Table of Contents Map of Gielinor About this PDF Mainland Gielinor Misthlan Lumbridge Lumbridge Swamp Draynor Village Draynor Mannor Varrock Cook’s Guild Lumber Yard Museum Champions Guild (Maybe Grand Exchange?) Etc. The Wizard’s Tower Edgevile The Monastery Ice Mountain Gunnarsgrunn The Dig Site Paterdomus Asgarnia Falador Port Sarim Asgarbiab Ice Dungeon Rimmington Taverly Burthrope Village Dwarven Mine The Kharidian Desert Al Kharid Cithareed Abbey Bedabin Camp Bandit Camp Ruins of Uzer Pollnivneach Nardah Jaldarocht Pyramid Jaleustrophos Pyramid Ruins of Ulek Menaphos Sophanem Moritanya Viggora’s Folley Canifis Frenkenstrain’s Castle Haunted Woods Port Phasmatys Mort Myre swamp The Hollows Mort’ton Burgh de Rott Sanguinesti Region Myreditch Drakmeyer Troll Country Trollheim Troll Fortress Mountain Camp Frozen Wastes Temple of Lost Ancients Ghorrock Trollweiss Mountains The Wilderness Bone Yard Chaos Temple Graveyard of Shadows Black Knight Fortress Dark Warrior’s Fortress Bandit Camp The Forgotten Cemetery Red Dragon Isle Lava Maze Demonic Ruins Rogue’s Castle Deserted Keep Mage Arena Kandarin Catherby Camelot Castle Seer’s Village Isle Anglerine Hemenster Keep Le Faye Legend’s Guild Fishing Guild Baxtorian Falls Barbarian Outpost Tree Gnome Stronghold Piscatoris Fishing Colony Eagle’s Peak Ardougne Witchaven Fishing Platform Tower of Life Tree Gnome Village Observatory Port Khazard Yanile Tirannwn Isafdar Tyras Camp Elf Camp Lletya Prifddinas Feldip Hills Gutanoth Oo’glog The Lunar Sea Fremennik Province Rellekka Lighthouse Waterbirth Island Miscellania Miscelania Etceteria Fremennik Isles Neitiznot Jatizo Lunar Isle Iceberg Pirate’s Cove The Eastern Sea Dragontooth Island Botany Bay Daemonheim (I want to make this into a Megadungeon at some point, but for now we should just talk about its historical significance and surface world features) Pirate Islands Mos Le’Harmless Harmony Island The Southern Sea Karamja Musa Point Brimhaven Tai Bwo Wannai Cairn Isle Shilo Village Kharazi Jungle Crandor Entrana Ape Atoll Marim Crash Island Void Island Void Knight Outpost Ashdale The Western Sea Soul Wars Appendices A. Merchant Shop Mechanics B. Travel and Weather

Misthlan Lumbridge Swamp CAVE BUG [Level 6 version] Accuracy: 12 HP: 5 Interference: 15 Damage Bonus: +1 Diffusion: 0 Accuracy: 8 Skill:10 Interference:10 Attack: 15 Diffusion: 3 Defense:20 Skill: 20 [Physical only, not SPEED:20ft mental] NOTE: Blindsense within 60ft. Attack: 20 Can climb walls to it's normal Defense:20 speed. Every time the Slime Hunter: 40 attacks, the target must make a SPEED: 25ft constitution test. Failure results NOTE: Can see in the dark up to in taking 1 point of poison 60 ft, and can climb on walls and damage for 1d6+5 rounds. other surfaces without difficulty. Half interference against crush CAVE CRAWLER weapons. HP:22 Damage Bonus: +3 CAVE BUG [Level 96 version] Accuracy: 20 HP: 93 Interference:25 Damage Bonus: +9 Diffusion: 0 Accuracy: 21 Skill: 20 Interference:25 Attack:22 Diffusion: 15 Defense:20 Skill: 30 [Physical only, not Speed:30ft mental] Hunter:40 Attack: 30 Thievery: 40 [vision based due to Defense:30 their gray skin blending in with Hunter: 60 most cave areas] SPEED: 30ft NOTE: Can see within the dark NOTE: Can see in the dark up to up to 70ft, and with every attack, 100 ft, and can climb on walls and the target must make a other surfaces without difficulty. Constitution test or suffer 4 Half interference against crush points of poison damage for weapons. 1d6+8 rounds. =Regeneration: heals one hitpoint CAVE SLIME every round. HP: 25 Damage Bonus: +2 ROCKSLUG: HP:27 frog as well, and any damage Damage Bonus: +4 done to the frog, half will be done Accuracy:14 to the target. The target will Interference:20 suffer 2 points of damage per Diffusion:15 round inside the frog due to the Skill:20 pressure. Target may use its Attack:20 action at the end of its turn to Defense:30 retry the strength test to escape. Speed:20ft -Half interference from Slashing NOTE: Has blindsense up to 30ft. attacks =Endurance until Salted: Cannot be killed unless it has salt BIG FROG [Level 24 version] sprinkled on it when it has 5 or HP:18 less hitpoints. When reaching 0, Damage Bonus: +3 the rockslug will appear dead, but Accuracy:20 regenerate to 1 hp a minute later Interference:20 to try and fool the predator. Diffusion:10 Requires a Hunter test on close Skill:40 inspection to see if actually dead. Attack:30 Defense:26 WALL BEAST [uhhh] SPEED:20 ft walking, 50ft leaping (assuming the frog has enough BIG FROG [Level 10 version] room to leap) HP:18 Note: LEAPING LUNGE: A big Damage Bonus: +2 frog can attack as one singular Accuracy:8 attack action via a massive leap Interference:10 to its target. Diffusion:5 =Swallow: Upon a successful Skill:25 attack, if the target is a smaller Attack:15 than medium sized creature, they Defense:15 must make a Strength test or be SPEED:15 ft walking, 45ft leaping restrained in the frog's mouth. (assuming the frog has enough The target is considered blind room to leap) whilst inside the frog as well, and Note: LEAPING LUNGE: A big any damage done to the frog, half frog can attack as one singular will be done to the target. The attack action via a massive leap target will suffer 4 points of to its target. damage per round inside the frog =Swallow: Upon a successful due to the pressure. Target may attack, the target must make a use its action at the end of its Strength test or be restrained in turn to retry the strength test to the frog's mouth. The target is escape. Larger than small considered blind whilst inside the creatures are simply blinded by =Swallow: Upon a successful the frog over their head attack, if the target is a smaller -Half interference from Slashing than large sized creature, they attacks must make a Strength test or be restrained in the frog's mouth. GIANT FROG The target is considered blind HP:100 whilst inside the frog as well, and Damage Bonus: +9 any damage done to the frog, half Accuracy:35 will be done to the target. The Interference:30 target will suffer 4 points of Diffusion:15 damage per round inside the frog Skill:50 due to the pressure. Target may Attack:45 use its action at the end of its Defense:30 turn to retry the strength test to SPEED:25 ft walking, 75ft leaping escape. Huge or larger creatures (assuming the frog has enough are simply blinded by the frog room to leap) over their head Note: LEAPING LUNGE: A big -Half interference from Slashing frog can attack as one singular attacks attack action via a massive leap to its target. Edgeville Dungeon EARTH WARRIOR HITPOINTS 54 DAMAGE BONUS +5 ACCURACY 32 INTERFERENCE 40 [half against crush weapons] DIFFUSION 10 SKILL 40 [50 Strength, +10 to thievery via blending in with earth] NOTE: Mud Weapon- An earth warrior can change up their weapon to any type, with any ammunition as long as a stable source of rock or earth is nearby. Outside of the elemental's hand, the weapon turns into mud [excluding arrows] = Elemental Immunity: cannot be poisoned Ice Mountain DWARF GANG MEMBER stinger, which has Reach up to Level 44/48/49 10ft. Double the damage bonus HITPOINTS 30/34/35 for this one attack. DAMAGE BONUS 4/5/7 Gripping Pincers [insert grapple ACCURACY 24/26/28 rules here, essence is that it grabs INTERFERENCE 20/22/25 the creature and does piercing DIFFUSION 0/5/8 damage, but cannot use its SKILL 30/35/38 pincers to attack. Must maintain ATTACK 35/38/42 grab as a movement action] DEFENSE 30/33/36 NOTE: Can tell the metal of an KING SCORPION Level 32 Ore vien or weapon on sight HITPOINTS 30 Thuggish: Has 50 Thieving for the DAMAGE BONUS 4 purposes of stealth and other ACCURACY: 30 underhanded activities. INTERFERENCE 28 (half against Gains a +10 bonus to Attack rolls crushing attacks) against suprised targets. DIFFUSION: 15 Gang-up: Gains a +2 bonus to SKILL 25 melee attacks every adjacent ally ATTACK: 40 to the target. DEFENSE 40 NOTE: Crawling Creature- Treat SCORPION as having 50 Strength for the Level 14/37/59 purposes of grapples, restraints, HITPOINTS 17/ 37/ 55 and any athletics trying to climb DAMAGE BONUS 2/3/6 difficult terrain (like a rocky ACCURACY 25/35/45 outcrop) INTERFERENCE 20/30/40 [Half Stinger: When the scorpion against piercing attacks] attacks, instead of using its two DIFFUSION 0/5/10 pincer attacks, it can use its long SKILL: 25 stinger, which has Reach up to ATTACK 35/40/45 10ft. Double the damage bonus DEFENSE 30/38/45 for this one attack. NOTE: Crawling Creature- Treat = Poisonous Stinger: Upon a hit as having 50 Strength for the with a stinger, if the target has a purposes of grapples, restraints, circulatory blood system [i.e isn't and any athletics trying to climb a golem for example] they must difficult terrain (like a rocky make a Hitpoints test to see if outcrop) they are poisoned. Stinger: When the scorpion Failure has the target be poisoned attacks, instead of using its two for one minute, and take 4 points pincer attacks, it can use its long of poison damage a round. Gripping Pincers [insert grapple rules here, essence is that it grabs the creature and does piercing damage, but cannot use its pincers to attack. Must maintain grab as a movement action]

