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RuneQuest: Glorantha Bestiary (HC)
RuneQuest: Glorantha Bestiary (HC)

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A Myriad of Foes, Rivals and Allies to challenge your RuneQuest Heroes

Filled with monsters, beasts, magical creatures, plants, and non-human species to fill your RuneQuest campaigns!

The RuneQuest: Glorantha Bestiary contains almost 200 creatures native to the world of Glorantha or in the spirit worlds adjacent to it. These creatures range from weak to apocalyptically powerful, allowing a RuneQuest gamemaster to choose the right creature to suit any encounter or need.

Entries are divided into Elder Races, creatures of Chaos, monsters, natural animals, dinosaurs, giant or unusual insects, spirit entities, summoned magical beings, and noteworthy plant types. Another chapter, Terrors, describes the most horrific and powerful entities walking the world of Glorantha, such as the enormous Crimson Bat, the three-bodied Chaos horror Cwim, the Chaos gaggle, and the Fiend of Cacodemon.

Each entry is presented in the same format as player adventurers, including attributes, hit locations and armor, weapons and special attacks, skills, languages, magic, and more. Sections in each entry include Myths and History, Subtypes, Description, Culture, Government, Religion, Region of Origin, and more, with adventuring races expanded in considerable detail.

Let your players be Trolls, Centaurs, or a different Intelligent Races!
Non-human species detailed for use as player character adventurers, ranging from multiple types of elves, dwarfs, centaurs, dark trolls and great trolls, all the way to unique Gloranthan species such as intelligent baboons and ducks, dragonewts, Men-and-a-half, trollkin, and Wolfbrothers, complete with their professions, cults, and magic.

* The Glorantha Bestiary provides almost 200 creatures ready for gamemaster use in RuneQuest campaigns.
* Rules for creating non-human adventurers, including professions, their cults and special magic, and more, making this valuable for players as well as gamemasters.
* Maps showing the regions many of these species and creatures are encountered.
* This 208-page full-color hardcover sourcebook allows gamemasters to show players the creatures they encounter, beautifully illustrated.

Version: 4th Edition Chaosium RuneQuest
Page Count: 208
Format: Full-color Hardcover
Authors: Greg Stafford, Jeff Richard, Jason Durall, Sandy Petersen
Cover Artist: Andrey Fetisov
Artists: Cory Trego-Erdner
Cartography: Colin Driver
Design & Layout: Simeón Cogswell

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48.00 €
RuneQuest: Pegasus Plateau & Other Stories (HC)
RuneQuest: Pegasus Plateau & Other Stories (HC)

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Invitations to Adventure

Eight Ready-To-Play Adventures for RuneQuest

Set in the mythic fantasy world of Glorantha, The Pegasus Plateau & Other Stories features seven complete ready-to-play adventures, taking you from ghoul-haunted catacombs, into mystic ruins, across the arid deserts of Prax, and up to the rocky pinnacle of the Pegasus Plateau!

The Pegasus Plateau & Other Stories is a collection of new, ready-to-use adventures or locations written with the specific purpose of introducing Glorantha and RuneQuest to new players by providing short and easy-to-run gameplay experiences. Like “The Broken Tower” from the RuneQuest Quickstart Rules & Adventure, these are suitable for new gamesters and layers alike.

In the same vein, most of the adventures in this collection are from newcomers to the world of published RuneQuest and Glorantha material, all eager to put their own stamps upon this renowned setting.

The seven adventures are:
* The Pegasus Plateau is a desperate race to the top of a mountain to claim a priceless reward.
* The Grey Crane concerns an ancient legacy, stolen from its rightful owner.
* The Rattling Wind is a deadly tale of ghosts and unearthly revenge.
* Crimson Petals describes a curse afflicting a beleaguered town.
* Gloomwillow's Hollow details the Woods of the Dead, a realm ruled by ghouls and worse.
* The Ruin on the Stream delves into an ancient ruin in search of long-lost secrets of dragon magic.
* The Pairing Stones presents a tale of a wedding interrupted, lovers separated and reunited.

Additionally, The Locaem is a new tribe for use by gamemasters and players, and the lonely village of Renekot's Hope, perched between the Lunar Empire and its enemies in Sartar, provide refuge... or a springboard for adventure!

Suitable for new and veteran gamemasters and players, each adventure spotlights a unique aspect or area of Dragon Pass. They can be used as introductions to Glorantha or as part of existing campaigns.

