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Haun tulokset 121 - 144 / 149



Soldiers of Pen and Ink
Soldiers of Pen and Ink

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Soliders of Pen and Ink is a Trail of Cthulhu campaign set in the dark heart of the Spanish Civil War

A comrade is lost. Enemies surround you, and your fellow soliders cannot be trusted. Can you rescue your friend while retaining your sanity?

Madrid, 1936. The Investigators have come to Spain to shoot a documentary on the war sympathetic to the Republican cause, but find themselves trapped in the Siege of Madrid. One of their team goes missing, and their literary colleagues say it’s pointless – even dangerous – to ask what happened to him.

In a war of competing ideologies, unorthodoxy can merit the death penalty, even amongst those opposing Fascism, but is this Communist oppression or something more sinister?

Players need have no knowledge of the Spanish Civil War to experience this adventure – their Investigators can be naive idealists, and Keepers can be confident that the text explains historical background.

Dare you negotiate steely-eyed Communist ideologues, blood-thirst fascists and the horrors of an inhuman cult to rescue a friend?

“[I often have] the feeling that the very concept of objective truth is fading out of the world... From the anti-Fascist angle one could write a broadly truthful history of the war, but it would be a partisan history, unreliable on every minor point. Yet, after all, some kind of history will be written, and after those who actually remember the war are dead, it will be universally accepted. So for all practical purposes the lie will have become truth.”
- George Orwell, “Looking back on the Spanish War”

Author: Adam Gauntlett
Artist: Jerome Hugenin, Melissa Gay

Pages: 72 page perfect bound

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16.80 €
Stunning Eldritch Tales
Stunning Eldritch Tales

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Four Heart-Pounding Pulp Adventures for the smash hit new game Trail of Cthulhu. From tropical desert islands, to the streets of Shanghaii, from bloody murder to dimensions beyond our own, Stunning Eldritch Tales offers the first taste of adventure for budding Investigators.

Devourers In the Mist: A rugged adventure tale in which the survival of island castaways is tested not only by the elements - but by the twisted shapes of half-seen, sadistic entities who haunt the atoll's jungled interior!

Shanghai Bullets: Guns-blazing danger portends and international intrigue unfurls in the city of conspiracy, the licentious, opium-infused Berlin of the East. In the shadow struggle between nations, no weapon is more fiercely coveted than the star mirror. It brings blood-draining death from beyond the stars!

Death Laughs Last: When philanthropist and gadabout Addison Bright is found bizarrely murdered in his own New York mansion, only a team of doughty investigators can protect his reputation-and the sanity of mankind-from the awful truths lurking in his tragically colorful past.

Dimension Y : A scientific experiment yields the promise of a glimpse into an adjoining reality, a repository of man's dreams and memories. But when the heroes peer through this window... they find cosmic horror peering back at them!

By Robin D Laws
Format: 8.5"x11" Perfect Bound, 82 pages

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21.60 €
Terror Australis (HC)
Terror Australis (HC)

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Call of Cthulhu in the Land Down Under

The driest, flattest, and smallest continent, Australia is almost as big as the continental United States, but has a fraction of the inhabitants—six million people in 1925. Beyond the settled areas, three-quarters of the land remain relatively little known until after World War Two. Seen by those in Europe and America as one of the last great wildernesses, despite decades of exploration and incursion, it remained a place that guarded its secrets.

While the ancient and primordial character of the Australian inland lures many, it is the cities in the south and east that have become centers of population. Surprisingly modern and surprisingly British in character—it is not uncommon for foreign visitors to express astonishment when they disembark from their steamer in Sydney or Melbourne and find themselves in a great metropolis with all the modern refinements of London or New York. Ever present, though, are the modern blights afflicting cities worldwide: organized crime, overcrowding, civil unrest, and uncertainty.

This unique mix of old and new—the tension between civilization and the frontier—is what makes Australia a particularly fertile 1920s setting for Call of Cthulhu. Those Keepers wishing to challenge their players with tales of gang-related squalor underpinned by ancient Mythos threats can find ample opportunity in Australia’s urban environments. Equally, investigators do not have to go too far into the Outback to become entangled in tales of stark frontier life bereft of modern conveniences of technology, underpinned by dark shadows cast by the Ctuhlhu Mythos that seem to haunt the very landscape. And for Keepers who wish to push investigators to the very limits of wilderness survival, there is no shortage of opportunities for true expeditions into places where Europeans and Americans have never set foot.

