The Curse of the Witch Head (B)

The Curse of the Witch Head (B)

7,002ª mano

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Descripción

Advanced Adventures #3: The Curse of the Witch Head is an OSRIC module designed for 4-6 adventurers of levels 6-10; written by James Boney, cover artist Bradley McDevitt, internal artist John Bingham.

Over two centuries ago, the Duke Ithinge ordered an underground complex to be built to house the Witch Head and keep it from those who would use its powers for evil. The construction of the complex was performed in a remote and secret place, its chambers and corridors filled with traps and terrors devised by his new court wizard. With the complex completed, the laborers were enchanted to never reveal its location. He knew he could not destroy the Witch Head, for it was forever linked to the vitality of his family line; its power was fueled by the evil deeds of his fore bearers, and it was written in legend that the heir who destroyed the relic would be the last of the line.

Last month, good Duke Ymis, received a secret message from a band of outlaw adventurers: the Witch Head had been discovered! The outlaws swore that unless the Duke hands over to them his only heir, his daughter Derica, they would use the powers of the relic to wreak havoc on the countryside and bring his rule to a crashing end. Can a hardy band of adventurers put down the ancient evil or will it rise again?

The Curse of the Witch Head (B)

7,002ª mano

Sin existencias

Este producto está agotado.

¡No te preocupes! Introduce tu correo electrónico y te avisaremos cuando vuelva a estar disponible.

Categorías , Etiquetas , ,

Descripción

Advanced Adventures #3: The Curse of the Witch Head is an OSRIC module designed for 4-6 adventurers of levels 6-10; written by James Boney, cover artist Bradley McDevitt, internal artist John Bingham.

Over two centuries ago, the Duke Ithinge ordered an underground complex to be built to house the Witch Head and keep it from those who would use its powers for evil. The construction of the complex was performed in a remote and secret place, its chambers and corridors filled with traps and terrors devised by his new court wizard. With the complex completed, the laborers were enchanted to never reveal its location. He knew he could not destroy the Witch Head, for it was forever linked to the vitality of his family line; its power was fueled by the evil deeds of his fore bearers, and it was written in legend that the heir who destroyed the relic would be the last of the line.

Last month, good Duke Ymis, received a secret message from a band of outlaw adventurers: the Witch Head had been discovered! The outlaws swore that unless the Duke hands over to them his only heir, his daughter Derica, they would use the powers of the relic to wreak havoc on the countryside and bring his rule to a crashing end. Can a hardy band of adventurers put down the ancient evil or will it rise again?

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