Hardcover, 160 Pages

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42.00 €
RuneQuest: Roleplaying in Glorantha Core Rulebook (HC)
RuneQuest: Roleplaying in Glorantha Core Rulebook (HC)

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RuneQuest: Roleplaying in Glorantha is the long-awaited reunion of setting and rules, merging Glorantha and the RuneQuest rules together for the first time in years.

RuneQuest: Roleplaying in Glorantha is a mythic heroic fantasy roleplaying game set in the world of Glorantha, where the gods are active and magic is a part of everyday life. The Hero Wars, apocalyptic battles too determine the fate of the world, are just beginning, and players must become heroes to save their world, achieving great deeds while balancing responsibilities of family, tribe, and the needs of their gods.

This edition marks the triumphant return of one of the oldest and most critically acclaimed gaming settings of all time in a deluxe all-new edition. The flagship book in an ambitious new full-color volume suitable for any gamers, new or experienced, the RuneQuest core ruleulebook presents everything you need to begin adventuring in Glorantha.

Dramatic character creation rules bring Glorantha to life, integrating adventurers into this rich and complex world. Designed in tandem with the Glorantha Bestiary and the Gamemaster Screen Pack, these rules contain everything you need for countless adventures in the fabulous world of Glorantha.

RuneQuest: Roleplaying in Glorantha is an all-new edition of one of the world’s most influential and acclaimed fantasy roleplaying games. First appearing almost 40 years ago, RuneQuest is as dynamic and vital as ever. This all-new, deluxe edition introduces RuneQuest and its setting of Glorantha to new players everywhere.

Try out a skill-based percentile system that balances experience-based progression with deadly combat!

The core rules of RuneQuest are essential for players and gamemasters, as they contain all the rules for character creation, starting homelands, background history, professions, skills, starting Runes and magic, and the cults and gods whose influence will define your character’s activities. Further, the rules for character advancement are contained here, for the times between adventures.

RuneQuest is part of Chaosium’s D100 Basic Roleplaying system. It is intuitive and easy to play: virtually all rolls determining success or failure of a task are determined via the roll of percentile dice.

RuneQuest has no character classes or alignments; characters are defined by their culture, the gods they follow, and the Runes that inspire them.

Nor does the RuneQuest system use levels; instead, characters advance in skills and abilities by using them in course of play. Anyone can try to pick a lock, cast a spell, or decipher some ancient runic script.

Combat in RuneQuest is exciting, immersive, visceral and always potentially deadly; players should be mindful even the lowliest trollkin can take out an experienced warrior with a lucky blow.

Players will want this book to create their unique characters, diving into sorcery, picking their cult, or taking up shamanism to converse with mysterious spirits.

Gamemasters need this book, as it contains the core rules for the game, including task resolution, combat, and damage, as well as guidelines for special situations in combat, such as formations and chariots. These core rules are designed to be used in conjunction with the upcoming Glorantha Bestiary and the RuneQuest Gamemaster Pack and Screen.

Have you played Call of Cthulhu? You will pick up RuneQuest in no time thanks to our Basic Roleplaying System! Take the battle to the foul minions of chaos!

Two Rules to Remember
You might be getting the feeling that with multiple editions and more than 40 years of existence, that RuneQuest and Glorantha are big! And they are. But Bigger than you can manage? A steep wall that can’t be climbed? Nothing could be further from the truth!

Over the years, Glorantha has existed in many incarnations — roleplaying games, boardgames, computer games, fiction, etc. — and many inconsistencies have crept in, or been deliberately introduced. That’s a good thing! Myths have many versions, and the mythic world of Glorantha is no different, with wildly divergent beliefs about how the world works, how history played out, the influence of groups and individuals, etc. This perfectly sets the stage for you, whether a player or gamemaster, to determine your own vision of the world and how things work for you and your fellow players.

Two important principles have developed among fans of the setting, and should always be kept in mind:

* Your Glorantha May Vary — This is the belief that you and your group are ultimately the ones who decide what the world is like. You can use or ignore published materials, change them as desired, and introduce your own elements to Glorantha. Think of it like a buffet: you can take what you want and leave the rest. Combine things to suit your own taste. You know better than anyone else what works for you.

* Maximum Game Fun — If an aspect of your game is fun, that’s a good thing. If something is not fun, whether it’s rules lawyering or excessive attention to background, then ignore it or de-emphasize it. The point of playing this game — or any other — is enjoyment, and anything that stands in the way of that experience should be carefully rejected.