In Australia, the investigators come face-to-face with supernatural forces that have endured for longer than humanity has existed; they can attempt to step inside the ancient legends of the Aboriginal peoples of Australia in search of mystical knowledge; they can cross swords with nefarious cults intent on diabolic schemes, or challenge unwitting scientists who haplessly threaten to achieve a similar end by probing the mysteries of the Australian land.

Brining your investigators to Australia is certain to reward your gaming group. For, as soon as they have set foot upon this ancient continent, adventure, peril, and mystery abound. Whether run as an Australian campaign, a series of one-shot games, or a protracted stop over during a globe-spanning campaign, the time spent in the Land Down Under will not be wasted!

What’s In the Book?

Australian History and Geography
Covers the European exploration, from the land being a convict colony through to the Australian gold rush, and beyond to the Great War and its aftermath. We then look at the geography of the Australian continent, noting some archaeological sites and providing an overview of the differing regions and climates.

Australians
Here we focus on the history of Aboriginal Australians and Torres Strait Islanders, as well as the white population, and contrast life in the urban and life in the rural environments. Special focus is given to Australian investigators, with new skills and occupations appropriate to for Aboriginal and white Australians. We round things out with brief biographies of some key Australians of the post-Great War period, who might be encountered by wandering investigators.

Resources for 1920s Australia
This chapter provides a toolkit of historical subjects, usable by Keepers, for running games in Australia. Topics include law enforcement, transport, mounting expeditions into the Outback, communications, and sources for research.

Australian Cities
Provides an in depth look at some of Australia’s key cities, including Sydney, Melbourne, Perth, Adelaide, and Brisbane. Maps are provide for each city, as well as details on notable mysteries or events, and suggestions concerning cults in thrall to the gods and horrors of the Cthulhu Mythos.

Alcheringa
Known to some as “the Dreaming” or “Dreamtime,” the Alcheringa chapter focuses on how to incorporate the wisdom and learning stemming from Aboriginal cultural traditions into games, and features special rules and mechanics for running “dream quests” to gather important information to solve dire situations facing the investigators, as well as the rewards for “solving” a “Song-Line.” The stages of a Song-Line are discussed and presented with examples, such as the Story of Bigibila, which can be played as a scenario introduction to Alcheringa. Topics such as Aboriginal sorcery and artifacts are also discussed.

The Mythos in Australia
Here, the book looks at the dark conspiracies and taint of the Cthulhu Mythos upon the Australian soil, with particular reference to the legacy of the Great Race, the Flying Polyps, and to the elusive and mysteries Sand Dwellers. A range of Mythos cults are presented, ready for the Keeper to incorporate into games, as well as featuring some of the other Mythos monsters that could be found lurking in dark shadows.

Scenarios
The book is rounded out with two large scenarios and appendices.

Long Way From Home: the investigators look into a series of odd and unexplained meteor showers and are drawn into a web of intrigue involving some ancient foes. Presented as a sandbox with multiple entry points, the scenario features a range of plots and encounters set in the remote region of Paralana.

Black Water, White Death: sought-after papers concerning Australia’s convict history lead the investigators to Tasmania and to a dark mystery to terrify the dreams of all concerned. What begins as a simple matter of attending an auction ends with terror and a cosmic threat.

Gathered in the appendices are some of Australia’s deadly wildlife, with game profiles provided for their use in games, as well as timelines covering Australia, and recommended further reading and viewing.

In Australia, investigators will come face-to-face with supernatural forces that have endured for longer than humanity has existed. It is a land of adventure, danger, and ageless wisdom—a perfect for setting for Call of Cthulhu!

Requires the Call of Cthulhu Keeper’s Rulebook (7th edition) to play, and is optionally usable with Pulp Cthulhu.

304p
Edited by Mike Mason

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57.60 €
Time to Harvest (HC)
Time to Harvest (HC)

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Death and Discovery in the Vermont Hills!

