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Haun tulokset 49 - 72 / 100



Lean and Hungry (4-6)
Lean and Hungry (4-6)

A deadly hunger lies in wait ...

Deep in the heart of a burial mound lies the form of an ancient Alchemist; the corrupt widow of a long-dead diamyo lord who has remained immersed in a crystal bath filled with the essence of divine winds - a liquid distillation of divine ki energies - for a millenium in order to gain perfect immortality. But now a group of wandering heroes is called upon overcome her undead jikininki minions, a band of rampaging barbarian raiders, and the relic seekers who would unwisely plunder the grave, before the depraved Alchemist is forever transformed into a living god!

Lean and Hungry is a Japanese-analog fantasy scenario for a party of 4th to 6th level. It includes:

* New wondrous items like the vigilant lantern that reveals the infernal nature harbored by those its light touches; the amulet of the sheltered mind that wards against the effects of enchantments; the amulet of the watchful eye created to be the central piece in a magical scrying system; and the sands of timing that measure the precise temporal flow of arcane energies and processes.
* New spells such as the ward of ravenous hunger that curses graverobbers with an all-consuming hunger; and bless salt, which hinders the spawning of undead creatures.
* New potions like essence of the divine winds that harvests ki energies to transform its user into an undying divinity; and the distillation of quickened stone that hardens the rock it is applied to and causes it to grow lighter.
* The blasphemous rod of jikininki control that allows its user to bind these perverse monsters to her will.
* Two new NPC classes: the criminal who makes up the bulk of both urban criminal outfits and rural outlaw bands; and the faithful who serve their gods in inglorious ways, much as adepts fulfill wizardly roles among primitive peoples.
* New creatures such as the flesh-eating jikininki, the four monstrous guardians of the ancient burial mound, a lesser shield guardian construct charged with protecting its wizard master, and an entire army of terracotta soldiers!

Author: Chad Brouillard
Cover Artist: Brian Figur

Format: 48 pages, 8.5" x 11", saddle stitched

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18.00 €
Love & War (HC)
Love & War (HC)

The Sourcebook of Knights and Chivalry

Valorous and loyal, serving his god, his lord, and his lady, the knight is the archetypal hero. Not for him cunning words or tricks, nor disguises and ambushes. The knight faces his enemies boldly on the field of combat. The life of a knight is full of quests, tournaments, and epic battles recounted in poems for the pleasure of his lady-love. The classic image of a knight is a paladin in shining plate armor, mounted on a warhorse. But knights can range far from this stereotype; members of any character class, social class, race, or sex can follow the path of chivalry.

This sourcebook investigates chivalry in detail, giving knightly options for PCs and ideas for the GMs to use in designing adventures. Love and War features:

* Discussions of the four knightly virtues - Valor, Loyalty, Piety, and Love - including prestige classes, orders of chivalry, and specialized feats and magic items for each. Become a valorous Dragonbane Knight dedicated to battling monsters, a loyal Knight of the Fountain who serves the king-in-exile, a pious knight of the Sun Goddess, or an amorous knight devotee of the lady Iphigenia, who lived two hundred years ago and was abducted by a powerful outsider.
* Sections on knighthood and race that discuss how you can become a member of the dwarven Granite Wall order that defends a mountain kingdom, the halfling Order of the Sun that spreads the fame of its deeds, or the Order of the Nightingale that protects the elven queen.
* Exceptional examples of knighthood, such as arcane spellcasters, female knights, lover pairs, and dark knights who twist and pervert the chivalric virtues.
* Guidelines for creating your own knightly prestige class and order of chivalry, as well as rules for tournaments, quests, tracking renown, and courtly battles of wit.

Author: David Chart
Editor: Michelle Nephew
Artist: Scott Reeves

Format: 160 pages, 8.5" x 11", case bound

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36.00 €
Nyambe: Dire Spirits
Nyambe: Dire Spirits

An Introductory Adventure for 1st-Level Characters

The fearsome bounty hunter KanUk -- a kosan orc from the Mythical Ages of Nyambe-tanda -- was long ago bound into the body of an undead dire lion. His savagery knew no bounds among the helpless slaves of his land until he was defeated in the Great Rebellion, and his spirit was shunted into his own still-beating undead heart. This heart has rested undisturbed in a foul shrine for thousands of years, protected by the magical wards erected by the kosans before they fled. But not even kosan magic is eternal, and just over a month ago, the wards collapsed, exposing the shrine to the outside world. When this malignant heart begins to assemble animal slaves intent on locating a new body for their evil master, a group of brave warriors must find and destroy it before it orchestrates KanUk's rebirth, and all of Nyambe-tanda falls beneath his claws!

Dire Spirits is a D20 System adventure for 1st-level characters. It provides an introduction to the Nyambe: African Adventures campaign setting, though it can also be used as a stand-alone scenario. It is recommended, but not necessary, that players own the Nyambe hardcover sourcebook (stock number AG3700).

This 48-page module includes:
* A map and description of the village of Mounchili, a typical community in the Empire of Mabwe, that can become the PCs' base in a larger campaign.
* Rules for generating the family compounds typical of Nyamban villages.
* Maps and descriptions of the ancient temple that contains KanUk's still-beating heart.
* Pregenerated PCs and stats for agogwe halfling warriors, wakyambi elf adepts, and Nghoi human commoners, to start any GM off right in an African Adventures setting.
* New D20 material like the howling fern monstrous plant, rainforest zombies, the fearsome pseudo-lich template, rules for monkey traps and trip line and spikes traps, the wondrous linguist's staff, and the magical disease called wound rot.

