RSKRPGFD Quickstart Guide
RSKRPGFD Quickstart Guide
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QUICKSTART GUIDE
Runescape Kingdoms:
The Roleplaying Game 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
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CONTENTS
Introduciton
Core Rules
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
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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:
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.
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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
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.
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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.
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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.
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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.
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: Just! In either case, you roll a test as normal except you roll with
4 dice, instead of the normal three.
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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.
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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
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.
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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.
Full Cover
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.
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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.
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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
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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.
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.
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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.
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.
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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.
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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.
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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?”
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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]
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Area Information
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.”
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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.
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d6 Castle Sights
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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
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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.
Once the characters find this missing book, they can inspect
it to learn the following:
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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.
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Bestiary
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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.
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
Trance Bestiary
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Get ready for adventure with this new quickstart guide to RuneScape Kingdoms: The
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Includes
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