In 1929, a student died during an expedition in the Vermont Hills. One year later, the Miskatonic University sent another team on the same expedition...

It's time to harvest.

What's Inside?
First released as a six-scenario Organized Play series, A Time to Harvest is available now for the first time in a complete and updated tome. The campaign is compatible with both Call of Cthulhu and Pulp Cthulhu rules.

Into The Hills...
Set in the picturesque state of Vermont at the beginning of the 1930s, A Time to Harvest is a six-part campaign centered on the valley surrounding the sleeping town of Cobb's Corners. A wellspring of resources for the Keeper, the book includes a full suit of player handouts, maps, and details on the key locations preparing you for both the events of the campaign, as well as giving you plenty of information to write your own scenarios set in 1920s Vermont.

Cobb's Corners
A small town nestled in a bountiful valley, Cobb's Corners is a key location in A Time to Harvest. The book details the Vermont town, helping you bring it to life at the tabletop, and to give the setting for your games of Call of Cthulhu a rich, lived-in feeling.

A Wellspring of Investigators
A Time To Harvest contains new rules and advice for creating student investigators. Additionally, there is information on incorporating existing characters into the campaign by bringing in your investigators that have cut their teeth in other scenarios for Call of Cthulhu.

The book includes 10 pre-generated investigators, giving new and eager players everything they need to jump right into the mystery of Cobb's Corners.

Authors: Brian M. Sammons, Glynn Owen Barrass, Mike Mason, Lynne Hardy

336 pages

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60.00 €
Trail of Cthulhu Keeper's Resource Book and Screen
Trail of Cthulhu Keeper's Resource Book and Screen

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Tri-fold Screen and Adventure for Trail of Cthulhu

Some things are better left concealed...
The Trail of Cthulhu Keeper's Screen gives you the most important tables, rules and references for GUMSHOE. Combat, contests, tests and the mind-shattering Stability tables are there at your fingertips, giving you more time for GMing, and less fumbling through rule books. And, on the players' side, Jérôme Huguenin's breathtaking artwork will add to your game's eldritch atmosphere.

With the screen is the Keeper's Resource Book; not the last scribbled words of a madman, but a carefully researched collection of clues, special benefits, game-relevant historical data, NPCs and occupational information for use in play. Each ability is listed with 1930s equipment and practices focussed on their use in adventures to bring your game to life. Sprinkle the sample clues we provide, and offer the listed special benefits to your players. Occupations have detailed backgrounds you can use to flesh out character backgrounds and NPC contacts; discover their techniques, weaknesses and foibles.

Need a mad scientist or a fence? Select from a range of NPCs, some throw-away thugs and cultists, others, detailed contacts with forbidden knowledge, partrician academics, antique book dealers and professional rivals. Each NPC has three quirks or mannerisms so that you can roleplay them consistently, and hooks they can provide to your players.

Finally, there is handy Sanity and Stability summary, with page references to the main book. With amazing artwork, and superb resources, forbidden knowledge has never been so much fun!

By Simon Carryer
Three-ply Screen, 68-page Saddle-stitched book

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26.40 €
Unspeakable Oath 18
Unspeakable Oath 18

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The infamous magazine of Cthulhu Mythos gaming returns!

The Unspeakable Oath is a quarterly magazine dedicated to tabletop roleplaying games that are based on the Cthulhu Mythos -the creations of horror author H.P. Lovecraft, the writers who inspired him, and the writers who followed him.

Created and published by game designers, writers and artists who love Cthulhu Mythos gaming, every issue provides ideas, inspiration, tools and techniques to make your games more horrific than ever.

