Fantasy Roleplaying Adventure
Hill 1984 - #857
From the Box:
Your mounts are thirsty and weary. The green lands of home are many days behind. You ride into peril and fate unforeseen, for the dangers, monsters, and powers ahead are vast.
But you and your friends are tough and cunning. You have mastered many of RuneQuest's hundreds of magical spells and conditions. You have chosen well from over 80 weapons and 11 types of armor. Each of you is different and individual - you belong to definate cultures, your parents taught you crafts, trades, and skills. You have joined together to accomplish heroic deeds, and the mightiest evil will pause before your determined fellowship.
RuneQuest unites game and imaginative reality. The combat rules are drawn from the author's long experience with hand-to-hand combat. Using the magic rules you can recreate any wizard or mage of fiction or film, or create new ones yet undreamed of. By manipulating a few basic values you can play individual and unique adventures drawn from ten intelligent species.
Unparalleled realism and flexibility are yours, supported by rules easily understood and enjoyable to play. Though the RuneQuest rules examples are set in the Dark Ages of fantasy Europe, the game system is playable within any fantasy world.
Players Book and Magic Book
Gamemaster Book and Creatures Book
Glorantha Book and Player Aids Book
Game Aids Book and Fantasy Europe Map
Die, Registration Card, and Heroes Ad
Back of Box