awakened, despite his lack of memory regarding
the events of the previous night, he acknowledges the Area Information
suspicious circumstances. The characters are left with
the choice of either handing him over to the Varrock Guard General Details. Rowan’s home, though unassuming, bears
or not, with the understanding that they should keep signs linking him to the crimes that transpired the prior night.
Seraphina informed on what they have learned regardless. Key Creatures/NPCs. Rowan the homeowner, Mittens the cat.
Entering. Rowan’s front door is locked, and he is unable to
Rowan’s front door is securely locked, and he remains hear any knocking or shouting from the characters.
oblivious to any attempts at communication while Rowan’s Late Night. Rowan is fast asleep when the characters
he sleeps. His door can be unlocked with a successful enter his house and will not awake from loud noise alone. He
[Agility + Thieving] test, or broken down with a successful must either hear his name yelled or be physically shaken
[Strength + Attack] test. The GM might decide to offer a to wake up.
+1 or +2 modifier to the character’s TN depending on how
they approach getting in—if its particularly well thought Creatures and NPCs
through, a modifier might be appropriate!
Rowan. He is a tired man with disheveled black hair, a
Strange Things in Rowan’s House pointed goatee, and purple paint smeared across his face
and arms. He comes off as confused and aloof, preoccupied
d6 Dwelling Details by the mundane tasks of eating breakfast and caring for his
cat, Mittens.
1 Two large crates holding no less than two
hundred gold are stacked next to the front door. • “Wha- what are you doing in my house? And what is all of
2 Cracked pots of purple paint sit in the kitchen this stuff you brought with you? Also, why am I covered
in paint?”
sink, with matching boot and handprints
• “I honestly remember nothing from last night. It’s all a blur.
throughout almost every room. I think I had a dream, maybe, but I can’t recall any details.”
3 Intricately sculpted artifacts of Saradomin lie [A successful Herblore or Magic skill test reveals this to be
strewn across the dining room table. absolutely the truth; it’s easy to detect the signs of magical
4 A candle burns to the stub, well past the point mind-control]
• “None of these things were here before. Would you
someone should have blown it out. believe this place was immaculate last night? Heh…sure
5 An uncorked bottle of wine sits on the counter, is perplexing.”
with an empty glass nearby. • “I’ve heard about all the crime across the city lately. I
6 A pouty and angry cat sits near its food bowl. swear, I’m not involved in any of it. If that means returning
everything in here to their rightful owners, that’s fine by
The word “Mittens” can be read off the tag
me. I’ll even go peacefully if you want to turn me in. At this
hanging from its collar. point, I just want to uncover the truth behind all of this.”

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Part III: Audience


With Royalty
After encountering Rowan in his home, the characters
can easily locate Seraphina near Varrock Castle—either
by the south wall, in a guard post, or by enquiring with
another guard. If they are turning in Rowan, she will have
him escorted to a holding cell in the castle’s basement.
Seraphina will take note of the character’s claims of how
last night’s crimes were linked and how Rowan has no
memory of the night’s events, and will see these revelations
as reasons to think differently about this investigation.
Realizing this, Seraphina will suggest they present their
findings directly to King Roald.

Escorted to the king’s chambers, the characters inform


King Roald of their discoveries. He speaks confidentially
regarding his suspicions about one of his ex-advisors,
Ellara. The fact that the crime rate surged suspiciously
close to the time she was banished from the city is not lost
upon him, and after seeing how much the characters have
uncovered already, he charges them with investigating
Ellara’s actions on Varrock’s behalf, starting with gathering
more details on her motives in the library.

Sights Around Varrock Castle

d6 Castle Sights

1 Tapestries hang down along the hallway,


depicting Misthalin’s complex history.
2 A window looks over a courtyard housing
a garden of no less than fourteen different
flowers.
3 Guards can be seen training together with
wooden weapons in an open ballroom.
4 Some paintings of famous figures hang along
the wall. Did those eyes just move?
5 A spirited debate over taxes can be heard
muffled behind closed doors.
6 An aromatic, sweet smell wafts from the
kitchen nearby.