The Unspeakable Oath 18 includes:
* The Eye of Light and Darkness: Reviews of Trail of Cthulhu, The Day After Ragnarok, Black Wings, The Dying of St. Margaret's, New Tales of the Miskatonic Valley, Colour from the Dark, The Primal State, and Cthulhu 101.
* The Branchly Numbers Edit: A Mysterious Manuscript by Pat Harrigan.
* The Chinaman's Screen: An Arcane Artifact by Adam Gauntlett.
* The Forgotten: An Arcane Artifact by Dan Harms.
* The Art Show: A Tale of Terror by Nick Grant.
* House of Hunger: A Tale of Terror by Monte Cook.
* Mr. Popatov: A Tale of Terror by John Scott Tynes.
* Slight Return: A Tale of Terror by Pat Harrigan.
* Tales of Nephren-Ka: A history of particularly Lovecraftian pharaoh by James Haughton.
* The Chapel of Contemplation: A look at the cult behind the very first scenario for Call of Cthulhu, by Dan Harms.
* Black Sunday: A visit to the deadly heart of the Depression-era dustbowl, by George Holochwost and C.A. Suleiman.
* Dog Will Hunt: A Call of Cthulhu adventure in 1920s Cajun country, by Richard Becker.
* The Word: A Message in a Bottle by Shane Ivey.

The Unspeakable Oath 18 features art by Toren Atkinson, Dennis Detwiller and Todd Shearer, and page design by Jessica Hopkins. It was edited by Adam Crossingham, Dan Harms, Shane Ivey, James Knevitt, Greg Stolze, and John Scott Tynes.

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12.00 €
Unspeakable Oath 19
Unspeakable Oath 19

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The Unspeakable Oath is a quarterly magazine dedicated to tabletop roleplaying games that are based on the Cthulhu Mythos -the creations of horror author H.P. Lovecraft, the writers who inspired him, and the writers who followed him.

Created and published by game designers, writers and artists who love Cthulhu Mythos gaming, every issue provides ideas, inspiration, tools and techniques to make your games more horrific than ever.

The Unspeakable Oath 19 includes:
* The Dread Page of Azathoth - This issue’s foreword by editor-in-chief Shane Ivey.
* The Eye of Light and Darkness - Reviews of games, books and movies that are of special interest to Cthulhu Mythos gamers.
* Cthulhu Saves the World, reviewed by Brian Sammons.
* Death in Luxor, reviewed by Matthew Pook.
* The Freeport Trilogy, reviewed by Matthew Pook.
* The H.P. Lovecraft Literary Podcast, reviewed by Brian Sammons.
* The Last Lovecraft: Relic of Cthulhu, reviewed by Brian Sammons.
* Lovecraftian Tales from the Table, reviewed by Matthew Pook.
* Monsters, reviewed by Brian Sammons.
* Shadows of Yog-Sothoth, reviewed by Matthew Pook.

Tales of Terror- Short descriptions of disturbing situations, each with three possible ways the game moderator could have them unfold in play.

“Property Values,” by Adam Gauntlett—when a house is not a home but a horror.

“Sawbucks,” by Monte Cook—wealth that really is a burden.

Arcane Artifacts - Deadly objects ready to be added to your games.

“Dollars of Dagon,” by Bobby Derie—a numismatist’s dream that can quickly turn nightmare.

Mysterious Manuscripts - Tomes of forbidden knowledge, ready for play.

“Henry Darger’s Second Novel,” by Pat Harrigan—long after his death, the famous recluse again redefines “outsider art.”

“Joy Shusterman’s Basement,” by Jeffrey Moeller—in which you can learn a lot from isolation.

“The Twelfth Book of Moses,” by Adam Gauntlett—a New Age classic that would be better to stay underground.

Feature Articles:
“Bernice Cartfield,” by Greg Stolze—a modern-day occultist who’s a perfect Friendly or foil for Delta Green.

“Cheating Madness,” by Brennan Bishop—tips for livening up your trips to the mental ward.

“Paramour of Y’golonac,” by Oscar Rios—a seductive new monster.

Scenarios:
“The Brick Kiln,” by Adam Gauntlett—a Trail of Cthulhu adventure set in rural 1930s England.

“Suited and Booted,” by Adam Gauntlett—a Call of Cthulhu adventure set in the grimy side of 1920s London.

Message in a Bottle - A short, self-contained vignette of Cthulhu Mythos horror.

“Dying Sunlight,” by David Jacobs—a glimpse at the life of a photographer who took more than pictures.

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12.00 €
Unspeakable Oath 20
Unspeakable Oath 20

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The Unspeakable Oath is an award-nominated quarterly magazine dedicated to tabletop roleplaying games that are based on the Cthulhu Mythos -the creations of horror author H.P. Lovecraft, the writers who inspired him, and the writers who followed him.