This new edition has been explicitly written with the goal of approachability, reaching out to new players and gamemasters as well as returning fans, making sure that the game line remains vital and engaging for everyone.

These rules are backward-compatible with the previous versions of RuneQuest from Chaosium and the scenarios.

Are you a fan of old-school RuneQuest? Use RuneQuest: Roleplaying in Glorantha to augment your current campaign.

Want to keep playing the classics with the new rules? Take advantage of our conversion guide, also included in the core rulebook.

* Character creation, homelands, skills, cults, passions and honor, combat, three types of magic, shamanism, the spirit world, experience and improvement, sacred time between adventures, wealth and gear, and more.
* Gorgeous full-color illustrations bring the mythic ancient world of Glorantha to life as never before.
* Written and re-designed for new and experienced players alike, yet fully compatible with prior editions of RuneQuest, giving gamemasters and players an incredible resource of existing material ready and available for use.
* Written and developed by an all-star team ledd by Glorantha and HeroQuest author Jeff Richard, featuring RuneQuest luminaries Greg Stafford, Steve Perrin Sandy Petersen, Ray Turney, and Ken Rolston, Basic Roleplaying author Jason Durall, and gaming industry legend Chris Klug.
* The core rulebook for the new RuneQuest, this book is a must-have for all RuneQuest players.
* A long-awaited and desired reunion of the Glorrantha setting and the RuneQuest rules.
* A conversion guide enables players to bring their adventurers from prior editions up-to-date.
* This 448-page full-color hardcover rulebook has a heavy cover, sewn binding, and a red ribbon bookmark.

Version: 4th Edition Chaosium RuneQuest
Authors: Greg Stafford, Jeff Richard, Jason Durall, Steve Perrin
Cover Artist: Andrey Fetisov
Artist(s): Rick Becker, Bernard Bittler, Simon Bray, William Church, Miguel Coronado, Gene Day, Andrey Fetisov, Piotr Foksowicz, Lisa Free, Merle Insigna, Tomasz Jedruszek, Kalin Kadiev, Roman Kisyov, Rachel Kahn, Jennifer Lange, Rhonda Libbey, Michelle Lockamy, Juha Makkonen, Mike Mignola, Christine Mitzuk, Luise Perrene, Kevin Ramos, Roger Raupp, Jakob Rebulka, Alex Ries, Naomi Robinson, Simon Roy, Olivier Sanfilippo, Luoto Sari, Tobias Tranell, Cory Trego-Erdner
Cartography: Olivier Sanfilippo, Darya Makarava, Colin Driver
Design & Layout: Simeón Cogswell, Malcolm Wolter

448 Pages, Full Color, Hardcover

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66.00 €
RuneQuest: Roleplaying in Glorantha Slipcase Set (HC)
RuneQuest: Roleplaying in Glorantha Slipcase Set (HC)

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Three Core RuneQuest Roleplaying in Glorantha Books in a Deluxe Slipcase: RuneQuest Roleplaying in Glorantha, RuneQuest Glorantha Bestiary, RuneQuest Gamemaster Pack and Screen. 650 + pages Full Color

This set of core products for RuneQuest: Roleplaying in Glorantha contains everything gamemasters and players need for incredible adventures in the world of Glorantha.

This beautiful collector’s slipcase set contains the core rule book for RuneQuest: Roleplaying in Glorantha, the Glorantha Bestiary, and the Gamemaster’s Screen Pack. With these three products in this deluxe package, the gamemaster has everything required to run RuneQuest games set in Glorantha.

The RuneQuest core rules address the world of Glorantha, character creation, homelands, skills, cults, passions and honor, combat, three types of magic, shamanism, the Spirit World, experience and improvement, sacred time between adventures, wealth and gear, and more.

The RuneQuest Glorantha Bestiary includes almost 200 monsters, creatures, spirits, demons, elementals, Elder Races, and more, both new and drawn from the RuneQuest and Glorantha’s incredible history and wealth of prior publications, all updated to be compatible with the new rules.

The RuneQuest Gamemaster’s Screen Pack is a magnificent landscape, four-panel, sturdy gamemaster resource bearing an image of the incredible God’s Wall on the player-facing side, and invaluable reference tables, charts, and rules summary for the gamemaster’s use. Packaged with this table are reference sheets, preprinted blank adventurer sheets, pre-generated adventurers, three full-color maps, and an Adventures book containing a guide to the hamlet of Apple Lane and three adventures set in the region, suitable for new or experienced players alike.

