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13 True Ways (HC)
13 True Ways (HC)

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The expansion book for the 13th Age fantasy roleplaying game, by the game’s core creative team of Rob Heinsoo, Jonathan Tweet, Lee Moyer and Aaron McConnell.

Omens of the Age
As the 13th Age unfolds, its mysteries—and dangers—grow more numerous.

Undreamed-of creatures crawl up from the underworld, descend from the sky on metallic wings, and slip through the cracks in reality. Strange magic is loose in the world, whether it’s drawn from the Wild, from the realms of chaos and death, or from the inner power of ki.

Patch things up with your surly magic weapon, hero. The adventure is just beginning.

13 True Ways expands the 13th Age Roleplaying Game in exciting new directions. Within its 256 pages you’ll find six new classes, the lore of devils, the keys to Horizon, the Great Gold Worm’s secret assassin, and much more.

For Players:
* The chaos mage who embraces randomness, and the monk who embodies discipline
* The druid who masters the elements , and the necromancer who commands the undead
* The commander who orders your ranks, and the occultist who orders reality
* Multiclassing tools to help you create the character you most want to play
* Treasure to loot, and artifacts that might just loot you

For GMs:
* All-new details and adventure seeds for Axis, the Court of Stars, Drakkenhall, Horizon, and Santa Cora
* More ways to use the icons, including variant icons and relationship results tied to a location
* Lists of 13: deadly dungeons, flying realms, must-visit inns, and more
* New monsters to challenge your players, including devils, metallic dragons, werebeasts, and soul flensers
* Four detailed new NPCs with multiple campaign options

13 True Ways: New heroes. New legends. Your world.

Pages: 256 page, full colour, case bound

Authors: Rob Heinsoo, Jonathan Tweet, Robin D. Laws
Artist: Lee Moyer, Aaron McConnell

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48.00 €
13th Age Bestiary 2 (HC)
13th Age Bestiary 2 (HC)

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Fallen icons, apocalyptic fire giants, and a purple dragon who throws the best parties: welcome to 13th Age Bestiary 2!

More than 250 individual stat blocks appear in 51 entries, along with with story hooks, icon relationships, customizable campaign variants, and advice on creating exciting battles.

New monsters for your campaign include:
* The Gold King and the Forest that Walks, fallen icons who must be defeated by a blend of swords, spells, and campaign victories.
* A wizard bonded to their spellbook, a rogue bonded to their magic cloak, and other former heroes who took shortcuts to power by merging with their magic items.
* The Lich King's covert undead propaganda force: the Cult of the Silver Hand.
* Fomorians, monstrous worshipers and children of the ancient chaos gods.
* Malatyne, the purple dragon whose entertainments are legendary and the player characters might be the main attraction
* Lions (temple); tigers (elemental and rakshasa); and owlbears (snowy and great horned).

Plus an appendix on using these monsters when playing 13th Age in Glorantha!

Lead Designers: Rob Heinsoo, ASH LAW
Developer: Rob Heinsoo
Art Direction: Rob Heinsoo, Cathriona Tobin
Interior Art: Rich Longmore, Ania Kryczkowska, Aaron McConnell, Lee Moyer, Patricia Smith, Naomi VanDoren
Authors: Liz Argall, Paul Fanning, Jaym Gates, Gareth Ryder-Hanrahan, Lynne Hardy, Rob Heinsoo, ASH LAW, Cal Moore, Carrie Rasmussen-Law, Wade Rockett, Aaron Roudabush, Michael E. Shea, Ruth Tillman, Jonathan Tweet, Steven Warzeha, Emily Westfall

Pages: 304pg, hardback, full colour

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54.00 €
13th Age Crown Commands
13th Age Crown Commands

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Iconic battles!

GMs: Crush a dwarven city beneath your mighty Gearwork Dungeon! Plunder the elven goldenwood library that holds the secrets of the Green! Soak the sands of the Emperor’s arena with the blood of his living champions in the name of the One-Eyed King!

PLAYERS: Please, stop the GM’s wicked schemes!

The Crown Commands: Battle Scenes for Four Icons by Cal Moore offers icon-themed 13th Age Roleplaying Game encounters for the Dwarf King, Elf Queen, Emperor, and Lich King. You’ll find challenging fights at all levels of play, packed with dangerous foes on terrifying terrain.

