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Call Of Cthulhu RPG 7th Edition Quick-start Rules
Call Of Cthulhu RPG 7th Edition Quick-start Rules

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Horror Roleplaying in the Worlds of H.P. Lovecraft

The Great Old Ones ruled the earth aeons before the rise of humankind. Originally they came from the gulfs of space and were cast down by even greater beings. Remains of their cyclopean cities and forbidden knowledge can still be found on remote islands in the Pacific, buried amid the shifting sands of vast deserts, and in the frigid recesses of the polar extremes. Now they sleep — some deep within the enveloping earth and others beneath the eternal sea, in the drowned city of R'lyeh, preserved in the waters by the spells of mighty Cthulhu. When the stars are right they will rise, and once again walk this Earth.

Welcome to Chaosium’s Call of Cthulhu 7th Edition Quick-Start Rules, a booklet that collects the essential rules for Call of Cthulhu 7th Edition and presents them in abbreviated form.

This book comprises a complete basic roleplaying game system, a framework of rules aimed at allowing players to enact a sort of improvisational radio theater—only without microphones—and with dice determining whe'ther the characters succeed or fail at what they attempt to do. In roleplaying games, one player takes on the role of the gamemaster (or Keeper, in Call of Cthulhu), while the other player(s) assume the roles of player characters (investigators, in Call of Cthulhu) in the game. The gamemaster also acts out the roles of characters who aren’t being guided by players: these are called non-player characters (NPCs).

From its origin, Call of Cthulhu was designed to be intuitive and easy to play. Character attributes follow a 3D6 curve, and the other Call of Cthulhu mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice. This means that there’s less fiddling with dice of different types, and the concept of a percentile chance of success is extremely easy for beginners and experienced players to grasp.

Use this booklet to play Call of Cthulhu immediately, and to discover the improvements to the system. Games rules, an updated character sheet, and a classic adventure are included.

48 pages
By Sandy Petersen, Mike Mason, Paul Fricker, and Lynn Willis.

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12.00 €
Call Of Cthulhu RPG 7th Edition Starter Set
Call Of Cthulhu RPG 7th Edition Starter Set

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A WORLD OF MYSTERY, HORROR, AND ADVENTURE IN A BOX!

This Starter Box contains everything you need to start playing Call of Cthulhu—the tabletop roleplaying game of mystery and horror.

Players take on the role of investigators of mysteries, uncovering dark secrets, encountering strange monsters, and thwarting sinister cults. Together, you and your friends create and develop a story in which each of your characters plays a leading role, which could be foiling some dastardly plot or stopping horrors from beyond space and time!

Roleplaying gaming is a social pastime. Everyone works together in a team, each playing an investigator character. One player runs the game—the Keeper of Arcane Lore—who referees the game and presents the adventure plots to the other players. Think of it a bit like acting in a drama, but where there isn’t a script. Dice and the rules of the game determine the success or failure for your character’s actions—all while you are propelled into dramatic and nerve-tingling situations! The emphasis is on having fun.

INSIDE THIS BOX:
* Book 1: Introduction and Alone Against The Flames—a solo introductory adventure, teaching you the basics of Call of Cthulhu as you play through a mystery.
* Book 2: Call of Cthulhu Starter Rules—the essential rules, everything needed for starting play.
* Book 3: Adventures—three starter adventures for your players to explore.
* Ready to Play Investigators—five ready to play game characters.
* Blank Investigator Sheets—ready for creating your own investigators.
* Roleplaying Dice – a set of six polyhedral dice for use in the game.
* Player Handout – a set of ready to use props.
* Adventures!


This box comes packed with four classic adventures for over ten hours of game play:
- Alone Against The Flames
- Paper Chase
- Edge of Darkness
- Dead Man Stomp

Call of Cthulhu is the definitive mystery and horror roleplaying game and has won over 40 awards, including being inducted into the Academy of Adventure Gaming Art and Design Hall of Fame. When you are ready to delve deeper into the game, expand your fun with the 7th edition Call of Cthulhu: Keeper Rulebook and Investigator Handbook.

What’s different about this edition?
* New box art by Lin Hsiang
* New cover design of books
* Updated to include errata
* New format investigator sheets

Boxed set with Dice
by Mike Mason & Friends

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36.00 €
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 €
Chthonian Stars (HC)
Chthonian Stars (HC)

It is a good time to be alive. The nations of the world still exist, but they have become more civilized. Countries resolve their disputes through the forum of the United World Council. Colonies of mutual cooperation exist throughout the solar system. We have stretched to the edge of our known world.

