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(KS) Symbaroum: Kavosti – The Witch Hammer
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<blockquote data-quote="AngusA" data-source="post: 7711166" data-attributes="member: 57758"><p>Swedish game studio Jarnringen have returned to Kickstarter with a campaign to fund a the adventure module, <a href="https://www.kickstarter.com/projects/449518387/symbaroum-karvosti-the-witch-hammer" target="_blank"><em>Karvosti – The Witch Hammer</em></a> for the <em>Symbaroum</em> roleplaying game.</p><p></p><p>[PRBREAK][/PRBREAK]<p style="text-align: center"></p> <p style="text-align: center">[ATTACH]82551[/ATTACH]</p><p></p><p>[hq]Karvosti – The Witch Hammer is the second episode in the Chronicle of the Throne of Thorns. The 152 page book is a freestanding sequel to <em>Thistle Hold – Wrath of the Warden</em> and will be followed by five other episodes. </p><p> </p><p>It is through these campaign and adventure modules that we will keep building the world of Symbaroum; aside from an in-depth introduction to a specific region in Ambria, Davokar or beyond, each book will introduce new optional rules and features: abilities, (monstrous) traits, mystical powers and rituals, creatures, artifacts, elixirs and much more. </p><p> </p><p>Looking at this second episode in particular, it focuses on the cliff of Karvosti – the age-old thingstead of the barbarian High Chieftain, located deep within the forest of Davokar. The module is divided into three sections which may be described as follows:</p><p> </p><p><strong>The Explorer’s Haven</strong></p><p>The opening section is meant to be read by both players and Game Masters. It offers an introduction to the cliff of Karvosti, as it is known to visitors in general (its “surface”, if you will). If the characters have spent some time on the cliff before the game begins, and if their players are allowed to read The Explorer’s Haven, this will not only make them feel more at home on Karvosti – it will also make them more independent in problem-solving situations; less dependent on the Game Master leading them by the hand. In short, the section includes: </p><p> </p><p>· Historical events that are often talked about among visitors, and which exemplify what it is like living in the midst of Davokar.</p><p>· Descriptions of four places to eat and drink (including examples of what’s on the menu) </p><p>· Descriptions of four places to lay your head, including a wing in the High Chieftain’s stronghold and the settlement of the goblin tribe Braddokkugru.</p><p>· Places where the player characters can go to haggle for anything from monster-hunting equipment to weapons, elixirs and mystical treasures. </p><p>· Descriptions of amusements and entertainment found on or near Karvosti, including the Might Fight where anyone can enroll to test their precision, strength, endurance and more against likeminded competitors </p><p>· Sources of knowledge and information, like the Archive of the Chroniclers and the goblin shaman Lerulg.</p><p>· Persons of power, for instance the Queen’s Legate, the Commander of the Templars and the inquisitor Father Piromei who is in charge of the restored sun temple balancing near the western edge of the cliff. </p><p>· Detailed introductions to the barbarian clans Odaiova and Baiaga, covering important settlements, prominent individuals and known conflicts. </p><p> </p><p><strong>Game Master Section </strong></p><p>The second section is for the Game Master’s eyes only and offers a deep descent beneath the surface. A significant part is devoted to truths and secrets which may be used to produce homebrew adventures or even lengthy campaigns, but the majority of the section introduces new and optional rules – most of which will come to use when playing The Witch Hammer. To be brief, the section includes: </p><p> </p><p>· The truth about Karvosti’s history. </p><p>· An introduction to the power factions operating on the cliff. </p><p>· A long list of secrets and plot hooks for the Game Master to develop into adventures or campaigns. </p><p>· A section about designing ruins in Davokar, with tables to use as inspiration or for randomizing unique ruins to explore </p><p>· Rules and guidelines on how to determine how the player characters’ actions affect their relationship to other agents/factions in the game world </p><p>· A chapter with new monstrous traits, mystical powers and rituals, creatures, artifacts, elixirs and more. </p><p style="text-align: center"></p> <p style="text-align: center">[ATTACH]82552[/ATTACH]</p><p></p><p><strong>The Witch Hammer </strong></p><p>The remainder of the book is dedicated to the adventure The Witch Hammer. For the sake of any players reading this we will not go into details, but there is a reason why the text on the back of the book talks about “the most dire and perilous treasure hunt since the days of Symbaroum”. [/hq]</p><p> </p><p>The <a href="https://www.kickstarter.com/projects/449518387/symbaroum-karvosti-the-witch-hammer" target="_blank"><em>Symbaroum: Kavosti – The Witch Hammer</em> Kickstarter</a> campaign runs until Monday 10[SUP]th[/SUP] April.</p></blockquote><p></p>
