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Children of Fear (HC)
Children of Fear (HC)

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1920s Campaign Across Asia

There have long been stories of two rival kingdoms, hidden from the world in ages past. Their names: Agartha, the City of Fear, and Shambhala, the City of Peace. Although their legends have become confused over time, there is one constant: that opening the gates of the hidden kingdoms shall herald the end of this epoch and usher in the new. And, whoever prevails wins the right to shape the new age in their image, for good or ill...

September 1923: an urgent and mysterious telegram from an American adventurer plunges the investigators into an epic journey across China, Central Asia, Northern India, and Tibet. Often following in the footsteps of the famous Chinese Buddhist monk and explorer Hiuen-Tsiang (immortalized in the fantastical Chinese saga Journey to the West), the investigators will encounter looted temples, lost lakes, dusty museums, charnel grounds, venerable monasteries, and hidden secret valleys in an epic quest to prevent the King of Fear and his lieutenants from destroying everything they hold dear.

The Children of Fear is a multi-part campaign, set during the 1920s, exploring some of the fascinating myths and legends of Central Asia and Northern India. The central core of the campaign is designed to be player-led, allowing the investigators to determine the journey they take. In addition, the plot is designed to be flexible, allowing for different scales or types of Cthulhu Mythos involvement, all the way from the Outter Gods themselves down to a more low-key, occult-focused series of adventures. Guidance is provided for the Keeper to tailor the exact nature of the threat to best suit their group’s tastes.

Eight chapters cover the sights, encounters, and dangers to be found in Peking, Sian, the Taklamakan, Peshawar, and Kham, to name but a few of the places visited during the campaign, as it travels from China, through Northern India, and on to Tibet. With detailed appendices covering travel, useful non-player characters, spells, a reference bibliography, and much more.

This book contains:
* Campaign overview, detailing the setting and plot, with suggestions for incorporating existing investigators.
* A plethora of maps, floorplans, and handouts for a host of far-flung locations.
* Six ready-to-use pre-generated investigators.
* A host of non-player characters, all with their own agendas.
* New creatures and monsters, along with a few familiar horrors.
* Guidance for pulp style play.

This campaign is best used with the Call of Cthulhu roleplaying game and, optionally, with the Pulp Cthulhu sourcebook, available separately.

FOR MATURE READERS
This book deals with mature themes and is intended for mature players.

By Lynne Hardy & Friends

416 Pages, Full Color Hardcover/

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63.60 €
Cold Fire Within (HC)
Cold Fire Within (HC)

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Brendan Sterling sought answers in experimental past-life regression. Unfortunately, his mind isn’t the only one seeking answers in the past.

A Cold Fire Within is a campaign for Pulp Cthulhu. Set in 1935, a missing persons case leads to the discovery of a foul plot that could change time itself and bring disaster to the world. A cult intent on unleashing the power of the Great Old Ones leaves a trail through the Catskill Mountains and into the very heart of the planet!Within the subterranean world of K’n-yan, the heroes will encounter forgotten secrets, strange lore, and bewildering inhabitants. Curious cities of gold, ruined temples, and dark forests are just some of the terrors that lurk below the ground. Yet, before the heroes descend into nightmare, they must contend with remnants of ancient worlds, unruly mountain people, and psychic devilry. Along the way, the heroes may find that going back to the end of an ancient city is the only answer! Perhaps in Lomar’s doom shall they unlock the secrets of both past and present.

A complete six-part campaign for Pulp Cthulhu, A Cold Fire Within presents new rules and skills for psychic powers -Parapsychology, Dematterialization, and Telepathy -new spells, details of the peoplee and lands of K’n-yan, as well as a new hero organization, the Open Mind Group. Six ready-to-play heroes are provided. Fearsome monsters, otherworldly designs, and psychic powers all mesh together to present your heroes with an epic and action-packed challenge!

Dare you step into the darkness of lost worlds?

This supplement is best used with the CALL OF CTHULHU (7th Edition) roleplaying game and PULP CTHULHU, both available separately.

Hardcover, 176 pages
By Christopher Smith Adair

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45.60 29.60 €
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Cthulhu Britannica
Cthulhu Britannica

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This new collection of horror scenarios for the Call of Cthulhu role playing game features five tales of horror and the weird, set within the green and pleasant land of England. Each scenario focuses upon a different time period, from the streets of Victorian London to the far future when End is almost nigh.