Asgarnia Interference if a Hobgoblin is leading Asgarnia Ice Dungeon them. MUGGER Scale-Up: Can at a glance know if a HP 8 target has a higher, lower, or equal DAMAGE BONUS +2 Attack Level in comparison to them. ACCURACY 5 INTERFERENCE 5 HOBGOBLIN [Level 42] DIFFUSION 0 "Hobgoblins were hardy but highly SKILL 30 mobile, capable of guerilla engagements ATTACK 15 behind enemy lines."* DEFENSE 15 HP 29 Note: Has 45 thieving for the purposes DAMAGE BONUS +9 of sneaking around and other ACCURACY 30 underhanded activities, and 40 Hunter INTERFERENCE 25 for perception DIFFUSION 10 RM OPTION [ Mage Mugger] SKILL 50 - The RM can in exchange for lowering ATTACK 30 the attack and defense of the base DEFENSE 25 mugger by 5, can have the Mugger open NOTE: Guerilla Unit: +1 to movement, up with a Confuse spell. The mugger and gains a +5 accuracy bonus upon a has enough runes to cast the spell twice suprise attack. ( Total 2 body runes, 4 earth runes, 6 Has 40 Theiving for the purposes of water runes). Tactics: use it on the stealth, and 40 Hunter for the purposes weakest looking of tracking and searching. member of the party (Rolling Slayer) Military Know-how: All lesser goblinoid first to determine. units gain a +5 to accuracy and Interference if a Hobgoblin is leading HOBGOBLIN [Level 28] them. "Hobgoblins were hardy but highly Scale-Up: Can at a glance know if a mobile, capable of guerilla engagements target has a higher, lower, or equal behind enemy lines."* Attack Level in comparison to them. HP 28 DAMAGE BONUS +6 HOBGOBLIN [Level 47] ACCURACY 20 "Hobgoblins were hardy but highly INTERFERENCE 15 mobile, capable of guerilla engagements DIFFUSION 5 behind enemy lines."* SKILL 35 HP 52 ATTACK 20 DAMAGE BONUS +11 DEFENSE 20 ACCURACY 33 NOTE: Guerilla Unit: +1 to movement, INTERFERENCE 28 and gains a +5 accuracy bonus upon a DIFFUSION 13 suprise attack. SKILL 53 Has 40 Theiving for the purposes of ATTACK 33 stealth, and 40 Hunter for the purposes DEFENSE 25 of tracking and searching. NOTE: Guerilla Unit: +1 to movement, Military Know-how: All lesser goblinoid and gains a +5 accuracy bonus upon a units gain a +5 to accuracy and suprise attack. Has 40 Theiving for the purposes of ICE GIANT [Level 67] stealth, and 40 Hunter for the purposes HITPOINTS 100 of tracking and searching. DAMAGE BONUS 10 (14 against a Military Know-how: All lesser goblinoid Drenched target) units gain a +5 to accuracy and ACCURACY 50 Interference if a Hobgoblin is leading INTERFERENCE 45 them. DIFFUSION 40 (increased by half if Scale-Up: Can at a glance know if a targeted by water spells, decreased by target has a higher, lower, or equal half if fire spells) Attack Level in comparison to them. SKILL 30 ATTACK 35 ICE GIANT [Level 53] DEFENSE 50 HITPOINTS 60 NOTE: Large Sized: Has a 10ft reach, DAMAGE BONUS 7 (11 against a and[Uhh, kinda need grapple rules for Drenched target) this bit, something along the lines of ACCURACY 40 "cannot be grappled by medium sized INTERFERENCE 35 creatures"] DIFFUSION 30 (increased by half if targeted by water spells, decreased by ICE WARRIOR half if fire spells) HITPOINTS 59 SKILL 20 DAMAGE BONUS 6 (10 against a ATTACK 25 Drenched target) DEFENSE 30 ACCURACY 30 NOTE: Large Sized: Has a 10ft reach, INTERFERENCE 30 and[Uhh, kinda need grapple rules for SKILL 25 this bit, something along the lines of ATTACK 30 "cannot be grappled by medium sized DEFENSE 30 creatures"] NOTE: Cold Chain of Command: the Ice warrior, instead of attacking, may hurl a mote of slush towards the target. Treat this as a Water Blast that deals no damage, but instead gives Drenched 2. Melzar’s Maze ZOMBIE RAT level 3 water. Immune to poison. Weak HITPOINTS 5 against Holy items: Holy weapons/ DAMAGE BONUS 1 prayers presenting against a holy ACCURACY: 12 symbol gain a +10 for purposes of INTERFERENCE: 10 [Half against attack or prayer debuff checks. ranged attacks] Brainless: Cannot do any DIFFUSION: 15 mental/knowledge skill checks, but SKILL: 10 has 40 Strength for the purposes ATTACK: 20 of destroying objects and DEFENSE 25 grappling NOTE: Undead Vigor: Does not need to breathe, eat, nor drink MAD MELZAR level 43 [] HITPOINTS 44 hit with any ranged attack. In DAMAGE BONUS 5 melee, this results in Melzar ACCURACY 30 having a free reactionary melee INTERFERENCE 25 [Increased by attack with his fists [treat as a half against ranged attacks] black dagger] to anyone who DIFFUSION 35 approaches him in melee or starts SKILL 40 their turn in his Reach ATTACK 30 =Magic: Can cast Fire Strike or DEFENSE: 20 Curse at a target. He has enough NOTE: Rambling Man- All who runes for 40 casts of each ( 40 Mi, hear and see Melzar must make a 120 Fi, 80 Air. 40 Bo, 120 Ea, 80 Defense test not to be distracted Wa) by his =Cabbagemancy: Either on mad babbling and rambling that Melzar's turn, or during a player's he immediately launches into turn, melzar can summon up to 3 during a fight. Failure gives a -10 cabbages on the floor. If used penalty to rolls. during a player's move towards Shutting him up/silencing him for example, the player must obviously stops this effect. make an Agility test not to be =Motions like a Headless Chicken: tripped up by Melzar constantly shifts and flails the sudden pile of cabbages in his entire body around, making their way. The cabbages are him difficult to perfectly edible, if a bit stale. Taverly Dungeon CHAOS DRUID =Magic: Casts Confuse, and has HITPOINTS: 20 enough runes for at least 10 casts DAMAGE BONUS 2 of it( 10 Bo, 20 Ea, 60Wa) ACCURACY 13 INTERFERENCE 20 (half against HELLHOUND ranged attacks due to robes) HITPOINTS 116 DIFFUSION 20 DAMAGE BONUS 11 SKILL 50 ACCURACY40 ATTACK 25 INTERFERENCE 40 DEFENSE 15 DIFFUSION 20 NOTE: Has prayer equal to 50, SKILL 50 [primarily strength mainly uses debuff prayers against checks and hunter checks] targets. If it is a prayer is buffing a ATTACK: 60 fellow chaos druid/ally, it is DEFENSE 40 considered to have +3 zeal to it. NOTE: Warm to the touch: Any =Herblore:60 barehanded grapple or touch of the creature deals damage to the victim equal to 5 points of fire -10 to the roll [such as spells related damage. attacking focus, like Confuse, or prayers like Slow Reflexes) BABY BLUE DRAGON HITPOINTS 51 MAGIC AXE DAMAGE BONUS 5 HITPOINTS 45 ACCURACY 25 DAMAGE BONUS 5 INTERFERENCE 30 (half against ACCURACY 20 piercing, and ranged attacks) INTERFERENCE 24 (half against DIFFUSION 40 slashing attacks) SKILL 25 DIFFUSION 5 ATTACK 40 SKILL 10 DEFENSE: 30 ATTACK 40 DEFENSE 50 BABY BLACK DRAGON Note: HITPOINTS 80 -Full Swing: Has 50 Strength for DAMAGE BONUS 11 the purposes of grapples, and ACCURACY 40 other physical tasks, like breaking INTERFERENCE 50 (half against down a door. piercing, and ranged attacks) -Magic Flight: Due to having no DIFFUSION 50 corporeal form, the Axe can fly at SKILL 36 40ft,ignoring any difficult ground ATTACK 50 terrain obviously. DEFENSE: 40 HILL GIANT HITPOINTS 35 CHAOS DWARF DAMAGE BONUS 4 HP 61 ACCURACY 20 DAMAGE BONUS +6 INTERFERENCE 30 ACCURACY 30 DIFFUSION 10 INTERFERENCE 30 (half against SKILL 20 [Has 70 Strength] Crushing attacks) ATTACK 30 DIFFUSION 10 DEFENSE 40 SKILL 30 NOTE: Large Sized: Has a 10ft ATTACK 40 reach, and[Uhh, kinda need DEFENSE 40 grapple rules for this bit, Mining 40 something along the lines of Note: Military Might- Gains a "cannot be grappled by medium bonus to melee attacks with sized creatures"] adjacent