The Crown Commands includes:
* 40 illustrated and mapped battle scenes for the Dwarf King, Elf Queen, Emperor, and Lich King: one set of battles for each of the three tiers of play.
* New monsters and NPCs, including dwarf warriors, drow wizards, arena pit fighters, and owlbear cubs; along with new magic items to wield in battle.
* Story ideas for getting the PCs into the battle scene, and possible outcomes that result from their actions.
* Traps and terrain which make an exciting, challenging environment for PCs to face their foes.
* Simple options to increase or decrease the difficulty of a battle.
* Storylines that link each battle to the ones that come after, so you can take the PCs from one full heal-up to the next using only the battles in the set—with room to expand on these stories to fill multiple sessions of gameplay.

Battle Scenes are packed with ideas so that you can can incorporate them into your existing campaign, use them in a game when don’t have anything prepared; or when an icon relationship roll calls for a complication.

Four crowned icons of the Dragon Empire. Forty battles. Are you ready?

176 page monochrome perfect bound book

Author: Cal Moore
Artwork: Melissa Gay, Rich Longmore
Developer: Rob Heinsoo
Cartographers: Naomi VanDoren, Alyssa Faden, Gill Pearce, Ralf Schemmann

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33.60 €
13th Age Fire & Faith
13th Age Fire & Faith

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Fire & Faith: Battle Scenes for Four Icons is the final volume in the Battle Scenes Series.

The Battle Scenes books are independent collections of icon-themed encounters for the 13th Age Roleplaying Game at all levels of play, packed with dangerous hand-picked foes on terrifying terrain.

Less Prep, More Play!
Chase the Diabolist’s Circus of Hell cross the Dragon Empire! Fight your way through the nightmare dreamscape of a sleeping gold dragon! Ride with the Crusader to assault a hellhole! Ascend the Cathedral to battle cosmic foes amidst its mind-bending geometry!

Fire & Faith: Battle Scenes for Four Icons has 36 challenging and memorable icon-themed battles against enemies connected to the Crusader, Priestess, Great Gold Wyrm, and Diabolist. Drop these fights into your game at every tier of play, from adventurer to epic, and bring them to life with gorgeous maps by our expert cartographers.

Fire & Faith gives you:
* New NPCs and monsters whose icon connections make them meaningful opponents for your PCs
* Traps and terrain to provide deadly hazards and opportunities for clever tactics
* Adventure hooks that offer a variety of entry points for each set of battles
* Storylines that link each battle to the ones that come after, taking the PCs from one full heal-up to the next – with room to expand on these stories to fill multiple sessions of gameplay.

With Fire & Faith, your players will find themselves on an unforgettable journey to adventure.

The enemy awaits. Are your heroes ready?

Monochrome 168-page perfect-bound book

Author: Cal Moore
Artwork: Jessica Chung Ti Lee, Rich Longmore, Alicia Vogel
Developer: Rob Heinsoo
Cartographers: Lea Avans, Gill Pearce. Ralf Schemmann, Christina Trani

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33.60 €
13th Age Game Master's Screen and Resource Book
13th Age Game Master's Screen and Resource Book

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The 13th Age GM's Screen and Resource Book features incredible new art from 13th Age lead artists Aaron McConnell and Lee Moyer, a 64-page resource book, and a fold-out map of the Dragon Empire.

The screen is three-ply and portrait-oriented, with the essential information a GM needs to run the game, plus new hints, tips and tables to inspire creativity. The resource book includes advice, guidance and additional rules.

The 13th Age GM’s Screen and Resource Book features incredible new art from 13th Age lead artists Aaron McConnell and Lee Moyer, a 64-page resource book, and a fold out map of the Dragon Empire.

The Gamemaster Screen
The screen is three-ply and portrait-oriented, with the essential information a GM needs to run the game:

* Skill Check DCs, Trap Obstacle Attacks & Impromptu Damage by Environment
* Conditions
* Chum the Adventure (d20 roll when you wish to be entertained)
* Intercepting and Disengaging
* Baseline Stats for Monsters, Monster Equivalents, Customizing a Monster, and Leveling a Monster
* GP Per Full Heal-Up, and Optional No Math System
* Item Chakras and Default Bonuses
* Consumables Costs
* GM Stuff to Remember
* Rule Recaps for: Ambush & Surprise, Death & Dying, Fight in Spirit, Flee, Grabbed (new rules), Invisibility, No Recoveries, Ongoing Damage, Rally, Resistance, Shooting into Melee, Temporary Hit Points, Unarmed Attacks