But, alas, it is not to be our time.

Something approaches, a thing on an orbit from far away. Seemingly a large shard of dark matter, this object is known in obscure prophecy as the Chthonian Star. It is a thing that has been travelling through the universe on its oblique trajectory for millions, if not billions, of years. It is a part of the natural cycle of things, on its eon-long orbit. The Chthonian Star is the thing that caused the end of the dinosaurs, among other things. Now, again, it is awakening things long thought lost or dead, things that have slumbered awaiting its return.

Created by WildFire, the team behind the award-winning CthulhuTech, Chthnonian Stars is an original setting for Traveller. It brings a Lovecraftian flair to the Traveller family of products, in a near future setting where mankind has expanded out into our solar system, where old things are beginning to awaken.

This is the core setting book, with everything a new players needs (other than the Traveller Core Rulebook). It includes robust setting material, including a look at the planets and colonies of our solar system, new technology and starships, and a peek behind the curtain at the occult history of our part of the galaxy. It also includes new optional rules for character generation, including point allocation and half-terms, and new rules for psychology and combat.

Size: 220 pages, Hardback
Interior Art: Full Colour
Author: M J Dougherty

      ei vielä ilmestynyt odotettavissa huhtikuu 2011
55.00 €
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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Cthulhu Apocalypse (HC)
Cthulhu Apocalypse (HC)

On November 2nd, 1936, the world died.

Finally, the stars had come right; and things that lurked under the seas for eons rose to claim their rightful place. Now, they rule the earth, stalking it like titans.

Millions of women and men died, yet you survived, doomed to wander the ruins, searching for answers. What went wrong? Are there others like you? How can you stay alive? And is there a way to put this right?

Cthulhu Apocalypse is a survival horror supplement for the Trail of Cthulhu roleplaying game that takes Investigators into a terrifying post-apocalyptic world.

Using the award-winning Apocalypse Machine, GMs can destroy the world any number of ways—including the death rays of alien tripods, a plague of white flowers, or the rising of Great Old Ones, and run adventures of investigation and survival in a land transformed beyond recognition.

Cthulhu Apocalypse includes:
* The Apocalypse Machine, an award-winning GUMSHOE sandbox setting that gives you the tools to create your own global catastrophe—from the first strange rumblings to the final, cataclysmic event—along with Drives, Occupations, and more for adventures among the ruins.
* Five adventures in the aftermath of disaster, taking Investigators through Britain, across the sea to America, and beyond the veils of reality as they struggle to survive. (Previously published as The Dead White World.)
* Three adventures set years later, as the few survivors find their humanity cracking and moulting in the process of becoming something new. (Previously published as Slaves of the Mother.)
* Eight all-new scenarios that give your players the choice as to whether—and how—humanity survives in this strange new world.

Pages: 216, hardback book
Author: Graham Walmsley, Gareth Ryder-Hanrahan
Artist: Alessandro Alaia

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42.00 €
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 City (HC)
Cthulhu City (HC)

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Enter a place born from all of Lovecraft’s creations, and governed by servitors of the Old Ones.''

Great Arkham – the Cthulhu City.
There is – by certain unreliable and maddening accounts, and now by your own dreadful experience – a city on the eastern seaboard of the United States, in northern Massachusetts. You do not recall seeing it on maps when you were growing up, and no-one of your acquaintance ever admitted coming from that place until you found yourself living within its eerie confines. It is a city of windowless cyclopean skyscrapers, of crumbling baroque buildings and ruins that must, impossibly, predate human habitation in this part of the world. At times, you can see remnants of familiar small towns which have grown together into this monstrous conurbation – Dunwich in the west, beyond Sentinel Hill; quaint Kingsport, by the sea; industrial Innsmouth, the engine of trade and commerce; and the city’s heart, Old Arkham.

You know that this city is monstrous.
You know that the city government are in the thrall of – or in league with – alien horrors.
You know better than to go out at night, when the clouds roll in from the sea and shapes move in the sky. You know there are occasional, unpredictable streets that come and go according to some unearthly schedule, that strange black ships dock at Innsmouth to trade with the squat, ugly denizens of that neighbourhood. You know, too, that not all of your neighbours are sane – or human.

