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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 €
Delta Green: Conspiracy
Delta Green: Conspiracy

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A gorgeous, 25th-anniversary edition of the original DELTA GREEN, the classic RPG sourcebook of horror and conspiracy.

It’s been twenty-four years, a month, and two days since the bastards brought us down.

In that time we’ve come back strong, doing things they couldn’t conceive of. They think they understand us, those who know we’re still around. They think we’re cowboys, meddlers.... They think we’re just too pig-headed and selfish and old to let go of what we once were.

They know nothing.

In Delta Green, cosmic terror meets modern conspiracy. Delta Green is a secret group dedicated to protecting humanity from unnatural horrors, misappropriating the resources of the U.S. government to wage a war that they must at all costs keep hidden.

Welcome to America at the end of the millennium. Do you know who is pulling the strings?

Delta Green knows. Things from beyond space and time that lurk in the shadows, the slow rot at the core of humanity, the dark stars that whirl madly above—these are the true masters of the world. Delta Green has been fighting them since the 1928 Raid on Innsmouth, and the fight still rages on.

The Conspiracy is a 1990s sourcebook for Delta Green: The Role-Playing Game: An updated, rearranged version of the original, 1997 Delta Green sourcebook with new art and graphic design, new appendices by Shane Ivey, editing by Shane Ivey and Caleb Stokes, and a foreword by Ray Winninger. Delta Green won the Origins Award for Best Roleplaying Supplement. The Delta Green line has consistently been some of the highest-rated RPG books of all time. The Conspiracy brings those original, infamous horrors to the light of a new age.

The Conspiracy includes:
* Agents & Friendlies
* The Delta Green Campaign
* Delta Green
* The Fungi From Yuggoth
* Majestic
* The Karotechia
* Saucerwatch
* The Fate
* Feds in the Nineties
* Security Classifications
* Glossary
* Mysterious Manuscripts
* New Rituals
* Bibliography
* Index

THE BIG PICTURE: An overview of the world of Delta Green and the evolution of the Cthulhu mythos from the 1920s to the 1990s. Written by John Scott Tynes, Dennis Detwiller, and Adam Scott Glancy.

DELTA GREEN: A look at the organization itself, or what is left of it in the 1990s—an illegal conspiracy organized for its own protection in small, isolated cells of operatives, like the freedom fighters of World War II and terrorists of the modern day. Includes guidelines for creating agents and cells. Written by Adam Scott Glancy and John Scott Tynes.

MAJESTIC-12: Delta Green’s most bitter and powerful enemy, a dark reflection of what it might have been and may yet become. A sprawling network of top-secret military operations and research projects turn the power of government to the profit of cynics. And to the inscrutable, horrific goals of powers higher still. Written by Adam Scott Glancy with Dennis Detwiller and John Scott Tynes.

THE KAROTECHIA: The greatest foe of Delta Green’s early days, a Nazi program to study and harness the powers of the unnatural. Long thought destroyed, it arises in the shadows and seeks yet to master the secrets of death. Written by Adam Scott Glancy.

SAUCERWATCH: Believers and witnesses who know that the UFO phenomenon is real and who put everything on the line to prove it. Their quest risks exposing secrets that could lead Delta Green and Majestic-12 out of a cold détente and into murderous war. And it could mean the immolation of everything and everyone the SaucerWatch faithful hold dear. Written by Adam Scott Glancy.

THE FATE: A rumor circulates in the New York underworld. Gangsters whisper of the Network, a mob above the mobs, so lethal that it can bring to heel any of the gangs that feed upon the city. And a rumor circulates among the servants of the Network, among fixers and schemers as they move between the pulsating dance floors and secret chambers of Club Apocalypse. A rumor of so-called Lords who can make the impossible happen. A rumor of the Fate, the powers at the living heart of the Network. A rumor of the man who holds the Fate in thrall, the man with the power, a smiling terror named Stephen Alzis. Written by Dennis Detwiller and John Scott Tynes.

APPENDICES: A bibliography. A period glossary. A review of security classifications. Tomes and other documents from across the history of Delta Green. Firearms and technologies likeliest to be deployed by Agents in the 1990s. Written by Dennis Detwiller, Adam Scott Glancy, Robert Maclaughlin, and John Scott Tynes.

(Adventures and federal agencies that appeared as appendices in the original Delta Green shall be published separately.)

Delta Green: The Conspiracy is illustrated by Dennis Detwiller, edited by Dennis Detwiller and Shane Ivey, and designed by Simeon Cogswell and Jen McCleary, the team behind Delta Green: The Role-Playing Game and Delta Green: Impossible Landscapes.

Entry One has been breached. Time to get this show on the road. They have no idea the kind of Hell I’ve prepared for them. May God have mercy on my soul.

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54.00 €
Delta Green: God's Teeth (HC)
Delta Green: God's Teeth (HC)

CLAIMED BY THE GOD THAT FEEDS

In early 2001, a few Agents of Delta Green face an evil too cruel to ignore. They can never turn back from what they see or what they must do to stop it. A night of death leaves them scarred forever. But even as one terror fades, another awakens.

The Agents find themselves beset by a power more frightful than Delta Green itself, a force beyond that hungers for unnatural death. A force that hunts horrors like a cat stalking prey. A force that has made the Agents the instruments of its ceaseless devourings.

God’s Teeth follows the Agents across nearly twenty years of dire history:
* GO FORTH (2001): The Agents fall onto a long timeline of bitter choices and terrible repercussions.
* THE LONG YEARS (2001–2016): The Agents are recruited into the new Delta Green, the official Program. Any number of scenarios might follow. The Agents are drawn to horrors.
* RED THOUGHTS (2016): Repercussions from “Go Forth” swim to the surface of public awareness. The Agents must push them down again.
* WHITE TEETH (2016): The Agents must seek victims who survived that awful night of “Go Forth” and became monstrous themselves, murderous youths who work to sharpen the Teeth.
* THE SPIRAL (2016–2020): Terrors converge. The influence of the god that claims the Agents seems only to grow. An FBI tip signals another threat resurrected from the sins of the past.
* THE HIDDEN GOD (2020): As the world embraces plague, the Agents must trace the consequences of their actions, confront impossible foes, and face the appalling force that cursed them.

God’s Teeth is played with Delta Green: The Role-Playing Game. Find fully-playable quickstart rules in the free download Delta Green: Need to Know.

CONTENT WARNING:
THIS CAMPAIGN CONCERNS AND CONFRONTS VIOLENCE AGAINST CHILDREN. SUCH SUBJECT MATTER CAN BE FAR WORSE, FAR MORE PERSONAL AND AWFUL, THAN THE USUAL COSMIC HORRORS OF DELTA GREEN. ABUSE OF THE HELPLESS IS ALL TOO PRESENT IN OUR WORLD AND IN THE LIVES OF MANY PLAYERS. READ THE ENTIRE CAMPAIGN BEFORE YOU BEGIN PLAY.

      ei vielä ilmestynyt odotettavissa 2024
60.00 €

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