The Resource Book
The resource book includes advice, guidance and rules for:

* Using icon relationship rolls, with variations on the icon roll mechanic and examples of how benefits and complications can work in play
* Creating 13th Age adventures on the spot, with zero preparation
* Running montages (introduced in Organized Play, and expanded here)
* Incorporating terrain into battles, including creating environments and locations for different tiers of play
* Building better battles
* Helping players craft useful and interesting backgrounds, with advice on handling backgrounds that seem too powerful or too weak
* Creating memorable NPCs, with a sampling of icon-related NPCs—each with a brief description, Three Things that bring them to life in player’s minds, and suggested monster roles and initiative to guide GMs in building them out using the DIY monster rules
* And more!

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32.40 €
13th AGE Glorantha (HC)
13th AGE Glorantha (HC)

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13th Age Glorantha is the merge of the F20 systems and the fantasy world of Glorantha, creating a new and exciting take on the game world made famous with RuneQuest.

Join us in Glorantha, Greg Stafford’s classic fantasy world of richly imagined cultures, ferocious combat, and colliding mythologies.

Create your group’s unique Gloranthan campaign using 13th Age: the d20-rolling game of heroic fantasy, escalating combat, One Unique Things, and limb-ripping owlbears!

For Game Masters, 13th Age Glorantha includes:
* More than 80 pages of monsters and enemies fully compatible with any 13th Age campaign, including Chaos priests, dragonsnails, scorpionmen, Crater Makers who call down the Moon, and the awesome Chaos demon known as the Crimson Bat.
* More than 60 pages of ready-to-run adventures and heroquests—venture into myth to refight the battles of the gods and gain their cosmic powers!
* A distinctive setting that will entertain longtime fans but is aimed at gamers who've never heard of Glorantha.

If you’re a 13th Age player you’ll find:
* 5 new classes, including the hell mother who summons Darkness spirits and giant spiders; the swordmaster Humakti who wields Death; and the trickster who (in theory!) funnels your bad luck onto your enemies.
* 5 new class variants, including the wind lord, a fighter with magical storm-related exploits; and the rebel, a rogue with the supernatural ability to get where he’s not supposed to be.
* 2 new PC races, the trolls and ducks, plus Gloranthan humans with new cultural traits.

IF YOU DON’T FIGHT, WE ALL DIE!

This is not a complete rule system! The 13th Age Core Rules are required to use this book.

Developed by Rob Heinsoo and Jonathan Tweet.

466 Pages Hardcover

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66.00 €
13th Age High Magic & Low Cunning: Battle Scenes for Five Icons
13th Age High Magic & Low Cunning: Battle Scenes for Five Icons

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High Magic & Low Cunning: Battle Scenes for Five Icons brings you 45 challenging and memorable sets of battles for the 13th Age roleplaying game, against enemies connected to the Orc Lord, Prince of Shadows, Archmage, High Druid, and The Three. Drop these fights into your game at every tier of play from adventurer to epic, and bring them to life with gorgeous maps by our expert cartographers.

With High Magic & Low Cunning, you can:
* Give the PCs compelling reasons to fight based on their icon relationships, their stories, and your campaign
* Pit them against NPCs and monsters whose icon connections make them meaningful opponents—not just random foes
* Use traps and terrain to provide a challenging environment with opportunities for clever tactics
* Unleash all-new monsters on the PCs, along with new magic items to wield in battle.
* Easily adjust battles to make them easier, or harder
* Use the provided storylines to link each battle to the ones that come after, taking the PCs from one full heal-up to the next using only the battles in the set – with room to expand on these stories to fill multiple sessions of gameplay.

From a white-knuckle white-water ride past orcish hordes, to abseiling kobolds and a perilous magical cloud fortress, High Magic & Low Cunning takes your players on an unforgettable journey to adventure.

You can also get the complete set of High Magic & Low Cunning printed color maps in the High Magic & Low Cunning Map Folio.

The enemy awaits. Are your heroes ready?

192 page perfect bound book

Author: Cal Moore
Artwork: Patricia Smith, Rich Longmore
Developer: Rob Heinsoo
Cartographers: Pär Lindström , Gill Pearce, Ralf Schemmann

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36.00 €
Book of Ages
Book of Ages

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Those who fail to learn from history are doomed to be eaten by it.