chaos dwarves equal to +2 per dwarf GIANT BAT Chaos on the brain: Any mental HITPOINTS 32 debuff against this target takes a DAMAGE BONUS 3 ACCURACY 20 INTERFERENCE 20/24/30/34 INTERFERENCE 30 [half against [Half against Ranged Attacks] stabbing attacks and ranged] SKILL 30/34/42/57 DIFFUSION 20 ATTACK 20/25/30/45 SKILL 30 [60 AGILITY, 60 DEFENSE 10/15/25/45 THIEVING FOR STEALTH NOTE: Prayer 27/32/40/55 and PURPOSES] usually prefers debuffing prayers, ATTACK 40 but the RM may let the unit use DEFENSE 30 any prayers it accesses at its NOTE: Flight: 60ft normal level. =Strength Through Chaos:Any SUIT OF ARMOR matched or critical success against HITPOINTS 29 an enemy fuels this unit's fervor, DAMAGE BONUS 3 each one resulting in a +4 bonus ACCURACY 25 to rolls. INTERFERENCE 40 SKILL 0 [50 Strength] White Wolf Mountain Caves ATTACK 40 DEFENSE 40 ICEFIEND NOTE: No-body Here- Cannot be HITPOINTS 15 affected by poison or be Stunned DAMAGE BONUS +3 ARMOR: The RM may want to ACCURACY 20 have the animated armor the INTERFERENCE 20 creature is composed of be a DIFFUSION 30 [Half against fire reward should the players defeat it. magic, half increase if water Consider the armor to be in rather magic] poor conditon due to wear and SKILL 40 [Agility 60, Thievery 50, tear, but it's nothing a good smith +20 thievery for blending in if can't fix. The above stats assume a snowy environment] steel SUIT OF ARMOR. For higher NOTE: Iceglide- Can pass through metals, simply add a +5 to all stats any icy or frosty terrain without per step in armor (except hitpoints difficulty. and Damage bonus, which the =Ice blast: May cast at will akin to sooner gains +10 hitpoints per water surge innately as long as armor and +3 damage bonus per they are in a cold environment, armor). and hat the surge deals damage extra to drenched creatures. MONK OF ZAMORAK Level 17/22/30/45 HITPOINTS 10/20/25/40 DAMAGE BONUS 3/4/5/7 ACCURACY/ 15/25/35/40 The Wilderness God Wars Dungeon =SPIRITUAL WARRIORS= =Armadyl= HITPOINTS 100 DAMAGE BONUS 13 AVIANSIE level ACCURACY 50 69/71/73/79/83/84/89/92/94/ INTERFERENCE 60 97/131/137/148 DIFFUSION 30 HITPOINTS SKILL 40 83/86/89/95/98/99/103/105/108/115 ATTACK 60 /118/125 DEFENSE 50 DAMAGE BONUS NOTE: All spiritual warriors are 8/10/10/11/11/12/12/13/15/15/18 immune to poison, stunning, and ACCURACY other conditions that would affect 45/47/48/50/52/55/57/58/60/63/70/ a flesh and blood creature (i.e 72/75 hunger, thirst, sleep, breathing) INTERFERENCE =God Options: For particular god 40/43/45/47/49/53/58/60/62/65/70/ deities, each have select abilities 72/75 and bonuses DIFFUSION SARADOMIN: +5 Defense, can 20/21/24/26/28/30/33/37/39/45/50/ heal an amount of hitpoints up to 52/55 its Skill to itself and others via SKILL For avianses levels 69-79, touch skill is 50. For 83-94, skill is 55. ARMADYL: Can fly up to 60ft and Remainder skill at 60 perform the Steel Wing attack ATTACK [see Avianse] 55/58/61/63/66/69/73/76/79/85/88/ ZAMORAK: +5 Attack and can 92/95 cast on themselves and allies DEFENSE within a 30ft radius a butt akin to 40/43/45/47/49/53/58/60/62/65/70/ a dragon battleaxe special [+10 72/75 damage, -10 accuracy, NOTE: Flight 60ft [131-148 have interference and diffusion for 1 flight 80] minute] Steel Wing- can make an attack BANDOS: Can do a war chant in a straight line and attack all which gives all allies within 30ft targets along that line without +10 to accuracy against one provoking any opportunity particular target, and if applicable, attacks an additional chance to save against any debuff effect. SPIRITUAL RANGER HITPOINTS 120 DAMAGE BONUS 16 ACCURACY 60 INTERFRENCE 20/23 INTERFERENCE 40 DIFFUSION 10/15 DIFFUSION 60 SKILL 40 [Hunter 50, Ranged 50, SKILL 30 Strength 65] ATTACK 60 ATTACK 50/59 DEFENSE 50 DEFENSE 47/59 NOTE: All spiritual rangers are NOTE-Wrecking ball: Damage immune to poison, stunning, and the does in breaking objects other conditions that would affect doubles their damage bonus. a flesh and blood creature (i.e OGRE Reach: have a reach hunger, thirst, sleep, breathing) of 10ft for melee. =God Options: For particular god deities, each have select abilities and bonuses CYCLOPS Level 56/76/81/106 SARADOMIN: +5 Defense, can HITPOINTS 75/100/110/150 heal an amount of hitpoints up to DAMAGE BONUS 8/9/10/12 its Skill to itself and others via ACCURACY 50/56/64/70 touch INTERFERENCE 40/46/50/59 ARMADYL: Can fly up to 60ft and [Half against crushing attacks] perform the Steel Wing attack DIFFUSION 50/56/64/70 [see Avianse] SKILL 25 [STRENGTH 75 ZAMORAK: +5 Attack and can ATTACK 60/63/68/74 cast on themselves and allies DEFENSE 50/53/58/63 within a 30ft radius a butt akin to NOTE Reach- 10ft melee reach a dragon battleaxe special [+10 Sole Eye- Any effect that blinds damage, -10 accuracy, has an increased chance against interference and diffusion for 1 the cyclops [if cyclops are minute] resisting the check, they take -20. BANDOS: Can do a war chant Conversely, creatures using which gives all allies within 30ft blinding effects gain a +20 to a +10 to accuracy against one roll if there is no roll to resist the particular target, and if applicable, cyclops does] an additional chance to save against any debuff effect. ORK HITPOINTS 110 =OGRE/JOGRE= Level 53/58 [This DAMAGE BONUS 12 is a revision of the OGRE as well, ACCURACY 47 both are under the same umbrella INTERFERENCE 56 [half against due to exactly same statistics like stabbing attacks] HP DIFFUSION 45 HITPOINTS 60/70 SKILL 20 [STRENGTH 65] DAMAGE BONUS 7/8 ATTACK 60 ACCURACY 40/42 DEFENSE 57 NOTE: Heavy - This creature DAMAGE BONUS is large, making it impossible for ACCURACY 50 medium or smaller creatures to INTERFERENCE 48 grapple it alone. Any effect that DIFFUSION 15 forcefully moves the creature SKILL 30 [60 Agility] against their will takes a -20 ATTACK 60 penalty, or the creature gains a DEFENSE 50 +20 to resist. NOTEBody like Fire- The fire elemental cannot be affected by KNIGHT OF SARADOMIN stunning, need to breathe, hunger, HITPOINTS 108 thirst, nor poison. Grappling or DAMAGE BONUS 12 being grappled by the creature ACCURACY 60 deals it's damage bonus in fire INTERFERENCE 60 [half against damage. stabbing] =Flameshot- The Pyrefiend can at DIFFUSION 60 will, cast Fire strike, using its SKILL 40 [50 Strength] attack as its magic skill. ATTACK 70 DEFENSE 70 FERAL VAMPIRE level NOTE: Hand of Saradomin- The 61/64/70/72/77/100/130 Knight may heal any ally up to HITPOINTS twice the Knight's skill level in 50/57/60/55/59/80/100 [In direct hitpoints by touch. sunlight, loses 25% health a round. If this drops the vampyre to 0, SARADOMIN PRIEST they instantly turn into dust] HITPOINTS 89 DAMAGE BONUS 7/7/8/8/9/12/17 DAMAGE BONUS 20 [Half if in direct sunlight] ACCURACY 50 INTERFERENCE INTERFERENCE 50 50/52/58/60/70/80 [Half if in direct DIFFUSION 50 sunlight] SKILL 45 [60 Prayer] ACCURACY 50/52/56/58/70/78 ATTACK 55 [Half if in direct sunlight] DEFENSE 35 DIFFUSION 30/33/37/40/45/56/60 NOTE- Light of Saradomin- The [Half if in direct sunlight] Priest may select any amount of SKILL 15 knowledge skill [60/80 creatures within 30 feet of it to Agility [level 100 and 130] and heal up it's skill amount 60/80 [level 100 and 130] Strength] = Prayers the Preist can target +1 [Half if in direct sunlight] more creature when used. ATTACK 60/63/66/68/70/75/80 DEFENSE 50/52/56/58/70/78 PYREFIEND NOTE:

