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The Witch Hammer – the most dire and perilous treasure hunt since the days of Symbaroum.
An extended account of the history, activities, factions and conflicts of the Karvosti region, to be read by both players and Game Masters.
Twenty unique establishments where player characters may rest, eat, drink, gather information or seek an audience with local dignitaries.
A comprehensive chapter for the Game Master, describing what lurks beneath the region’s surface, with plenty of plot hooks to develop into adventures or entire campaigns.
Guidelines on how to handle the exploration of ruins and the scheming going on in Symbaroum, plus plenty of additional rules including new abilities, traits, elixirs, artifacts, monsters and enemies.