Author: Chris Dolunt
Editor: Michelle Nephew
Cover Artist: Steven Saders
Interior Artists: John Davis, Brian Figur

Format: 48 pages, 8.5" x 11", saddle stitched

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13.00 €
Occult Lore (HC)
Occult Lore (HC)

All the myriad secrets of magic ...

Wizards study their academic magics in great halls of learning; sorcerers discover their spells through innate talent; clerics call upon the gods for a share of divine favor. But what of those magic-users who delve into the less well-charted realms of the mystic traditions? What of those who tap into the power of the heavenly spheres, or use the secret essences of the plant or mineral kingdoms to distill potent magical concoctions? Those whose gift lies in drawing spirits or elemental forces to do their bidding, or who can explore the twisting paths of a dreamer's mind? What of those whose very presence tampers with the familiar magic of arcane and divine spellcasters?

All these find their place in Occult Lore.

Occult Lore is the definitive tome of alternate D20 magic systems. This 240-page hardcover tome contains new spells, magic items, creatures, PC and NPC classes, prestige classes, domains, and in-depth rules for ten new magic traditions:

* Alchemy allows the Arcane Healer to tend to his patients in the absence of a Cleric, and the Grand Alchemist to pursue the immortality granted by just a drop of pure philosopher's gold.
* Astrology places the wisdom of the stars into the hands of mortals; horoscopes can predict a character's future, the most auspicious time to explore a dungeon, or let an Astrologer control the subject of a nativity from afar.
* Solar Hierophants embody the sun itself, becoming celestial creatures, while Lunar Mystagogues become the masters of magical secrecy, exerting their dark power over creatures of the earth and underworld.
* Elementalism turns the forces of air, earth, fire, and water to the will of the spellcaster, until the Elementalist tranforms herself into one of the elemental creatures she commands!
* Geomancy gives magic-users access to the power of ley lines, dowsing, and the innate magic of locations to enhance their mystic abilities -- sometimes beyond their own control -- or even to create fearsome zones of antimagic.
* Herbalism is the craft of the Wylderwitch and the Grand Herbalist -- the plants of the field become healing poultices and powders, magical concoctions that can extend or shorten life, or even Verdex that "bind" spells for later use. Occult Lore features Baird's Botanical, an extensive appendix describing twenty mundane and magical plants and the concoctions Herbalists can distill from them.
* Magical Imagination gives Heraldic Wanderers the ability to construct fabulous Memory Palaces from shadow and illusion.
* Oneiromancy grants access to the dream worlds where id-hounds roam, Lucid Dreamers manipulate dream reality to fit their own deepest desires, and secret knowledge or transient magic items are the treasures of a sleeping mind.
* Rational Magic lets science and Logic displace the power of magic. Rationalists strip targets of their spells and special abilities with well-reasoned argument, and even cancel the effects of magical weapons and armor.
* Spirit Cultivation is the Gleaner's art of capturing the fleeting remnants of a soul, and slowly teaching it the ways of power. Gleaners nuture these souls first in a cloak of remnants, then transfer them into reliquaries to invoke the skills and spells of the spirit, and finally use focal charms to control spirits with the power of the gods themselves!
* Sympathetic Magic uses ritual points to toss spells across continents -- all a Mage needs is a lock of hair to curse an enemy for a lifetime!

Editor: Michelle Nephew
Authors: Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb

Format: 240 pages, 8.5" x 11", case bound

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33.00 €
Over the Edge 3rd Edition (HC)
Over the Edge 3rd Edition (HC)

The game of enigma and conspiracy, reimagined by its creator for a new generation of roleplayers.

The original RPG of counter-culture conspiracy, weird science, and urban danger comes roaring back in a completely reimagined edition.

Jonathan Tweet, co-creator of D&D 3rd Edition, returns to his original game with a bold new vision. Everything old is new again, appealing to new and existing fans alike: New narrative rules improve storytelling. New character traits propel drama. New world details keep everyone guessing.

The Edge is the weirdest city in the world: Get into trouble. Question your place in the crazed multiverse. Take a draught of madness. Fight a baboon. Take a leap Over the Edge.

* A cornucopia of fringe science, conspiracy, and hyper-reality. The island of Al Amarja is a rich sandbox for your craziest and most entertaining ideas.
* Everything old is new again: New narrative rules improve storytelling. New character traits propel drama. Every conspiracy, character, and location is given a fresh twist.
* Designed by Jonathan Tweet, lead designer of Dungeons & Dragons 3rd Edition, Ars Magica, Everway, and 13th Age.

What It’s About
* The twisted RPG of counter-culture conspiracy, weird science, and urban danger comes roaring back in a completely reimagined edition.
* Get into trouble. Question your place in the crazed multiverse. Take a draught of madness. Transcend mortal limits. Fight a baboon.
* Please remember that Liberty is Job One, Disarmament Means Peace, It’s Polite to Speak English, and of course, Paranormal Activity is perfectly legal. Thank you for your consent.

Gameplay Basics
* Fast, dramatic character creation that’s laser-focused on creating dynamic, active characters. Player-defined traits quickly establish what characters can do, and each PC’s Trouble & Question force characters into personal crucibles that drive story.
* A simple 2d6 resolution mechanic uses a lightning-fast comparison of level and difficulty to generate rerolls instead of managing modifiers through addition and subtraction.
* Inject shocking, unexpected outcomes into the narrative through good twists, bad twists, and “twist ties.”
* Three strikes and you’re dead. But unless you’re at risk of your third strike, you can safely take big risks, electrifying gameplay with big, exciting moments.

Full-color, 8.75” x 10.875” 276-page casebound hardback with metallic foil cover.

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54.00 €

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