HITPOINTS 45 =Vampyric Foritude: Each round, DIFFUSION 30/35 the vampire regens 1/1/2/2/3/4/5 SKILL 30 [Strength and Agility in hitpoints. werewolf form: 65, Either form =Bite: If the vampire makes a has 56 Thieving] matched or critical success, they ATTACK 60/65 gain an extra bite attack, which DEFENSE 50/54 allows them to make a grapple NOTE- Werewolf transformation- test which if successful, allows Unless preventative measures are them to bite and the damage they taken such as a wolfbane or other deal heals the vampire [provided holy items, when attacking or the creature is a living creature] being attacked, a civilian form Vampyric Weakness:When garlic werewolf will transform, taking is on the Vampyre's target's an action and regaining half of person when they are attacked, any lost hitpoints they took in the vampire's attack rolls must be civilian form. The werewolf rolled twice, taking the worst whenever not under holy items, result. If the target of the vampire. regenerates 2/4 hitpoints a round. If the creature the vampyre Civilian form= Treat the initial attacks is wearing a holy symbol, disguised werewolf form as the the vampire's regeneration is stats to a Common Human, but halved (minimum 0). with 60 hitpoints

BLOODVELD HITPOINTS 120 KREE'ARRA [BOSS] DAMAGE BONUS 5 HITPOINTS 255 INTERFERENCE 39 DAMAGE BONUS 35 with ranged ACCURACY 50 attacks, 21 with magic attacks, 26 DIFFUSION 50 with melee attacks. SKILL 20 [55 Strength] ACCURACY 85 ATTACK 60 INTERFERENCE 80 DEFENSE 40 DIFFUSION 50 NOTE: Unholy tongue- The SKILL 60 [80 Agility, 65 Strength] bloodveld's tounge can strike at a ATTACK 90 creature up to 15 feet away, and DEFENSE 80 due to the potent evil within, NOTE= Kree'arra has a 120ft targets diffusion rather than flight speed. If walking, they have interference 60ft. = Has a 20ft melee Reach WEREWOLVES 88/93 Magical Attack : Treat as an HITPOINTS 98/103 at-will Water blast. DAMAGE BONUS 8/10 Ranged Attacks: range 80 ft, ACCURACY 50/56 javelins. INTERFERENCE 60/63 BOSS ACTIONS [These can be BOSS ACTIONS [These can be done up to three times an entire done up to three times per an turn order, and at the end of a entire turn order, and at the end player's turn] of player's turn =WINDFLEET Kree'arra can gale =CRUSH UNDERFOOT= Within their wings at a breakneck speed, 10feet of Graador, he can perform in a 100ft long and 30 foot wide a shockwave attack that any line. All targets must make targets within that range must strength saves not to be pushed make a strength test or be proned 30 feet back and proned. Players if a failure, or proned, and can grab nearby objects, and stunned for a round if a matched recieve up to a +20 bonus failure depending on how sturdy the =GRAB= Immediately at the end object is, or can drive their of a player character's turn, swords into the ground as an Graador can attempt a grapple anchor. within reach [said grapple =Gale Deflect: Can react to any ignoring any mundane penalties ranged projectile and force the due to size] target to roll their attack twice =THE WEAK HAVE A USE= IF and take the worst result, as a there are any dead allies of his, he swift burst of wind threatens to can use it to reduce the damage send any physical ranged of one attack by half, which projectiles off course destroys the corpse in the =Defend Ally: can intercept any intercept test attack within its melee reach intended for other targes Sergants Strongstack/Steelwill/Grimspike GENERAL GRAADOR [can be a filler enemy for a major goblin/orc, just refluff the HITPOINTS name...] DAMAGE BONUS 45 [if melee] HITPOINTS 146/127/130 35 [if ranged] DAMAGE BONUS 15/16/ ACCURACY 70 ACCURACY 60/50/70 INTERFERENCE 70 INTERFERENCE 40/30[half DIFFUSION 40 against ranged]/30 [half against SKILL 40 [90 STRENGTH] slash] ATTACK 80 DIFFUSION 20/40/50 DEFENSE 70 SKILL 30 [70 STRENGTH]/30/30 NOTE: Has a melee reach of 15 [60 Agility and Strength] feet. ATTACK 65/40/75 Ranged Attack 80ft, dead DEFENSE 50/40/50 bandosian soldiers, waraxes NOTE:CHARGE!- movement is NOTE: Normal reach doubled when moving toward an -Unicorn healing- can cast a enemy to attack. healing aura that recovers 10 hitpoints and cures poison and =Commander Zilyana= [BOSS] venom, within 30 feet of it. -Equestrian form: +20 on any HITPOINTS 255 effect to prone or trip or force DAMAGE BONUS 31 to magic movement. +3 movement. and melee ACCURACY 80 GROWLER INTERFERENCE 80 HITPOINTS 146 DIFFUSION 55 DAMAGE BONUS 16 SKILL 50 [60 Agility] ACCURACY 65 ATTACK 85 INTERFERENCE 30 DEFENSE 70 DIFFUSION 60 NOTE: Normal reach SKILL 50 [65 Strength] BOSS ACTIONS [These can be ATTACK 70 done up to three times per an DEFENSE 60 entire turn order, and at the end NOTE: Uses a magical attack of player's turn [versus diffusion instead of =SARADOMIN'S JUDGEMENT= interference, range of 60ft] Can hail lightning to spread about the ground within 20 feet BREE of Ziliyana, requiring targets to HITPOINTS 162 make an agility test to avoid, and DAMAGE BONUS 20 a defense test. If the agility test is ACCURACY 70 successful, half damage. If the INTERFERENCE 30 defense test is successful, then DIFFUSION 60 quarter damage. Failure has the SKILL 50 [70 Agility] target's result add up and ATTACK 75 combine with Zilyiana's damage DEFENSE 50 bonus in magic damage. NOTE: Ranged attack, 120ft -Equestrian form: +20 on any Bodyguards effect to prone or trip or force STARLIGHT movement. +3 movement. HITPOINTS 160 DAMAGE BONUS 15 ACCURACY 55 K'RIL TSUTSAROTH INTERFERENCE 60 HITPOINTS 300 DIFFUSION 30 DAMAGE BONUS 30 (magical) 49 SKILL 50 [60 Agility] (if ignoring protect melee), 47 ATTACK 65 melee DEFENSE 60 ACCURACY 75 INTERFERENCE 70 DIFFUSION 45 Zakl'n Gritch SKILL 40 [80 Strength] HITPOINTS 173 ATTACK 85 DAMAGE BONUS 21 DEFENSE 65 ACCURACY 68 NOTE: Has a melee reach of up to INTERFERENCE 35 15 feet. DIFFUSION 55 = Immune to mundane fire and SKILL 45 has +20 against fire spells. ATTACK 70 Immune to poison and venom DEFENSE 50 BOSS ACTIONS [These can be NOTE Uses a ranged attack done up to three times per an [launches spikes from his body], entire turn order, and at the end and on a match success, stuns the of player's turn. creature. =FALTER THEIR FAITH= Costs =Immune to mundane fire two actions, and ignores the effect of protection prayers and Tstanon Karlak the target must make a HITPOINTS 180 constitution test to only have a DAMAGE BONUS 21 quarter of prayer points drained. ACCURACY 54 =VENOM OF THE ABYSS= INTERFERENCE 50 Makes a poison attack and the DIFFUSION 30 target must make a constitution SKILL 45 [ 65 Strength] test or take 16 poison damage, ATTACK 65 going down by 1 per round. DEFENSE 55 =RESURGENCE= Can spend 2 NOTE- Uses melee, and on a actions to reroll any debuff test matched success, prones the cast on them that Kri'l failed target. prior. =Immune to mundane fire