The game is called 13th Age so what's in those 12 previous Ages? What fantastic treasures, brooding monsters, perilous dungeons, or ancient secrets survive from past centuries? What now-vanished icons shaped history, and what legacies did they leave behind?

Designed by Gareth Ryder-Hanrahan (Eyes of the Stone Thief), The Book of Ages includes:

* The Engine of the Ages, a collaborative method for designing the ancient history of your campaign, producing a chronology of past Ages, plus a wealth of legacies, legends, and lairs to trouble the present day
* Prompts, suggestions and random tables to spur creativity
* More than a dozen sample Ages with new icons, monsters, treasures and powers: Explore the wolf-haunted Age of the Silver Moon, preserve civilization in the Age of Walled Cities, or fight for freedom in the Age of the Terrible Emperor
* Seven new player character races: arcanite (post-human servants of the Wizard King), Space Corps explorer (humans from another world), unholy one (humans touched by the Dark Gods), beastblooded (descended from lycanthropes), alleykin (catfolk), lizardmen, and spiritborn (half mortal, half elemental descendants of spirits)
* New class powers, spells, feats, and talents including Decree of Anathema for paladins, Dirge of the Lady for clerics, Chronicler for bards, Green Bandit's Secret for rangers, Poison Master for rogues, Necroblast for wizards and sorcerers, and Emperor-Killing Punch (Seven Deadly Secrets) for monks
* Six ways PCs can travel into the past in search of adventure!

Monochrome 120-page perfect-bound book

Author: Gareth Ryder-Hanrahan
Developer: Rob Heinsoo, Paul Fanning
Artwork: Rich Longmore, Ania Kryczkowska, Dagmara Matuszak, Aaron McConnell, Lee Moyer

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30.00 €
Book of the Underworld
Book of the Underworld

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The Underworld calls! Can you resist its dark lure?

The expanse of the Dragon Empire is as nothing compared to the vast and mysterious realms that lie beneath it. Deep within the Underworld lie adventure and treasure—as well as madness and death. But what is reward without risk?

With The Book of the Underworld, designer Gareth Ryder-Hanrahan (Eyes of the Stone Thief, Book of Demons, Book of Ages), reveals the Underworld’s secrets for 13th Age, including:

* The lands of the Underworld: the Underland, the kingdoms of the Hollow Realms, and what lies within the Deeps
* The mighty dwarven city of Forge, rallying point for the inevitable war to reclaim Underhome
* The domains of the Silver Folk elves, and their underground icons: She Who Spins in Darkness, and He Who Weaves with Joy
* The threats of Malice, the Drowfort, and the four kingdoms of the Mechanical Sun
* Forgotten gods, the gnome academy of magic, monsters, magic treasure, and more!

You’ll also find rules for traveling in the Underworld—including ways to make travel montages more interesting (and hazardous!)—and advice for GMs who want to create adventures and campaigns set in the Underworld.

The passage downward lies ahead. Cold air chills your bones, and you can hear the echoes of something huge and ancient stirring far below. Mutter one last prayer to the Gods of Light, set your torches ablaze, and prepare to enter the Underworld!

Author: Gareth Ryder-Hanrahan
Cover Art: Lee Moyer, with Rich Longmore
Interiror Artwork: Ania Kryczkowska, Rich Longmore, Dagmara Matuszak, Roena I. Rosenberger
Developers: Rob Heinsoo, John-Matthew DeFoggi

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26.40 €
Drakkenhall: City of Monsters
Drakkenhall: City of Monsters

Buy this game from Fantasiapelit and get a free PDF to accompany it!
Read more about our free PDF program

Monsters are people too!

The Emperor expected a city of monsters to destroy itself, but instead the Blue and her people have created a city that’s wickedly unique: Drakkenhall!

* Make a splash in the social season alongside a fashionista ooze!
* Spend the night at a dybbuk inn at the docks, where possession is a perk!
* Dodge the amputation golems until you can get your healing spells back!
* Explore the Rubblehoods, the neighborhoods that have been left as monstrously energetic ruins!
* Shop (OK, OK, plunder) the Goblin Market and admire (fight) its pet otyughs!
* Prove yourself as the most dangerous monster of all–an Adventurer worthy of joining the S.M.A.S.H. Society!