Created and published by game designers, writers and artists who love Cthulhu Mythos gaming, every issue provides ideas, inspiration, tools and techniques to make your games more horrific than ever.

The Unspeakable Oath 20 includes:
* The Dread Page of Azathoth This issue's foreword by editor-in-chief Shane Ivey.
* The Eye of Light and Darkness Reviews of games, books and movies that are of special interest to Cthulhu Mythos gamers. Reviewed in this issue: Musica Cthulhiana, Cthulhu's Dark Cults, Curse of the Yellow Sign Act 1, Machine Tractor Station Kharkov-37, Marble Hornets: The Complete First Season, The Watchers in the Sky, Cthulhu Invictus, Halloween Horror and Murder of Crows.
* The Plot Thickens A Tale of Terror by Adam Gauntlett.
* She Just Couldn't Stay Away A Call of Cthulhu scenario by Jeffrey Moeller.
* The Arm in the Green Box An Arcane Artifact for Delta Green by Bret Kramer.
* The Monongahela Carver Cipher A Mysterious Manuscript by Dan Harms.
* The Eye of Daoloth An Arcane Artifact by Dion Clark.
* The Assassins A fascinating historical feature by Dave Hardy with Adam Scott Glancy.
* Directive from A-Cell A Delta Green feature by Adam Scott Glancy.
* Let's Learn Aklo! A Call of Cthulhu scenario for Delta Green by James Haughton. (Winner of the annual Delta Green Mailing List Shotgun Scenario Competition.)
* Signs Short fiction by Greg Stolze.

The Unspeakable Oath 20 features cover art by Todd Shearer, interior art by Toren Atkinson, Rob Mansperger Jr., and Bradley McDevitt, and page design by Jessica Hopkins. It's edited by Shane Ivey with Adam Crossingham, Dan Harms, Greg Stolze and John Scott Tynes.

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12.00 €
Unspeakable Oath 22
Unspeakable Oath 22

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Arc Dream Publishing is proud to present The Unspeakable Oath, a more-or-less quarterly digest of tools, scenarios, and reviews to make your Cthulhu Mythos games more terrifying than ever.

The Unspeakable Oath 22 includes:
* “The Dread Page of Azathoth,” an editor’s column. Guest columnist Kenneth Hite pays tribute to Lynn Willis.
* "The Saffron Book," a Mysterious Manuscript by Bobby Derie.
* "Malyutin's Nightmare Matryoshkas," an Arcane Artifact by Daniel R. Robichaud.
* "China Dolls: Children of Madam Yi," a new monster by Jo Kreil.
* "Die High," a scenario for Call of Cthulhu, Trail of Cthulhu, or Cthulhu Dark, by Greg Stolze.
* "The Found Phone," a Tale of Terror by Greg Stolze.
* "St. Michael's Gate," a Tale of Terror by Adam Gauntlett.
* "Starting Your Call of Cthulhu Campaign," a feature by Daniel
* "Bargain Hunting," a Tale of Terror by Adam Gauntlett.
* "Atlas of Arkham 1911," a Mysterious Manuscript by Bobby Derie.
* "Remember, Remember," a Trail of Cthulhu scenario by Adam Gauntlett.
* "Smedley House," a Tale of Terror by Ben Riggs.
* "Alphonse's Axioms for Agents," a Directive from A-Cell by Adam Scott Glancy.
* "The Thing In the Box," a Message in a Bottle by Ross Payton.

The Eye of Light and Darkness, with reviews of:
* Blood! The Roleplaying Game of Modern Horror, a game by James "Grim" Desborough, et al, reviewed by Matthew Pook.
* The Book of the Smoke, a Trail of Cthulhu sourcebook by Paula Dempsey, reviewed by Chase Beck.
* Building an Elder God: A Game of Lovecraftian Construction, a game by Ben Mund, reviewed by Matthew Pook.
* Call of Cthulhu: The Wasted Land, a video game by Tomas Rawlins, reviewed by Matthew Pook.
* The Dance in the Blood, a Trail of Cthulhu scenario by Graham Walmsley, reviewed by Matthew Pook.
* Live at the Gilman House, an album by Ogham Waite and the Amphibian Jazz Band, reviewed by Brian Sammons.
* Pickman's Muse, a film directed by Robert Cappalletto, reviewed by Brian Sammons.
* Tatters of the King, a Call of Cthulhu campaign by Tim Wiseman, reviewed by Matthew Pook.
* The Whisperer in Darkness, a film directed by Sean Branney, reviewed by Brian Sammons.