BALFRUG KREEYATH HITPOINTS 161 DAMAGE BONUS 18 ACCURACY 50 INTERFERENCE 25 DIFFUSION 50 SKILL 30 [50 Agility] ATTACK 40 DEFENSE 40 NOTE Uses a magical attack, and on a matched success, the target becomes immolated 3. On a critical success, immolation 5 Kandarin The Temple of Ikov on the ground lest it start falling God Guardian [we need falling damage rules [Template based off the btw, I'm thinking 1d6 per 10ft] Guardian of Armadyl} = Bandos: +10 damage, -5 HITPOINTS 49 accuracy -5 defense. Can wield DAMAGE BONUS 6 weapons one size larger ACCURACY 30 =Seren: +10 defense, -5 damage INTERFERENCE 35 and -accuracy. All ranged attacks DIFFUSION 20 distance increase 2 squares. SKILL 40 [45 Prayer] ATTACK 60 ICE SPIDER DEFENSE 40 HP: 65 NOTE: Uses prayer,often buff Damage bonus: +6 spells for allies than debuff. Buff Accuracy: 24 spell on a fellow god guardian has Interference: 30 +2 zeal and fervor. Diffusion: 20 [half against fire God Variations: To represent the magic, increased by half against guardians of a god's temple, an water magic] RM may choose below, modifying Skill: 50 some stats Attack: 45 =Saradomin: +5 Defense, -5 Defense: 35 Accuracy, and can summon a wall Agility: 60 of light that is up to 15ft by 15ft. Examine: I think this spider has This lasts as long as the been genetically modified. Saradomin Guardian spends an Notes: May use it's movement to action on. walk on walls. While Adjacent to =Zamorak: +5 to Damage bonus, a wall or on a floor, an Ice Spider -5 Accuracy, and can Berserker may spend one Stamina to frost rage as if using a dragon battle that space. Once a space is axe special except it uses up all 4 frosted , anyone attempting to points of stamina and lasts 10 pass through it or start their turn minutes entirely on the frosted space must roll an =Guthix: +2 to all stats, and can Agility test at -5 to do so, or fall summon a moss giant. prone. Ice spiders may pass =Armadyl: +2 to movement speed through this frost or any other icy and +10 to agility for initiative, or watery surface without issue. but -10 to defense. Can fly as part of its movement, but cannot float. Witchaven Dungeon As in, if the guardian activates its flying, it must end its movement GIANT LOBSTER HITPOINTS 50 DAMAGE BONUS 9 proned. Being within 5 feet of the ACCURACY 35 wall INTERFERENCE 30 [half against deals damage automatically as if stabbing weapons] a fire blast was cast upon the DIFFUSION 30 target via the convection coming SKILL 30 [STRENGTH 80] from the wall itself ATTACK 30 DEFENSE 50 SHADOWSPIDER HITPOINTS 55 Watertfall dungeon DAMAGE BONUS +5 ACCURACY 45 FIRE GIANT level 86/104/109 INTERFERENCE 40 [half against HITPOINTS 111/130/150 crush] DAMAGE BONUS 11/14/15 DIFFUSION 20 ACCURACY 60/65/68 SKILL 30 [80 Thieving when INTERFERENCE 60/67/69 moving, 99 Thieving when DIFFUSION 20/25/30 [Increased standing still for at least one by half against fire magic, halved round] against water magic] ATTACK 55 SKILL 20 [STRENGTH 60/75/80] DEFENSE 40 ATTACK 70/83/85 NOTE: Faithfang- Upon any DEFENSE 60/72/75 melee attack by the spider, the NOTE: - Firewalk: The fire giant target must make a prayer test or can navigate any fire based lose HALF of their current prayer terrain, such as lava flows or points due to the shadowy nature burning areas without issue. It is of the spider. This can never immune to mundane fire. reduce a target's prayer points to - Giant's Reach: The giant may below 1. attack opponents with melee up -Invisible webs: The Shadow to 10ft away spider may use it's movement to - Wall of Fire: As an action, the walk on walls. While Adjacent to moss giant can summon a up to or on a wall, a Giant Spider may 15x15 wall of moss within it's spend one Stamina to enweb that reach. The wall can be split up in space. Once a line of enwebbed any fashion of wall, but must spaces is connected to 2 walls, have at least one complete whole anyone attempting to pass that all sides touch. If a creature through it must roll an Agility is in a space of a wall of flame test at -30 to being summoned, the creature do so, or spend 1D10 turns must make an Agility test to get cutting down the webbing. Giant out of the way, or take the failed Spiders may pass through this result as fire damage and become webbing without issue.[ the webs are completely invisible] Elemental Workshop Air Elemental versus diffusion to targets caught HITPOINTS 30 in the 5ft wide line. DAMAGE BONUS 5 ACCURACY 40 EARTH ELEMENTAL INTERFERENCE 50 [half against HITPOINTS 30 slashing attacks] DAMAGE BONUS 6 DIFFUSION 40 INTERFERENCE 60 [half against SKILL 40 [70 Agility] pickaxes, +10 if slashing] ATTACK 50 ACCURACY 45 DEFENSE 40 DIFFUSION 15 NOTE: Body like Air- The air SKILL 20 [50 STRENGTH] elemental cannot be affected by ATTACK 45 stunning, need to breathe, hunger, DEFENSE 50 thirst, nor poison. Nor can it be NOTE: Body like earth- The earth restrained in anyway, such as a elemental cannot be affected by grapple. Any air magic will heal stunning, need to breathe, hunger, the creature, rather than harm it. thirst, nor poison. Casting earth Like the Wind: the air elemental spells heals the elemental moves 70ft in flight. Wall of Stone: The earth elemental, as an action may slam FIRE ELEMENTAL its hand onto earth and create an HITPOINTS 30 rough unshewn wall up to 15 tall DAMAGE BONUS 4 [doubled if and 15 wide. All parts must flammable object] connect ACCURACY 45 INTERFERENCE 30 WATER ELEMENTAL DIFFUSION 30 [ reduced to 1 if a HITPOINTS 30 water spell] DAMAGE BONUS 5 SKILL 20 ACCURACY 45 ATTACK 45 INTERFERENCE 40 DEFENSE 40 DIFFUSION 30 [ reduced to 1 if a NOTE: Body like Fire- The fire fire spell] elemental cannot be affected by SKILL 20 stunning, need to breathe, hunger, ATTACK 45 thirst, nor poison. Grappling or DEFENSE 40 being grappled by the creature NOTE: Body like Fire- The water deals it's damage bonus in fire elemental cannot be affected by damage. Casting fire spells heals stunning, need to breathe, hunger, the elemental thirst, nor poison. Grappling or Flame Lance: The fire elementla, restraining the elemental is at will can cast fire bolt innately impossible due to it's liquid form. in a straight line making attacks Casting water spells heals the elemental Permeable Form: The water elemental may squeeze through gaps as wide as one inch, and when blended in a body of water big enough to hold it, it is undistinguishavle from any other body or poriton of water. The Lunar Sea Fremenik Provinces Miscelania Misc and Etc Dungeon INTERFERENCE 50 [Half against SEA SNAKE stabbing and ranged attacks] HATCHLING/YOUNG/GIANT DIFFUSION 40 HITPOINTS 50/85/165 SKILL 20 [Strength 60, Magic 60] DAMAGE BONUS 6/8/14 ATTACK 60 ACCURACY 33/46/59 DEFENSE 50 INTERFERENCE 40/55/70 NOTE- Squah Magicks: Can cast DIFFUSION 40/20/20 innately water blast at a target in SKILL 30 [Agility 50/40/30, leiu of a melee attack as long as Theiving 50/40/30, Strength the enviroment is cold around 60/70/80] them for them to draw energy ATTACK 45/58/72 from. DEFENSE 30/45/60 NOTE: Poison Bite- Every bite attack, the target must make a constitution test or suffer 1d4+2/1d6+4/1d8+3 points of poison damage a round for a minute. Constrict: a Sea snake may attempt a grapple on a Small/medium/large or smaller creature. The snake is considered bound, but treats its bite as a light weapon for the purposes of attacking. In leiu of a bite attack, can deal 3/6/9 points of damage if the grappled target fails its agility/strength roll to get out of the grapple