· Bad Company concerns a missing son of a peer of the realm. The investigators must watch their step as they descend into a Victorian world of greed, insane desire and death.
· Darkness, Descending takes place the 1930s amongst the splendid greenery of the English countryside. Archaeologists come to unearth relics from Britain’s dawn find themselves at the centre of strange goings on. A simple case of theft? Or the foreshadowing of something far darker to come?
· Wrong Turn is a contemporary tale set in a long abandoned radio telescope installation. A television production crew must spend the night amidst the cobwebs and dust. The investigators would be advised to tread carefully lest they wake the ghosts of the past, present and future.
· King takes place in the near future at a private hospital. The investigators awake from surgery to realise that in the kingdom of the blind the one eyed man is king.
· Set during the end of days in an insane future is My Little Sister Will Make You Suffer! In a galaxy gone mad, where cruelty and entertainment go hand in hand, the investigators must run the gauntlet if they are not to meet their end.

Although each scenario can be played as part of an existing campaign, they also come with a set of pre-generated player characters, allowing all to be played and run with the minimum of effort.

Size: 172 pages, Softcover
Interior Art: Black & white
Author: Mike Mason et al

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36.00 €
Cthulhu Britannica: Curse of Nineveh Campaign -The Journal of Reginald Campbell Thompson (HC)
Cthulhu Britannica: Curse of Nineveh Campaign -The Journal of Reginald Campbell Thompson (HC)

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"Within the inner sanctum, the central altar had been moved across the dais, and there were signs of excavations all around it. The sound of the muttering continued as if our intrusion had gone unnoticed, and it came from behind the altar. Upon investigating, we were all seized with an unimaginable terror."

Nineveh! Most populous and ancient city of the Assyrian Empire of antiquity. Ringed by great walls and vast gates, filled with forgotten treasures, mysterious carvings and great libraries of tablets. All lost to the modern world.

In 1903 British archaeologist Reginald Campbell Thompson set out to locate the site of ancient Nineveh. This expedition was widely and erroneously reported as a failure. His 1919 return to Nineveh and the temple of Nabu went entirely undocumented, until the discovery of this journal. Campbell Thompson, ever the adventurous academic, sought to unlock the temple's secrets. Secrets that should have remained hidden in the Assyrian desert.

As part of Cubicle 7’s Cthulhu Britannica line The Journal of Reginald Campbell Thompson is both a fascinating standalone work of Call of Cthulhu Fiction as well as a deluxe, in-world artefact for use with the London-based The Curse of Nineveh campaign.

Hard cover, digest sized, 64 pages.

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36.00 €
Cthulhu Britannica: Shadows over Scotland (HC)
Cthulhu Britannica: Shadows over Scotland (HC)

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Mysterious, wild and beautiful, Scotland in the 1920s is home to horrors modern and ancient, man-made and star-born. From the rolling pastoral Lowlands to the snow-capped peaks of the Highlands and the seaweed-choked Western Isles, creatures and cultures have taken root in Scotland whose maddening, corrupting influence can be felt far and wide. Fiendish things haunt the hive-like alleys and wynds of old Edinburgh, while Glasgow's streets whisper with rumours of dark terrors in the shipyard shadows on the snaking, poisonous Clyde. And in the isles, murmurs on fishing boats and ferries speak of far older things, of sites of power and standing stones, awakenings and stirrings in forgotten places. Something terrifying lurks in the night, casting dark shadows over Scotland.

Shadows over Scotland is a massive new hardback sourcebook for Chaosium's Call of Cthulhu roleplaying game covering Scotland in the 1920s. It features:
· three comprehensive sections detailing the Lowlands, Highlands and Islands
· individual sections on history, folklore, language and life in 1920s Scotland
· a complete mythos timeline
· detailed coverage of nine cities and their various inhabitants
· seven sinister adventures complete with extensive handouts

Size: 288 pages, hardcover
Interior Art: B&W
Author: Stuart Boon

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48.00 €
Cthulhu Dark Ages Setting Guide, Third Edition (HC)
Cthulhu Dark Ages Setting Guide, Third Edition (HC)

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Cthulhu Dark Ages is a world lit only by fire. The ancient empires collapsed centuries ago, taking their culture and learning with them. It’s dark world and people are right to be afraid of the dark. Apart from the Viking raiders, witches, and outlaws, there are the unquiet dead, ancient horrors, and other malevolent beings stalking the countryside. Dark entities, beyond good and evil, wait hidden in the recesses of time and the angles of space. A few brave souls try their best to resist these horrors and push them back from whence they came. Will you be one of them?

With the 3rd Edition, Cthulhu Dark Ages has been updated for Call of Cthulhu 7th Edition, completely revised and includes a wealth of new setting material. Inside you will find a player’s guide to the Dark Ages, an optional Sanity mechanic for mirroring the medieval mindset, rules for the oral tradition of storytelling and mounted combat, a grimoire of Dark Age spells plus optional rules for Folk Magic, a bestiary of monsters, as well as a fully detailed setting—the Anglo-Saxon community of Totburh in England’s Severn Valley, full of interesting characters, dwelling descriptions, and a multitude of plot hooks for Keepers to use and develop.