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Creatures and NPCs

Captain Seraphina of the Varrock Guard. King Roald III. King Roald sports neat brown
Seraphina is easily identifiable by her yellow hair and a full brown goatee. He wears a large
guard attire and military-issue sword and golden crown, dark pants, and a fitting red,
Varrock Castle shield. As a protector of the people, she takes white, and yellow tunic. He exudes compassion
The weight of Misthalin’s history is on full display no nonsense and is dedicated to keeping the for everyone he meets while also commanding
throughout the castle. Paintings depicting citizens of Varrock safe from harm. respect. He seeks to govern his kingdom to the
landscapes and notable events across Misthalin best of his ability, following in the footsteps of
adorn the walls. Candlelight reflects off the armour • “I’m all ears. Would love to hear what new his predecessors.
displays, which cast shadows on the yellow rugs, information you have uncovered since we
upholstered furniture, and hanging banners. last spoke.” • Upon hearing the details regarding Rowan’s
• “We can keep Rowan in a holding cell in night out, the king will exclaim, “After
the castle basement or pay him a visit at hearing of Rowan’s amnesia, I became
his residence a little later today. He seems suspicious” before dismissing everyone from
shaken, and I trust your judgement. My the room except a few guards, Seraphina,
hands are tied up enough as is.” and the characters.
• “Up until now, we have been investigating • “Up until a few weeks ago, a cunning and
many of these crimes throughout Varrock sharp woman by name of Ellara was an
Area Information as independent from one another. These advisor in my court. She was relieved of
stories of mind control and how connected her duties for trying to access restricted
General Details. The castle boasts heirloom-quality furniture, it all sounds makes me think we have been information in the Varrock Library. Later, she
set atop marble flooring and surrounded by exposed-wood going about this all wrong.” attempted to enter the castle unlawfully and
beams. • “In light of what you have learned, I believe was banished from Varrock altogether. The
Key Creatures/NPCs. Captain Seraphina of the Varrock Guard, it would be best for me to seek an audience timing of that, along with the recent crime
King Roald, Guards (8). with the king to update him on these new wave, feels all too convenient, and I wonder
Secure Area. Upon entering the castle, the characters will be details. I would appreciate your company as if this is some sick form of retribution.”
stopped at a checkpoint, where they must surrender their we speak to him. I need to think about this • “This is a delicate matter. I appointed her
weapons and runestones before proceeding. They are free investigation differently, and I know he will myself, so investigating publicly could
to reclaim their equipment when they leave. have some thoughts worth hearing.” undermine my own authority. That’s why
I have been cautiously silent about all this,
even if it comes off as apathy to the public.”
• “You’ve done well so far. With that said, I need
you to continue this investigation into the
city. If you accept, I’ll give you a writ with my
signature, declaring you’re acting on behalf
of the crown in matters pertaining to this
investigation.
• “I also suggest speaking with Reldo, the head
librarian at the Varrock Library. He might
have more information regarding what Ellara
might have been after.

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Part IV:
Library Learning

The Varrock Library


The characters can access the Varrock Library on the
ground floor of the castle. Reldo is the head librarian, and Candlelight flickers, casting a warm glow over
he can provide them with additional information, which countless bookshelves, forming a labyrinth of
led to Ellara’s dismissal. With this said, he lacks specific periodicals, parchments, and bound tomes. Scholars
knowledge as to what Ellara might have been searching whisper in secluded corners, lost in conversation,
for and would be happy to enlist the characters to help careful not to disturb the tranquil ambiance.
him uncover that.

During their investigation, they discovered how Ellara


uncovered an ancient tome titled “Age of Imperium.” This
tome details evil and vile tactics for magical individuals
to sow discord and chaos among the populace, with the Area Information
aim of influencing the politics of a region. A spell within
this book, Corruption, enables the caster to control the General Details. The library contains dozens of shelves that
mind of another person. This revelation proves concerning, hold thousands of periodicals. Several large oak tables with
especially when realizing the medallion required for chairs are scattered around the room for use by anyone.
casting that spell is missing from its compartment within Key Creatures/NPCs. Reldo the head librarian, Nobles (2),
the book. Fortunately, directions for making a new one Scholars (4).
are available, and casting that spell on Ellara might be the Restricted Archives. The library’s restricted archives are
best next step towards locating where she might be hiding. behind a locked door that only Reldo has the key to open.
The door leads to a staircase into the basement, where a
Additional Library Books large room containing just as many shelves as the main
library is located. The tomes down here contain restricted
d6 Book Title & Description information that should not be readily available, such as
private ledgers, military secrets, and information that
1 Managing Thine Kingdom for Noobes, 2nd should never be distributed publicly.
Edition: A how-to book all about the intricacies
of ruling over your kingdom. Creatures and NPCs