SQUAH HITPOINTS 106 DAMAGE BONUS 10 ACCURACY 50 Karamja Shilo Village Ah Zah Rhoon UNDEAD ONE Level 61/63/68/73/77 HITPOINTS 47/47/47/60/60 DAMAGE BONUS 8/8/10/11/12 ACCURACY 30/30/35/40/42 INTERFERENCE 20/25/25/28/30 DIFFUSION 20/20/26/30/34 [half against crumble undead] SKILL 0 [50/55/60/60/70 Strength] ATTACK 50/50/55/60/68 DEFENSE 40/40/42/45/50/52 NOTE: Corpse Gas- After one round of being defeated, an undead one's corpse releases a toxic gas to all squares within a 5ft radius of it. This toxin deals 2-3 points of damage per round for one minute =Undead Immunity: immune to poison, sleep effects, or disease Crandor Crandor Dungeon Note: Can fly at double its Deadly Red Spider movement speed. May spend 1 HITPOINTS 35 stamina to breath dragonfire at Damage bonus +3 two targets, dealing automatically Accuracy 20 70 damage and immolation 15. INTERFERENCE:26 [half against =DRAINING Breath: Instead of crush] doing a normal breath attack at DIFFUSION: 30 two targets, it may do a single SKILL 20 [60 Agility and breath against one target. The Thieving] target (if unprotected) must make ATTACK 40 a Constitution test or lose the DEFENSE 35 difference between the test and NOTE: Notes: May use it's skill in defense. movement to walk on walls. While Adjacent to a wall or on a floor, an Ice Spider may spend one Stamina to web that space. Once a space is webbed , anyone attempting to pass through it or start their turn on the frosted space must roll an Agility test at -5 to do so, or must spend 1d10 turns cutting the web. Web spiders may pass through this webbed space or any other webbed surface without issue. = Poison: Treat as poison plus, and every bite attack the spider does, the target must make a Constitution test against to save.

Elvarg [BOSS] HITPOINTS 175 DAMAGE BONUS +20 ACCURACY 50 INTERFERENCE 60 [Half against stabbing and ranged weapons] DIFFUSION 50 SKILL 40 [60 STR and AGIL] ATTACK 60 DEFENSE 60 Appendices A. Merchant Shop Mechanics >Type/Inventory: Each merchant is a set type of merchant, or a general store merchant. Merchants will only buy and sell items within their type, though general stores sell a generic set of items (as well as some random ones profiteering adventurers have sold) and buy everything, though at a reduced cost. Most merchants are assumed to have sufficient supply for the party's demand outside of bulk requests in less developed settlements. Very large orders may require several days to fulfill and may cost extra. Several merchant types include:

>-General Store: Sells basic items such as pots, buckets, basic axes, tinderboxes, etc. Buys anything for 10% of its gold value up to total gold.

>-Archery Shops: Sells items related to the Ranged skill. Carries bows, arrows, and in some stores shafts and arrowtips. Some stores also sell various types of Ranged armor up to Studded Leather. Buys bows, arrows, Ranged armor and in some stores bow and arrow components up to total gold. Some shops instead specialize in crossbows. Replace bows with crossbows, arrows with bolts, and shafts and arrowtips with bolt shafts and bolt tips respectively. Unstrung bows become metal limbs and wooden stocks equal to half the normal inventory, rounded down.

>-Armor Shops: Sells Melee Armor up to Adamant. Buys metal armor of all kinds up to total gold.