RuneQuest: Roleplaying in Glorantha is the long-awaited reunion of setting and rules, merging Glorantha and the RuneQuest rules together for the first time in years.

RuneQuest: Roleplaying in Glorantha is a mythic heroic fantasy roleplaying game set in the world of Glorantha, where the gods are active and magic is a part of everyday life. The Hero Wars, apocalyptic battles too determine the fate of the world, are just beginning, and players must become heroes to save their world, achieving great deeds while balancing responsibilities of family, tribe, and the needs of their gods.

This edition marks the triumphant return of one of the oldest and most critically acclaimed gaming settings of all time in a deluxe all-new edition. The flagship book in an ambitious new full-color volume suitable for any gamers, new or experienced, the RuneQuest core ruleulebook presents everything you need to begin adventuring in Glorantha.

Dramatic character creation rules bring Glorantha to life, integrating adventurers into this rich and complex world. Designed in tandem with the Glorantha Bestiary and the Gamemaster Screen Pack, these rules contain everything you need for countless adventures in the fabulous world of Glorantha.

RuneQuest: Roleplaying in Glorantha is an all-new edition of one of the world’s most influential and acclaimed fantasy roleplaying games. First appearing almost 40 years ago, RuneQuest is as dynamic and vital as ever. This all-new, deluxe edition introduces RuneQuest and its setting of Glorantha to new players everywhere.

Try out a skill-based percentile system that balances experience-based progression with deadly combat!

The core rules of RuneQuest are essential for players and gamemasters, as they contain all the rules for character creation, starting homelands, background history, professions, skills, starting Runes and magic, and the cults and gods whose influence will define your character’s activities. Further, the rules for character advancement are contained here, for the times between adventures.

RuneQuest is part of Chaosium’s D100 Basic Roleplaying system. It is intuitive and easy to play: virtually all rolls determining success or failure of a task are determined via the roll of percentile dice.

RuneQuest has no character classes or alignments; characters are defined by their culture, the gods they follow, and the Runes that inspire them.

Nor does the RuneQuest system use levels; instead, characters advance in skills and abilities by using them in course of play. Anyone can try to pick a lock, cast a spell, or decipher some ancient runic script.

Combat in RuneQuest is exciting, immersive, visceral and always potentially deadly; players should be mindful even the lowliest trollkin can take out an experienced warrior with a lucky blow.

Players will want this book to create their unique characters, diving into sorcery, picking their cult, or taking up shamanism to converse with mysterious spirits.

Gamemasters need this book, as it contains the core rules for the game, including task resolution, combat, and damage, as well as guidelines for special situations in combat, such as formations and chariots. These core rules are designed to be used in conjunction with the upcoming Glorantha Bestiary and the RuneQuest Gamemaster Pack and Screen.

Have you played Call of Cthulhu? You will pick up RuneQuest in no time thanks to our Basic Roleplaying System! Take the battle to the foul minions of chaos!

Two Rules to Remember
You might be getting the feeling that with multiple editions and more than 40 years of existence, that RuneQuest and Glorantha are big! And they are. But Bigger than you can manage? A steep wall that can’t be climbed? Nothing could be further from the truth!

Over the years, Glorantha has existed in many incarnations — roleplaying games, boardgames, computer games, fiction, etc. — and many inconsistencies have crept in, or been deliberately introduced. That’s a good thing! Myths have many versions, and the mythic world of Glorantha is no different, with wildly divergent beliefs about how the world works, how history played out, the influence of groups and individuals, etc. This perfectly sets the stage for you, whether a player or gamemaster, to determine your own vision of the world and how things work for you and your fellow players.

Two important principles have developed among fans of the setting, and should always be kept in mind:

* Your Glorantha May Vary — This is the belief that you and your group are ultimately the ones who decide what the world is like. You can use or ignore published materials, change them as desired, and introduce your own elements to Glorantha. Think of it like a buffet: you can take what you want and leave the rest. Combine things to suit your own taste. You know better than anyone else what works for you.

* Maximum Game Fun — If an aspect of your game is fun, that’s a good thing. If something is not fun, whether it’s rules lawyering or excessive attention to background, then ignore it or de-emphasize it. The point of playing this game — or any other — is enjoyment, and anything that stands in the way of that experience should be carefully rejected.

This new edition has been explicitly written with the goal of approachability, reaching out to new players and gamemasters as well as returning fans, making sure that the game line remains vital and engaging for everyone.