2 Party Pete’s Bumper Book of Games: A zine full


Reldo, the head librarian. Reldo is a scholarly figure
of games to play with your friends at home. characterized by his glasses, goatee, and brown hair
3 Pie Recipe Book: a cookbook showing the tied back in a tight ponytail. He wears a white collared
directions for crafting many different types of pies. shirt, a yellow vest, and plaid slacks, presenting himself
4 Brewin’ Guide: A book going over the intricacies as both charming and eager to assist, with a mission to
democratize knowledge for the public.
of crafting beer.
5 The Stronghold of Security: A book full of • Upon viewing the writ from King Roald, Reldo willingly
cautionary tales for those who share passwords shares what he knows. “I suspected Ellara’s dismissal
with others. as one of the king’s advisors had something to do with
her attempts to access the library’s restricted archives.”
6 The RuneScape Kingdoms Roleplaying Game
• “I caught Ellara trying to get into the archives twice. The
Core Rulebook. first time, she was eyeing the door leading downstairs,
but left when she saw me coming. The second time,
she managed to get in before I stopped her. She hastily
claimed it was for ‘official business’ before leaving.”
• “I went to King Roald directly for context and was
surprised to find he had no knowledge of Ellara’s action.
I briefed him and he promised to handle the situation
himself. He even thanked me for bringing this up.”

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Into the Archives

Reldo gladly escorts the characters downstairs to the Reldo has some new thoughts to share with the characters
archives to aid their search for Ellara’s motive. The archives after they find the Age of Imperium:
are shrouded in darkness, prompting Reldo to offer handheld
candlesticks along with a warning to not place them too close • “This book poses a grave danger. I suspect Ellara is exploiting
to the books. the missing medallion to wield Corruption, manipulating
Varrock’s citizens, and sowing discord.”
Though not as meticulously maintained as the library • “With Ellara on the run, our priority is to locate and thwart
above, the archives remain open for investigation in Reldo’s her attempts to further influence Varrock’s populace. I
presence. One book is particularly out of place, hastily thrown propose this strategy: if Ellara can manipulate others using
and abandoned by Ellara atop one of the shelves. While Corruption, perhaps you can use the spell on her to reveal
the characters can ultimately try anything to aid in their where she might be hiding.”
investigation, some examples of how they may successfully • “I can even grant you temporary custody of the book if
investigate are as follows: needed. That way, you have the Corruption spell and
instructions for building a new Medallion of Control.”
• A successful [Intellect + Dungeoneering] test reveals a single • “If you’re looking for a skilled blacksmith up to the task,
book seems to be missing on a bookshelf, and the lack of Horvik is often contracted to repair armour and weaponry
dust in that area leads one to believe it was moved recently. for the guard. He does good work, and I’d wager he’s up for
• A successful [Intellect + Archaeology] test locates the the challenge.”
out-of-place book atop one of the bookshelves.
• A successful [Agility + Dungeoneering] test enables a
character to hoist themselves on top of a shelf and either
reach the book or get a better view of the dark room.

Reldo is happy to assist the characters however he can if they


ask, potentially grant them advantage on their tests, or give
them a +1 or +2 modifier at the GM’s discretion.

Once the characters find this missing book, they can inspect
it to learn the following:

• The title of the book, “Age of Imperium,” is visible along


the purple spine.
• A cursory glance at its contents reveals stories of
anonymous figures from history who reshaped their
regions using subterfuge and espionage. The book
is filled with details of both outlandish yet plausible
circumstances that led to the modern world’s civilizations,
making it challenging for readers to discern between fact
and fiction.
• Near the end, the book details a spell titled “Corruption.”
This enchantment induces a trance-like state in its target,
making them susceptible to the caster’s control for a
limited time. A footnote cautions that those affected by
the spell often awaken with missing memories of their
time in the trance.
• Notably, there appears to be a pocket in the back cover,
evidently designed to hold an item. Though empty now, a
footnote reveals it likely contained a “Medallion of Control,”
which is used in the process of casting Corruption. While
the medallion is missing, the book’s details note how an
experienced blacksmith is able to create another.