>-Axe Shops: Some Axe shops in settlements with a lot of lumber industry will specialize in woodcutting axes (it might carry battleaxes up to bronze or iron but woodcutting axes up to mithral) where as some Axe shops in warlike settlements will specialize in battleaxes. Buys Axes of any kind up to total gold.

>-Candle Shops: Candle Shops sell most light sources. Sells Torches, Candles, and Candle lanterns. Does not buy anything.

>-Clothes Shops: Sells clothes of various types and quality. Styles vary from region to region. Will only buy the most exquisite of clothes up to total gold. >-Cooking Shops: Sells cooking utensils such as dishes, tins, pots, and cups. Some shops will also sell basic ingredients like flour. Buys basic cooking utensils and ingredients up to total gold.

>-Crafting Shops: Sells supplies used to make various small things like needles, thread, and jewelry moulds. Buy all crafting supplies up to total gold.

>-Farming Shops: Sells farming implements like rakes, seed dibbers, watering cans and trowels, as well as materials such as compost. Farming Shops also sell Plant Cure, which if used on a Farming Field that has experienced a Critical Failure it is restored automatically in one week. Buys any farming implement up to total gold.

>-Fishing Shops: Sells specialized fishing equipment in addtion to the basics such as different nets, rods both regular and fly fishing, cages and harpoons. Buys any sort of fishing tool as well as raw fish up to total gold.

>-Food Shops: Sells cooking ingredients and basic food like raw meat, fruits and vegetables, bread and cheese. Buys any sort of raw food up to total gold.

>-Gem shops: Sells gems both cut and uncut. Rarely has anything in stock (Roll 1d100, on a 20 or less has 1d5 cut and uncut gems of rarities up to diamond on that visit, does not refresh until the party has left the settlement for 24 hours.). Buys gems of all kinds both cut and uncut up to total gold.

>-Herblore Shops: Sells Herblore supplies such as vials, pestle and mortars, and incidental ingredients like eye of newt. Buys Herblore tools up to total gold.

>-Jewellery Shops: Sells 1d10 unenchanted bracelets, rings, necklaces and/or amulets up to diamond for sale and at least one unblessed holy symbol of a random god. Rarely has anything in stock (Roll 1d100, on a 20 or less has 1d10 jewelry of rarities up to diamond on that visit, does not refresh until the party has left the settlement for 24 hours.) Buys jewellery both enchanted and unenchanted up to total gold.

>-Kebab Shop: Sells kebabs. 3gp each. Of course he buys nothing.

>-Mace Shop: Sells maces up to adamant. Buys maces up to total gold. -Magic Shop: Sells Wizard and Mystic Robes as well as Priest, Zamorak and Monk Robes. Buys magic and prayer robes of all kinds up to total gold. If using abundant rune rules (RM's decision at character creation) Magic shops also buy and sell runes up to Chaos (up to total gold).

>-Mining Shops: Sells pickaxes up to rune. Buys pickaxes up to rune.

>-Scimitar Shops: Sells scimitars up to mithril. Legends exist of one shop that will sell a Dragon scimitar. Buys scimitars up to total gold.

>-Shield Shops: Sells Shields up to mithril. Buys shields up to total gold.

>-Staff Shops: Sells staves up to Battlestaves as well as Elemental Staves. Buys staves of all kinds up to total gold.

>-Sword Shops: Sells daggers, swords, and longswords up to adamant. Buys bladed weapons of all kinds up to total gold.

>Rarity Tiers >-Tier 1: General Store, Axe Shop, Clothes Shop, Cooking Shop, Fishing Shop, Farming Shop, Food Shop, Kebab Shop, Mining Shop

>-Tier 2: Candle Shop, Crafting Shop, Gem Shop, Herblore Shop

>-Tier 3: Archery Shop, Armor Shop, Shield Shop, Sword Shop

>-Tier 4: Magic Shop, Staff Shop, Mace Shop

>-Tier 5: Scimitar Shop, Jewellery Shop

>Development Tiers:

>-Hamlet: 100gp

>-Village: 1000gp

>-Town: 1500gp

>-City: 3000gp

>-Trading Hub: 6000gp >Bartering: Players who roll an opposed test (modifiers may apply based on the vendor's attitude and available funds) can reduce or increase the price of an item they are buying and selling respectively. You cannot barter more than once on any one item. >-Critical Failure: You offend the vendor with your offer. Any items you buy from that vendor for 1 week cost 10% more and any items you sell are sold for 10% less. You cannot barter with the vendor for 1 week. >-Matched Failure: The vendor has no longer decided to entertain your offers. You cannot barter with that vendor for the rest of your visit. >-Failure: The vendor does not like your offer and may respond with an offer higher or lower than what you would achieve on a success. >-Success: You talk the vendor down and reduce the price of the item by 10%. You sell the item for 100% of its value. >-Matched Success: You impress the vendor with your frugality. To get your sale he reduces the price by 10% and either throws in a related item worth 10% of the original cost or takes 10% off any item the player had expressed interest in (RM's discretion). You sell the item for 110% of its value. >-Critical Success: You make a quick and solid case, pull a fast one, or wheel and deal to get an item for a steal. You reduce the price of the item by 20% and the vendor either throws in a related item worth 20% of the original cost or takes 20% off any item the player had expressed interest in (RM's discretion). You sell the item for 120% of its value.

>Pricing: Rather than price every single item individually, items are grouped and then priced according to that group then multipled by their rarity.

->Incidentals: Cheap, mass produced things are usually 1gp apiece unless they are unusually rare for the area. Includes things like feathers, pots, tinderboxes, basic ammunition. >-Tools: Mass produced implements are plentiful but still valued for their utility. Most tools are 3gp aside from extraordinarily rare ones. >-Arms & Armor: Swords and cheap plates are located everywhere but specialized weapons or rare metals are less ubiquitous. A common weapon costs 40-140gp. Common armor costs 160-560gp. >-Magical Goods: Staves, wizard robes and robes of holy men are quite uncommon. Basic wizard robes or priest robes cost 200gp. Basic Staves range from 15gp to 200gp for a basic staff to one with simple magic woven into it. Elemental Staves are 1500 gp each. If using abundant rune rules (RM's choice at character creation) basic runes cost 5gp. >additional groups will most likely be needed but I can't think of them >-Common: Use the base price for the item in the item group. >-Uncommon: Multiply the base price by 2. >-Rare: Multiply the base price by 10. >-Very Rare: Multiply the base price by 100. >-Extremely Rare: Multiply the base price anywhere from 200 to 1000 or possibly more depending on the item.