Drakkenhall: City of Monsters is a 13th Age sourcebook for GMs running adventurer and champion-tier campaigns. Contents include Ailor the Draco-Druid, kaiju shark mooks, 60 other monsters, the secret history of the Dragon’s Orc statue, a couple gnarly ideas for replacing missing limbs, urban planning notes (city of monster-style), and light rules and guidelines for sea travel in the Dragon Empire that Gareth managed to slip into the chapter on the Docks!

Authors: Liz Argall, AnneMarie Boeve, Benjamin Feehan, Gareth Ryder-Hanrahan, Cal Moore, Corey Reddin
Cover Artists: Roena I. Rosenberger
Interior Artists: Simone Bannach, Robert Crumb, Rich Longmore, Roena I. Rosenberger
Other Credits: Developers: John-Matthew DeFoggi, Rob Heinso

Pages: 128, B&W interior, softcover

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33.60 €
Eyes of the Stone Thief (HC)
Eyes of the Stone Thief (HC)

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Can you kill the dungeon before it kills you?

In 13th Age, living dungeons slither up through the underworld and invade the surface lands. The Stone Thief is the most ancient and cunning of its kind; a vast monster that preys on the cities and structures you love, swallows them, and remakes them into more deathtrap-filled levels inside itself. Now, it’s hunting YOU.

For players:
* Embark on a saga of madness, revenge and giant monsters
* Aid or thwart the schemes of the Icons as they battle for control of the dungeon
* Slay, loot and survive deep in the bowels of the earth
* Destroy this age-old threat forever

For GMs:
* A monstrous campaign covering the entire Champion tier (4th to 8th level)
* Thirteen levels of peril from the dungeon’s opening Maw to the orc hordes of the Deep Keep, the terrors of the Pit of Undigested Ages, and the nightmare city beyond the Onyx Catacombs
* New monsters, new treasures, new traps, and new factions for your 13th Age campaign

Eyes of the Stone Thief campaign pits the player characters against a vengeful Living Dungeon that steals things from the surface. Castles, mostly, but also wizard’s towers, druid circles, enchanted waterfalls, dragon’s lairs, unholy temples, kobold-infested gold mines or unattended oceans. One of the amusing consequences of this is that the GM can throw in almost any sort of encounter in the dungeon; the player characters turn a corner in the dungeon, and find themselves clambering through the branches of a mile-tall oak tree stolen from the heart of the Elf Queen’s lands.

The Stone Thief rises. Enter it, find its secrets and defeat it – or die trying.

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60.00 €
Shards of the Broken Sky
Shards of the Broken Sky

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Flying realm down! A 13th Age Roleplaying Game sandbox adventure for player characters level 1-7 (and a bit beyond).

When the flying realm of Vantage crashes to earth in the Dragon Empire, a long-kept secret is revealed: it was the control point for magical wards that kept a dozen ancient evils in check.

The icons have offered you rival opportunities for glory, plunder, and/or heroic sacrifice in Vantage. Will you rescue its survivors? Restore its magical wards? Or loot everything that isn't nailed down while trying to stay one step ahead of the apocalypse?

Use Shards of the Broken Sky however you like: as an entire campaign in and around this fallen flying realm, a one-shot or mini-arc, or a source of new races, monsters, and magic items! If you run it as a campaign, the characters icon relationships will shape the plot, NPCs, and locations, keeping the story relevant to their backstories and goals. You've played through once? Enter the Shards sandbox again with new PCs, it's never the same adventure twice.

Shards of the Broken Sky includes:
* A full 13th Age campaign for characters level 1-7
* 100 new monsters including thunder orc, dark druid, glass spider, elite wizard, and goblin wolfrider
* Icon-specific monster abilities to customize agents of the Prince of Shadows
* 14 new magic treasures including Shard of Frozen Lightning, Glowing Rune-Carved Pebble, and Crystal Blade
* Three new optional PC races: lava dwarf, oozefolk, and ophidian

Pages: 232 pages, case bound, B&W

Designers & Developers: ASH LAW, Rob Heinsoo, Paul Fanning
Art Direction: ASH LAW, Rob Heinsoo, Cathriona Tobin
Art: Pascal Quidault, Gislaine Avila, Wagner Chrissante, Lauren Covarrubias, Rich Longmore, Dagmara Matuszak, Jeremy McHugh, Ernanda Souza
Cartography: ASH LAW, Gill Pearce, Christina Trani

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42.00 €

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