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Last Train to Part V: Casting Corruption


Ellara
Reldo turns the characters loose to gather the components The Mind Runic Altar is located near Lumbridge, while the
This is another good place required for the Corruption spell. To cast it, the characters Chaos Runic Altar is located in the Wilderness. The Desert
for the characters to need 2 Mind Runestones, 2 Chaos Runestones, and a Mine is located just north of Al Kharid. Each of these locations
improve their skills, and Medallion of Control. The medallion can only be smithed are a short journey from Varrock. Once the characters have
ready themselves for the using the following: the runes, the book, and the medallion crafted by Horvik,
confrontation to come. they will be ready to cast Corruption.
Regular opportunities • One Mithril Bar, which can be smelted using one Mithril
to improve skills, to and four Coal. Casting Corruption requires a Magic test, but the spell works
train, or to prepare for • One Silver Dust, which can be created using a Hammer on even if the test fails. If the adventurer casting the spell fails
the dangers to come one Silver ore. the test, however, they suffer 5 Life Points worth of damage
are an essential part of • One Ruby, which can be crafted using a Hammer on one as the spell wracks their body.
RuneScape Kingdoms: Uncut Ruby gathered from any mine.
The Roleplaying Game. If successful, the character casting the spell falls unconscious
Use your judgement to The raw materials required for Corruption can be gathered and begins to perceive things through Ellara’s senses. Ellara
see when these moments in the following ways: is situated in a house, gazing out a window. The view reveals
are appropriate, and most she resides within a city, as the prominent letters spelling
needed. • The 2 Mind Runestones and 2 Chaos Runestones can be “Edgeville Bank” adorn a building directly opposite her
gathered in a few different ways. The most straightforward location. The caster can only maintain their connection for
way would be to buy the runes from a shop in Varrock. a moment more before succumbing to the spell’s strain and
Alternatively, characters can craft these runestones using returning them to consciousness. Armed with newfound
the Runecrafting skill. This process entails gathering the knowledge, they are aware of Ellara’s whereabouts: a house
required essences, journeying to the corresponding runic facing Edgeville’s bank. It’s time to pay her a visit and finish
altar location, and successfully crafting the runestones. this thing.
• The Coal, Mithril, Silver, and Uncut Ruby can be gathered
from a mine in the Kharidian Desert, just north of Al Kharid
(or any mine the GM decides)

Part VI: Confronting Ellara

With knowledge of Ellara’s whereabouts, the characters Area Information


can journey to her hideout in Edgeville, just west of Varrock
and across the River Lum. Upon entering, the place looks General Details. The front door of the home is unlocked.
unremarkable until descending into the basement. There, Inside, it feels cosy, akin to a typical single-family home.
Ellara is caught fleeing, but not before summoning trouble Noises emanate from the basement, accessible via a staircase
to impede the characters as she runs off. While Ellara eludes at the rear of the building.
capture today, her hasty departure leaves behind crucial Key Creatures/NPCs. Ellara.
evidence: her copy of the Corruption spell and her Medallion
of Control, serving as conclusive evidence of her involvement Creatures and NPCs
and absolving those who found themselves under her trance.
Ellara. Ellara is a blonde-haired, blue-eyed witch. She
wears elegant, flowing black robes and matching gloves.
Ellara’s Hideout Ellara harbors deep bitterness towards King Roald and the
kingdom of Misthalin for unjustly stripping her of power. She
The home exudes a sense of comfort and order. is determined to exact retribution for what she perceives as
Pots sway gently from hooks in the small kitchen, the king’s transgressions against her.
while cozy blankets are neatly folded throughout
the living area. Clothes are thoughtfully prepared • Ellara has nothing to share or discuss with the characters.
along the bedspread for the next day, and a wooden She’s terrified that they’ve discovered her and is solely
door leading deeper into the basement stands ajar, focused on fleeing to gather her wits and plan her next steps.
with muffled noises coming from behind it.

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Treasure Conclusion

Should the characters investigate the home, they will find With this resolution, Ellara loses her grip over Varrock’s citizens, a development that King Roald
Ellara has left behind several runes in her haste to leave: appreciates. Upon returning to Varrock, the characters secure an audience with the king. After
briefing him on recent events, King Roald acknowledges the overall victory and anticipates
8 Fire Runes — 4 Water Runes — 8 Air Runes reclaiming the people’s trust in the coming weeks—though he’s disappointed Ellara escaped.