This new 3rd edition comes in hardback and full color, with additional material concerning poetry and kennings, the written word, using the Oral Tradition in games, amulets, further use of Sanity in the setting, Paganism, and Norse Paganism.

Chapters:
* Introduction and Foreword
* Anglo-Saxon England
* A to Z of the Dark Ages
* Dark Age Investigators
* Game System
* Investigative Horror in the Dark Ages
* The Cthulhu Mythos in the Dark Ages
* Bestiary
* The Community of Totburh
* Scenarios
* Appendices

Three ready-to-play scenarios introduce players to the world of Cthulhu Dark Ages, building on the tensions, characters, and horrors lurking in Toburh and the lands surrounding the community.

* The Hunt—wherein a terrifying wolf is troubling the community of Totburh and must be dealt with. This short adventure provides the perfect introduction to the Dark Ages setting.
* The Doom That Came to Wessex—all is not well at the Monastery of S. Swithun, with an attack leaving some of the monks dead or injured. Something foul is afoot threatening the very sanctity of the monastery.
* Eseweald—Oswyn, the thegn of Totburh, is concerned about the disappearance of his son, sent on a diplomatic mission to calm tension with a neighboring community, who seems to have vanished without a trace in the dark foreboding Eseweald forest

The book is rounded out with comprehensive appendices containing a Dark Ages Glossary of historical terms, a Timeline covering 950–1054 CE, a Who’s Who of notable historical people, kings, and popes, and a bibliography of texts and sources of inspiration.

Throughout, advice and guidance on running adventures and presenting the world of the Dark Ages is provided.

By Chad Bowser & Andi Newton with Mike Mason & Friends.
272 pages. Illustrated. 8.5 x 11 perfect binding, hardcover.

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54.00 €
Cults of Cthulhu (HC)
Cults of Cthulhu (HC)

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Cthulhu Calls!
At long last, the intricacies of the nefarious Cthulhu cult are revealed!

What’s Inside?
Cults of Cthulhu gives you the rules to inject fully-realized and unique Cthulhu cults directly into your campaigns, and create your own antagonists. The tome also contains three scenarios featuring insidious Cthulhu cults spanning from the Gaslight era to the modern day.

Secrets of the Cthulhu Cults
A detailed history of the various cults of Cthulhu, spanning from the Victorian Era all the way to the modern day - perfect for any era of Call of Cthulhu play. The book also includes five distinct cults, ready for use in your games.

Design Your Own Cult
Detailed guidance on creating your own bespoke Cthulhu cult. Included is a ‘Cults Worksheet’ to track the history of your cult, their inspirations, resources, locations, and much more.

A Suite of Scenarios
Three scenarios concerning Cthulhu cults across time.

Loki's Gift
London, 1896. A tragedy in an upper-class family sees the investigators employed to look into the truth behind a beloved son’s demise.

Angel's Thirst
Los Ángeles, 1923. The search for a missing taxi driver kicks off an investigation tainted by the criminal underworld, and perhaps something darker.

A God's Dream
Chicago, 2021. When a former colleague is found frozen to death and clutching a mysterious artifact, the investigators begin to question the nature of their free will.

Author(s): Chris Lackey, Mike Mason

366 pages

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60.00 €
Dead Light & Other Dark Turns
Dead Light & Other Dark Turns

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Two Unsettling Encounters On The Road.

With the rise of the automobile in the 1920s, people were no longer tied to the railways as a means of getting to distant locations. For those who could afford the relative luxury of a car, the expanding United States’ highway network brought with it the opportunity to travel and see new places, as well as visit those that the railways didn’t reach, and all at your own pace, too.

But the new road network also meant that strangers began making their way into once isolated and secluded locations. Places where they may not be welcome, and where old secrets have been hidden for generations. Who knows what lurks behind the lace curtains of the houses you drive past? What dangers lie in wait for the unwary along the out of the way highways and byways?

Dead Light and Other Dark Turns contains two scenarios for Call of Cthulhu 7th Edition dealing with the theme of roadside adventure, along with six story seeds for the Keeper to expand and develop. In the classic Dead Light scenario, now revised, a chance encounter with a distressed young woman leads the investigators into the hideous aftermath of a crime gone terribly wrong. While in the brand new Saturnine Chalice scenario, seeking help from a nearby homeowner after their vehicle runs out of gas traps the investigators in a house where nothing is quite what it seems.

Both scenarios can be used as standalone adventures suitable for one to two sessions’ worth of play, or they can be slotted into an ongoing campaign as the investigators journey between locations, and come with six ready-to-play investigators. Suitable for use with either the Call of Cthulhu: Keeper Rulebook or the Call of Cthulhu Starter Set.

88 pages
By Alan Bligh & Matt Sanderson

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18.00 €

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