The purpose here is that your attempting to escort RuneScape
EditedSigmund and the Lords of Arposandras will agree, as long as the"chaos dwarves" (which will arouse yet another flashback from one of a specific ogre shaman drugging you) can help them destroy the goblin race and overthrow the Grand Tree respectively. The Temple Knights will join the alliance provided that"Hreidmar will be there if they want him OSRS Gold." The scout from Lucien will be unsure, and will offer his sentence at a later date.
You find the person from the Temple Knights slip a teleorb into one of the Lords of Arposandra's robes, and he then walks out of the door. Veldaban will then give you a teleorb, also tells you to prepare for anything that might happen to you while in Arposandra. Once you do that, split the teleorb, and you'll wind up in a little room.
Why am I here? Ah-haha, therefore that Temple Knight really was just a spy. You seem to another side of this room, and you see three gnomes on warped terrorbirds. Should we keep him here? Are you crazy? Glouphrie does not want a human here, he might learn a great deal. What should people do with him? We must kill him. We can study that strange armor he is wearing. (Note: Assuming you're smart enough to attract armor). GUARDS!
Now you must fight the three guards in precisely the identical moment. There will be one safespot in the room, where it is possible to get rid of the meleer. The mage and the ranger's hits are dead accurate, and can hit you around 18. Once you get rid of these, attempt to leave the space, and you'll come across a 6X6 mystery, with an eight minute timer. If you can not complete the mystery in eight minutes, the square's will rearrange, and you'll need to start all over again Cheap OSRS Fire Cape. Once completed, it is going to show a picture of what you presume to be Glouphrie.