These rules are backward-compatible with the previous versions of RuneQuest from Chaosium and the scenarios.

Are you a fan of old-school RuneQuest? Use RuneQuest: Roleplaying in Glorantha to augment your current campaign.

Want to keep playing the classics with the new rules? Take advantage of our conversion guide, also included in the core rulebook.

* Character creation, homelands, skills, cults, passions and honor, combat, three types of magic, shamanism, the spirit world, experience and improvement, sacred time between adventures, wealth and gear, and more.
* Gorgeous full-color illustrations bring the mythic ancient world of Glorantha to life as never before.
* Written and re-designed for new and experienced players alike, yet fully compatible with prior editions of RuneQuest, giving gamemasters and players an incredible resource of existing material ready and available for use.
* Written and developed by an all-star team ledd by Glorantha and HeroQuest author Jeff Richard, featuring RuneQuest luminaries Greg Stafford, Steve Perrin Sandy Petersen, Ray Turney, and Ken Rolston, Basic Roleplaying author Jason Durall, and gaming industry legend Chris Klug.
* The core rulebook for the new RuneQuest, this book is a must-have for all RuneQuest players.
* A long-awaited and desired reunion of the Glorrantha setting and the RuneQuest rules.
* A conversion guide enables players to bring their adventurers from prior editions up-to-date.
* This 448-page full-color hardcover rulebook has a heavy cover, sewn binding, and a red ribbon bookmark.

Version: 4th Edition Chaosium RuneQuest
Authors: Greg Stafford, Jeff Richard, Jason Durall, Steve Perrin
Cover Artist: Andrey Fetisov
Artist(s): Rick Becker, Bernard Bittler, Simon Bray, William Church, Miguel Coronado, Gene Day, Andrey Fetisov, Piotr Foksowicz, Lisa Free, Merle Insigna, Tomasz Jedruszek, Kalin Kadiev, Roman Kisyov, Rachel Kahn, Jennifer Lange, Rhonda Libbey, Michelle Lockamy, Juha Makkonen, Mike Mignola, Christine Mitzuk, Luise Perrene, Kevin Ramos, Roger Raupp, Jakob Rebulka, Alex Ries, Naomi Robinson, Simon Roy, Olivier Sanfilippo, Luoto Sari, Tobias Tranell, Cory Trego-Erdner
Cartography: Olivier Sanfilippo, Darya Makarava, Colin Driver
Design & Layout: Simeón Cogswell, Malcolm Wolter

448 Pages, Full Color, Hardcover

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144.00 €
RuneQuest: Starter Set
RuneQuest: Starter Set

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Magic, Myth, and Might in a Box!

The RuneQuest Starter Set contains everything you need to play the world’s best roleplaying game of gods, cults, magic, family, and fantasy!

In RuneQuest, everyone uses spells and anyone can be a warrior. The gods provide powers to their mortal worshipers, and can intercede on their behalf. Each RuneQuest adventurer is unique, defined by their Runes, culture, and cult, all chosen by the player.

What is Roleplaying?
In a roleplaying game, everyone works together in a team, each playing an adventurer character. One player, the Game Master, runs thethe game and presents the story and adventure plots to the other players.

Dice and the rules of the game determine the success or failure for your character’s actions, all while you are propelled into epic aand adventurous situations! The emphasis is on having fun.

What's Inside
The RuneQuest Starter Set contains books, dice, maps, and enough content to keep a group engaged and entertained for several roleplaying sessions. The box also includes 12 pregenerated character folios, giving each player a wide range of playstyles and backgrounds to choose from.

Rules & Dice
The RuneQuest Starter Set has four softcover manuals broken into rules, setting, and scenarios. The box includes all the dice you need to play the game, a set of premade character folios, maps of Jonstown and the surrounding areas, and a Strike Rank Tracker for epic and dangerous RuneQuest combat.

SoloQuest
Learn to play in the best way possible, by playing! “The Battlee of Dangerford” is a single-player scenario designed to teach you the rules of the game as you play. Take on the role of Vasana as she joins her Sartarite brothers and sisters in an epic clash against the invading Lunar Empire.

Scenarios
Three scenarios designed for up to 5 players.

In A Rough Landing, fresh from the Battle of Dangerford, the adventurers run afoul of aggressive dark trolls, and must resolve a problem in a nearby farming community.