The Unspeakable Oath 22 is illustrated by Vicente Silvera Catalá, Matt Hansen, Robert Mansperger Jr., and Bradley McDevitt. Cover art is by Matt Hansen. It is edited by Shane Ivey with Adam Crossingham, Dan Harms, Greg Stolze and John Scott Tynes.

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12.00 €
World War Cthulhu: Covert Actions
World War Cthulhu: Covert Actions

"The summer of 74 burned hot. I remember being stood on that beach, soaked in blood, the Mediterranean sky wider than you can imagine. The smell of 630 and cypress and burning tyres. I remember turning away from the carnage we’d been ordered to wreak. I remember seeing the Others coming out of the water. I remember a voice louder than God screaming. I don’t remember anything after that."

Agents of Section 46 may be assigned almost anywhere on Earth, to carry out objectives for which they are unprepared, with minimal material support and no official sanction. They may have to perform acts that leave them psychologically scarred, consumed with self-loathing or growing ever-emptier inside, unable to maintain healthy relationships, only connecting with fellow human beings as covers or as preludes to betrayal.

They will be in regular physical danger, evading those who would arrest, torture or kill them, forced in turn to inflict pain and suffering on often-undeserving targets. And then there is the truly unpleasant side to their work…

Covert Actions is a collection of six ready-to-play scenarios for World War Cthulhu: Cold War, the 1970s espionage setting for Call of Cthulhu.

• Puddles become Lakes: A routine, if unpleasant mission to silence a nosy journalist proves more complicated than first thought
• The Forcing Move: Reality crumbles around the 1972 Reykjavik World Chess Championship
• Cadenza: The Turkish Invasion of Cyprus echoes with deep secrets and hard choices
• The Guardians of the Forest: East Timor Descends into bloodshed and atrocity, and agents find themselves forced to decide which enemy they must defeat.
• Operation Header: The Arctic holds more than abandoned Distant Early Warning listening posts.
• The Unclean: The agents are activated to investigate a death cult in Moscow. What could possibly go wrong?

Covert Actions is a 176 page softcover, with black and white interior.

Written by Chad Bowser, Matthew Dawkins, Scott Dorward, Nick Robinson, Matthew Sanderson, Ken Spencer.
Illustrated by Scott Purdy, Jon Hodgson, Sam Manley.

Covert Actions requires the World War Cthulhu: Cold War core setting book and Call of Cthulhu 7th Edition to play.

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42.00 €
World War Cthulhu: SOE Handbook
World War Cthulhu: SOE Handbook

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The Special Operations Executive were tasked with some of the most daring and dangerous covert actions of the Second World War, from sabotaging power plants to establishing resistance cells in occupied Europe. Yet for the agents of Network N, fighting the Nazis is just one part of their war.

Drawing from real Special Operations Executive training materials and catalogues, the SOE Handbook for World War Cthulhu presents players and Keepers with a wealth of information about combat techniques, tradecraft, the ungentlemanly art of sabotage and the sometimes bizarre weapons and equipment developed for Britain's secret war. Plentiful sidebars translate these techniques and items into Call of Cthulhu game mechanics. The book is also peppered with notes from the mysterious N, steering members of his network through the added complications of applying this knowledge to battles with more eldritch foes.

The SOE Handbook also presents details of a selection of SOE training facilities and the sometimes eccentric personalities who may be encountered there. This allows the Keeper to include mission-specific training, along with the occasional side mission on home soil, as part of their campaign.

128 pages, softcover, black and white interior.

Written by Scott Dorward and Martin Dougherty, illustrated by Jon Hodgson and Scott Purdy.

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30.00 €

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