[QUOTE="AngusA, post: 7711166, member: 57758"] Swedish game studio Jarnringen have returned to Kickstarter with a campaign to fund a the adventure module, [URL="https://www.kickstarter.com/projects/449518387/symbaroum-karvosti-the-witch-hammer"][I]Karvosti – The Witch Hammer[/I][/URL] for the [I]Symbaroum[/I] roleplaying game. [PRBREAK][/PRBREAK][CENTER] [ATTACH=CONFIG]82551[/ATTACH][/CENTER] [hq]Karvosti – The Witch Hammer is the second episode in the Chronicle of the Throne of Thorns. The 152 page book is a freestanding sequel to [I]Thistle Hold – Wrath of the Warden[/I] and will be followed by five other episodes. It is through these campaign and adventure modules that we will keep building the world of Symbaroum; aside from an in-depth introduction to a specific region in Ambria, Davokar or beyond, each book will introduce new optional rules and features: abilities, (monstrous) traits, mystical powers and rituals, creatures, artifacts, elixirs and much more. Looking at this second episode in particular, it focuses on the cliff of Karvosti – the age-old thingstead of the barbarian High Chieftain, located deep within the forest of Davokar. The module is divided into three sections which may be described as follows: [B]The Explorer’s Haven[/B] The opening section is meant to be read by both players and Game Masters. It offers an introduction to the cliff of Karvosti, as it is known to visitors in general (its “surface”, if you will). If the characters have spent some time on the cliff before the game begins, and if their players are allowed to read The Explorer’s Haven, this will not only make them feel more at home on Karvosti – it will also make them more independent in problem-solving situations; less dependent on the Game Master leading them by the hand. In short, the section includes: · Historical events that are often talked about among visitors, and which exemplify what it is like living in the midst of Davokar. · Descriptions of four places to eat and drink (including examples of what’s on the menu) · Descriptions of four places to lay your head, including a wing in the High Chieftain’s stronghold and the settlement of the goblin tribe Braddokkugru. · Places where the player characters can go to haggle for anything from monster-hunting equipment to weapons, elixirs and mystical treasures. · Descriptions of amusements and entertainment found on or near Karvosti, including the Might Fight where anyone can enroll to test their precision, strength, endurance and more against likeminded competitors · Sources of knowledge and information, like the Archive of the Chroniclers and the goblin shaman Lerulg. · Persons of power, for instance the Queen’s Legate, the Commander of the Templars and the inquisitor Father Piromei who is in charge of the restored sun temple balancing near the western edge of the cliff. · Detailed introductions to the barbarian clans Odaiova and Baiaga, covering important settlements, prominent individuals and known conflicts. [B]Game Master Section [/B] The second section is for the Game Master’s eyes only and offers a deep descent beneath the surface. A significant part is devoted to truths and secrets which may be used to produce homebrew adventures or even lengthy campaigns, but the majority of the section introduces new and optional rules – most of which will come to use when playing The Witch Hammer. To be brief, the section includes: · The truth about Karvosti’s history. · An introduction to the power factions operating on the cliff. · A long list of secrets and plot hooks for the Game Master to develop into adventures or campaigns. · A section about designing ruins in Davokar, with tables to use as inspiration or for randomizing unique ruins to explore · Rules and guidelines on how to determine how the player characters’ actions affect their relationship to other agents/factions in the game world · A chapter with new monstrous traits, mystical powers and rituals, creatures, artifacts, elixirs and more. [CENTER] [ATTACH=CONFIG]82552[/ATTACH][/CENTER] [B]The Witch Hammer [/B] The remainder of the book is dedicated to the adventure The Witch Hammer. For the sake of any players reading this we will not go into details, but there is a reason why the text on the back of the book talks about “the most dire and perilous treasure hunt since the days of Symbaroum”. [/hq] The [URL="https://www.kickstarter.com/projects/449518387/symbaroum-karvosti-the-witch-hammer"][I]Symbaroum: Kavosti – The Witch Hammer[/I] Kickstarter[/URL] campaign runs until Monday 10[SUP]th[/SUP] April. [/QUOTE]
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