But you’re trapped. There’s no way to escape the city.
Because the city is the world.

Cthulhu City is a setting for Trail of Cthulhu, usable for a full campaign in its own right or as a nightmarish intrusion into an existing game. The Investigators find themselves in a strange, corrupted Arkham, a ghastly metropolis. People – humans – live in the city, and seem bizarrely normal on first encounter – their concerns are the same mundane, day-to-day passions and trials of anyone in the modern world – but scratch the surface, and the Mythos spills forth. Motorcars drive down streets lined with sullen-eyed basalt cyclopean buildings raised by no human hand; at night, loathsome and titanic shapes move behind the clouds. It’s a city where priests masked with yellow silk proclaim the majesty of God from the churches; a city occupied by alien powers. The old-money families have names like Marsh and Whately and Curwen, and the worst crime imaginable is defying the will of the living gods.

Humans shouldn’t survive here, but they do, blindly adapting to the horror all around them. Are the Investigators dreaming? Insane? Have they travelled in time? Is this an alternate reality? An illusion? Or have they somehow had their minds swapped with denizens of the city?

Or has it always been this way, and they can no longer deny the truth?
The Great, the Old, the Terrible City of Unnumbered Crimes
In this surreal nightmare supplement for Trail of Cthulhu, discover...

* The heart of Lovecraft’s urban fiction. Arkham, Dunwich and Kingsport, but also R’lyeh, the Nameless City, and the City of the Elder Things…
* The vertiginous terror of inverted order! Worshippers of the Great Old Ones rule from City Hall, while investigators are wanted criminals! After the infamous Miskatonic Raid which put an end to the “anarchist plots” of the Armitage Inquiry, who dares challenge the authorities?
* Intrigue and action in the twisted streets! In a campaign of urban horror, evade the watchful eyes of the authorities with the new Suspicion rules! Smash the cults – or conspire to pit one faction against the others!
* The hidden ways of the city. Use District Knowledges to find help, but beware – any of the dozens of NPCs could be a stalwart ally, a doomed victim, or a sinister servant of the Mythos...

Includes The Whispering Light, a full-length noir-flavoured adventure set in Great Arkham that takes investigators on a tour of the mysterious city… and into the beyond!

Cthulhu City – an inescapable new setting for the Trail of Cthulhu RPG

Author: Gareth Ryder-Hanrahan
Artist: Gislaine Avila, Jesús A. Blones, Marine Cegalerba, Jen McCleary, Kennedy Cooke-Garza, Lauren Covarrubias, Lee Dawn, Nyra Drakae, Marisa Erven, Quintin Gleim, Jérôme Huguenin, Ethan Lee, Erica Leveque, David Lewis Johnson, Amanda Makepeace, Valentina Filic (xAngelusNex), Georgia Roan, Anna Rogers, Karolina Wegrzyn.

Pages: 224pg casebound

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42.00 €
Cthulhu Confidential
Cthulhu Confidential

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GUMSHOE, One-2-One RPG

Cthulhu Confidential is a roleplaying game designed for one player and one game master. It’s powered by the GUMSHOE One-2-One game system which retunes, rebuilds and reimagines the acclaimed GUMSHOE investigative rules set, as seen in such hit roleplaying games as Trail of Cthulhu and Night’s Black Agents, for one player and one GM. Together, you create a story that evokes the classic solo protagonist mystery format.

Cthulhu Confidential drops your hero into the noir nightscape of hardboiled-era Los Angeles, New York or Washington, DC. Meet powerbrokers and politicians, rub shoulders with Hollywood studio bosses and fiery evangelists. Face narrow-eyed G-Men, bent cops and dangerous crime lords. But beneath it all, under the scrim of all this human endeavor, lives corruption so old and inhuman you’ll need all your courage and resourcefulness to face it.

Choose one of three heroes with their own settings and adventures: Langston Wright is an African-American war veteran and scholar in WW2-era DC with a keen intellect. Dex Raymond is a hard-boiled private detective in 1930s Los Angeles with a nose for trouble. And Vivian Sinclair is The New York Herald’s most determined scoop-hound.

Each is a lone investigator, equipped with smarts, fists, and just maybe a code of honor, uncovering their town’s secret truths. But what happens when you scratch the veneer of human malfeasance to reveal an eternal evil—the malign, cosmic indifference of HP Lovecraft’s Cthulhu Mythos?

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54.00 €
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 €

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