He pledges to collaborate with his government to improve conditions and expresses confidence in
Ellara’s Escape moving forward, bolstered by the evidence presented by the characters. Grateful for their efforts,
he hails them as allies of the crown. Additionally, King Roald also ensures all Medallions of Control,
As the characters enter the building, Ellara will already Ellara’s copy of the Corruption spell, and the Age of Imperium are returned to Reldo for safekeeping
be escaping through the basement. Descending the stairs, in the library once more.
they’ll encounter an unfinished room containing a kitchen
larder and an oak dining table set. In the distance, Ellara
will have just closed and locked an iron gate on the other
end of the room, separating herself from the players. She’ll Rewards
quickly survey the characters before conjuring 2 Demons
(Lesser) and 1 Demon (Greater) before them [Remove For completing the Trance of Ellara,
1 Demon (Lesser) for parties of 4 or fewer, and 1 Demon the characters are rewarded the following:
(Greater) for parties of 2 or fewer], causing the house to
shake as she runs deeper into the underground tunnel
ahead of her, leading into the Wilderness. 50 coins for each character
Unrestricted access to the public Varrock Library
There is a collection of potions on the oak dining table—a
potion of Magic Essence, a Prayer Potion, and an Attack King Roald will grant the characters a commission in the Varrock Guard. They
Potion. There is also a portion of Fish Pie on the table. You won’t be official guards, but they’ll be considered friends of the city and may be
disturbed Ellara’s dinner, you monsters! approached for help in the future.
King Roald will let the characters keep the Dagger of Shadows they found in
Once the demon is defeated, Ellara is in the wind, leaving Ellara’s residence.
behind her copy of the Corruption spell and her Medallion of
The character can return to the Blue Moon Inn, where Torin will make good on his
Control on the oak table in her haste. She leaves her dagger
promises of payment and drinks.
on the table, known as a Dagger of Shadows. This dagger
functions as a mithril dagger, but adds +1 to Attack when
fighting creatures in darkness.

Trance of Ellar 31
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Bestiary

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Demon (Lesser) Movement 3 Size Medium Armour Value 3 Life Points 31

Drops D3 Actions
8 Fire Runes
Steel Axe (5:6) 1 Strike! The Lesser Demon makes a melee attack against a single
Rune Helm (1:6) target within Near range. This deals 8 stabbing damage on a
failed Defence test.
Specials 2 Orb of Darkness. The Lesser Demon makes a magic attack against
The Lesser Demon has +1 armour value against magic attacks. a single target within Far range. This deals 10 fire damage on a
failed Defence or Magic test.
3 Still Pretty Big. The Lesser Demon makes a ranged attack against
a single target within Far range. This deals 13 crushing damage
on a failed Defence test.

Demon Movement 3 Size Colossal


(Greater)
Armour Value 9 Life Points 123

Drops
Steel Battleaxe
Mithril Kiteshield (5:6)
Rune Helm (5:6)

Specials
The Greater Demon has +2 armour value against any magic
attack.

D6 Actions

1 Rend! The Greater Demon makes a melee attack


against one target in Near range. This deals 12
stabbing damage on a failed Defence test.
2 Life Drain. The Greater Demon makes a melee
attack against one target in Near range. This deals
8 stabbing damage on a failed Defence test. On a
successful attack, the Greater Demon regains 8
Life Points.
3 Blood Rage. The Greater Demon makes a spell
attack against three targets within Near range.
These deal 12 fire damage with the Pin 1 quality
on a failed Magic test.
4 Smash! The Greater Demon makes a melee attack
against one target in Near range. This deals 8
crushing damage on a failed Defence test.
5 Shadow Orbs. The Greater Demon makes a spell
attack against two targets at Far range. These deal
10 fire damage on a failed Magic or Defence test. .
6 Finishing Blow. The Greater Demon makes a melee
attack against one target in Near range. This deals
16 stabbing damage on a failed Defence test, made
at -2.

Trance Bestiary
of Ellar 33
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34 Trance of Ellar
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Trance of Ellar 35
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FREE RPG DAY 2024

Welcome to RuneScape Kingdoms:


The Roleplaying Game Quickstart Guide

Get ready for adventure with this new quickstart guide to RuneScape Kingdoms: The
Roleplaying Game. Containing everything you need to get playing right away, including
a brand new quest—The Trance of Ellara—this is the perfect opportunity to find out why
millions of people have visited Gielinor. Now it’s your turn!

Includes

Full Core Rules


Introductory Adventure
Five Downloadable Characters

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