>Total Gold: All vendors have a finite supply of gold. The amount of gold a vendor has refreshes every time the party completes a Quest or each session (RM's discretion). A vendor's total gold is determined by the Rarity of the shop multiplied by the Development of the city. A player who has completed a Quest in the area adds his Quest Points multiplied by 10 to the base Development tier gold of the area he is in. >Example: Bob has 20 Quest Points. Bob wants to go shopping in Catherby. Catherby is classified as a Village meaning it has 1000gp base gold per tier of shop. Bob multiples his Quest Points by 10 and adds them to the base Village gold getting 1200gp. Bob goes to the Catherby Archery Shop which is a Tier 3 Shop. Multiplying the Tier by the base gold gives the Archery Shop a total gold of 3600gp. B. Travel and Weather That will be increased with the party's Agility but rounded down for now gives us a leisurely pace of 2mph, so for 12 hours of travel to account for 4 hours of Camp setup or settlement downtime with a minimum 8hrs sleep is 24miles in a day. From my very crude measurements using the proposed Atlas map that makes most of the closest settlements from Lumbridge journeys the players could conceivably arrive towards the end of the day representing leg one of further travels or arrive the morning after camping at least. Fatigue will be a penalty after a certain number of days traveled without making camp or spending the night in or near a settlement. It starts as a -1 penalty to the party's base move as well as an additional night Random Encounter roll (with Danger increased one step) then becomes 1hp damage that doubles each day. If a player reaches 0hp they faint but do not begin dying (thus do not make dying rolls) and are unconscious until they regain 1hp, though the damage persists until the fatigue is lifted. Fatigued is a status effect. Random Encounters will be of course tables, I'm not sure if they're best served grouped by kingdom, region, or as I could do it, a non-combat and combat table for each section in the Atlas. I was thinking determining the chances in a range of 1d100 based on the area the party is traveling in's Danger (how much trouble goes on in the region as a whole) and Remoteness (how far they are from the nearest civilization). Non-combat encounters are rare in remote dangerous areas, but likelier than you think in the remote parts of peaceful areas. Specific obstacles are best handled by the RM. Not sure how to handle random encounters unless we just do the "list the things on a table, roll the 1d10, 1d5, 1d100, etc." thing which I don't have a problem with, boring but it works. I was thinking of having it be a standard 1d100 roll against the Remoteness of the region determined by the party's distance from the nearest friendly civilization modified by the Danger of the area. On a success roll a 1d100 modified by Danger, 1-50 no encounter, 51-100 roll on the non-combat table. A failure is combat with matched and critical failures modifying the roll made on the combat table skewing towards more difficult encounters. A matched success is a roll on the non-combat table modified toward more friendly/beneficial encounters with a critical success being the one strictly beneficial non-combat high roll encounter I was going to put on each table. Only one roll per day and night the party is active (RM's discretion, feel free to modify roll frequency as needed) For Remoteness and Danger I was thinking 5 degrees, Remote, Far, Distant, Close, In Town. Danger would have Safe, Civilized, Shifty, Lawless, Wilderness.

Terrain and Weather Rules The terrain of the local surroundings influences the potential weather. Rather than represent all seasons, I chose to condense them into summer/winter as Gielinor only seems to experience seasonal change at wintertime. As soon as winter is over, things switch back. To represent these rapid shifts the seasons transition within a two week period. Here are my ideas for terrain types and associated weathers with roll suggestions. Rolls can be made at the beginning of each day or twice each day. Some terrain types like underground may or may not have significant weather patterns, significant meaning a potential obstacle for the party. As always there's room for suggestions/improvement. >Grassland/Plains: Calm in Summer. In Winter roll 1d5, on a 1 or 2 it Rains, on a 3 it Hails, and it Snows on a 4 or 5. Roll 1d10, on a 1-5 the weather effect is Light, on a 6-10 the effect is Heavy. >Desert: During Summer roll 1d10. On a 1-9 Extreme Heat in the Day, Extreme Cold at Night, on a 10 Sandstorm in the Day, Extreme Cold at Night. In Winter, roll 10. On a 1-9 as Summer (roll a second d10), 10 Heavy Rain. >Forest: As Grassland. >Tropical/Jungle/Beach: Calm in Summer. In Winter roll 1d10, Calm on 1-5, Heavy Rain on 6-10. >Mountains: In Summer roll 1d10, Calm on 1-9, Heavy Winds on 10. Heavy Snow in Winter. >Swamp: In Summer roll 1d10, Calm on 1d8, Fog with Light Rain on 9-10. In Winter roll 1d10, on 1-4 Fog with Light Rain, on 4-8 the swamp experiences Ice Over, 9-10 the swamp experiences Ice Over with Fog. >Volcanic: Not affected by season. Roll 1d10, on 1-9 Calm to Extreme Heat relative to the source of volcanic activity, on 10 Ash Storm. >Wasteland: Roll 1d100, Calm on 1-95, random appropriate weather effect or random magical weather effect (RM's choice). >Calm: Sunny, warm, brisk, cloudy, breezy, chilly. Has no significance, varies on time of day and season. >Rain/Hail: Rain and Hail come in two forms, Light and Heavy. Light Rain and Hail impose a -5 penalty to Hunting Checks and a -2 penalty to Ranged and Magic Accuracy. Heavy Rain increases the Hunting penalty to -10 and the Ranged penalty to -5. Heavy Hail functions as Heavy Rain and deals 1 damage to anyone without Armor or equivalent protection. >Snow: Snow functions as Rain but also functions as Extreme Cold to anyone not without Armor or equivalent protection during the Day and anyone not near a fire or equivalent source of warmth at Night. >Extreme Heat/Cold: Extreme Heat deals 1 damage every 3 rounds to anyone who hasn't hydrated significantly in the past hour. This damage increases by 1 each hour. Extreme Cold deals 1 damage every 3 rounds to anyone not near a fire or other equivalent source of warmth or equivalent protection. This damage increases by 1 each hour. >Heavy Winds: Strong gusts at high altitudes impose a -2 penalty to Ranged Accuracy as well as requiring anyone to move at half speed or succeed at an Agility check to move at full speed. Matched or Critical Failures on Agility checks in the area may cause a character to slip. >Ice Over: Marshy areas have become slippery and fetid swamps have frozen over. Up to half the squares in the visible area of combat are Iced Over at random and require a successful Agility check to move over without falling. >Fog: Lowborne murky clouds obscure vision and make it easy to catch people unaware. Functions as Heavy Rain as well as giving a +5 bonus to Thievery checks in areas of Fog. >Ash/Sandstorm: Strong barrages of wind kick up clouds of fine particles. Functions as Heavy Rain except those without appropriate face protection begin Choking if outdoors in an Ash or Sandstorm. Travel Hazards Distance from Encounter Roll Remoteness Friendly Settlement Base Difficulty In Town 0-1mi 85 Close 1-10mi 75 Distant 10-30mi 60 Far 30-50mi 50 Remote 50mi+ 40 Danger Roll Modifier Hitpoints to Ignore Safe +10 30 Civilized 0 40 Shifty -10 50 Lawless -20 70 Wilderness -30 N/A

Encounter Roll: Encounters are rolled under the Base Difficulty corresponding to the Remoteness of the party's location. The Base Difficulty is modified by the level of Danger of the general area (a well-guarded fortress is likely to be much more polite than a den of thieves). If the party is traveling by night increase the Danger by one step up to Lawless. Lawless should usually not upgrade to Wilderness unless the Wilderness is particularly close. - Critical Failure: The party has entered the one spot all the locals avoid, or find out the hard way they've crossed a powerful enemy. Use the Heroic Encounter on the Hostile Encounters table for the region. Should the party have recently run into the Heroic Encounter (or the RM feels the Heroic Encounter would be too punishing for the group at that moment), use the entry below it. - Matched Failure: The party stumbles into an unusually tight spot. Roll twice on the Hostile Encounters table for the region and take the higher result. - Failure: A hostile entity or group blocks the party's path. While some can be circumvented or talked down, it generally results in a fight. Roll on the Hostile Encounters table for the region. - Success: Trouble passes over the adventurers. Roll a d100 and subtract the Danger of the area. On a 1-50, there is no encounter. On a 51-100, roll on the Non-Hostile Encounters table for the region. - Matched Success: A particularly benign entity or group crosses the party's path. Roll on the Non-Hostile Encounters table for the region twice and take the higher result. - Critical Success: Fortune smiles on the party and brings them aid whether it is needed or not. Use the Blessed Encounter on the Non-Hostile Encounters table. Should the party have recently run into the Blessed Encounter (RM's discretion), use the entry below it.

Hitpoints to Ignore: Once the party has reached a certain level of power, either their strength and skill shows in their walk and actions or word of their ferocity travels ahead of them. However it takes form, if the lowest Hitpoints value of the party is at the threshold listed on the table, lesser threats in the area may choose to let the player's perceived trespassing slide regardless of the level of Danger. The RM may either forgo the Encounter Roll or treat it as a Success and roll for a chance at a non-hostile encounter. As the Wilderness is a harsh and unforgiving area where it is kill or be killed, self-preservation is at the wayside and only the most passive of creatures passes up the opportunity for fresh meat. Encounters are always rolled regardless of the Hitpoints level of the party.