A Fire in the Darkness sees the adventurers asked to investigate a string of fires in Jonstown. Clues lead them to the under-city tunnels in search of the source of the blaze, is it possible that the prime suspects are not what they seem?

In The Rainbow Mounds the adventurers arrive at the mysterious cave complex to confront a group of Trolls menacing the nearby village. In the labyrinthine tunnels of The Rainbow Mounds, the adventurers discover an unimaginable new foe.

Maps & Handouts
Each scenario has its own collection of maps and notes, each presented in full colour. These play aids enhance the RuneQuest experience, and help you immerse yourself in the mythic world of Glorantha.

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36.00 €
RuneQuest: Weapons & Equipment (HC)
RuneQuest: Weapons & Equipment (HC)

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Wondrous items and essential goods for adventurers in the world of RuneQuest

An essential reference guide for RuneQuest players, Weapons & Equipment showcases Gloranthan culture and life, describing the items and services adventurers use everyday, exceptional and magic items, as well as how they can sell their hard-won treasure.

Inside you'll find:
* New Weapons, armors, and adventuring equipment. A plethora of new adventuring equipment, as well as new close combat weapons, melee weapons and armor. Every type of hammer, spear, sword, and much more is detailed. Diversify your adventuring party with no character wielding the same statistics and rules.
* Beasts of burden, mounts, and awakened animals. New and compiled rules for beasts of burden, mounts, and awakened animals. Prices and rules for warbeasts, exotic animals, and pack animals accompany stats for riding equipment and even mobile dwellings!
* Exotic and rare goods such as magic crystals, enchanted items, extraordinary gems, and rules for attunement.
* Mercenaries and Hirelings.
* Dwellings and rules for expanding, improving, and customizing holdings. New rules for land ownership allows your adventurers to expand their foothold in Glorantha. The book contains rules for the quality of land, prices of different dwellings, unique land features, fortifications, as well as developing and improving your land over time.
* Guidelines and travel times for journeys across Glorantha.
* Common Goods such as foods, drinks, clothing, jewelry, and other everyday items.

Weapons & Equipment dramatically expands the RueQuest core rules, with new means of equipping and advancing your adventurers, Gamemasters can use these contents for treasure hoards and other material rewards, making this an invaluable resource for every RueQuest player.

Hardcover, Full color, 128 Pages

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42.00 €
Shadow Over Providence
Shadow Over Providence

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August 25th, 1928: Providence, Rhode Island.

The Milton Hotel cordially invites you to view the fantastical traveling exhibition “The Kingdom of Fire: Egypt’s 18th Dynasty.” All the way from the British Museum, London, England, come see these wonders of ancient Egypt, rare and priceless items from a time long ago. Learn about their history from Dr. Caitlin Bronson, the exhibition’s curator, who will be on hand to answer all of your questions. Marvel at the treasures of Tutankhamun and Hatshepsut, along with the star of the exhibition, the mysterious canopic jar of Ibnhotep the Mad! Tickets are limited and going fast—and you don’t want to miss out on what promises to be the most talked about exhibition of the year!

With an invitation like that, how could your investigators possibly refuse? Be they historians and scholars, or even those who ply the blackmarket trade in illicit antiquities, this is a rare opportunity to learn the secrets of the distant past outside of a museum. And what possible danger could there be in going to see the mortal remains of someone called “Ibnhotep the Mad”?

The Shadow Over Providence is a new Call of Cthulhu scenario set in a venue that may seem strangely familiar to anyone who has visited Providence’s iconic Biltmore Hotel. The adventure was written by Jon Hook of the Miskatonic University Podcast, and developed and published by Chaosium, to celebrate NecronomiCon 2019.

36 pages
By Jon Hook

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12.00 €
Shadows Over Stillwater: Against the Mythos in the Down Darker Trails Setting (HC)
Shadows Over Stillwater: Against the Mythos in the Down Darker Trails Setting (HC)

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Against the Mythos in the Down Darker Trails Setting

Shadows Over Stillwater is a collection of scenarios and locales for Down Darker Trails, the Wild West setting for Call of Cthulhu and Pulp Cthulhu. Contained within are further insights and challenges for those seeking bold adventure in the American Old West.

Featured is a three-part campaign, The Shadow Over Stillwater, set in the mountains of the New Mexico Territory. A hunt for a fugitive murderer leads the investigators into a mystery involving odd townsfolk, strange lights in the sky, walking corpses, and the machinations of a once-powerful and ancient race seeking to reclaim their lost glory.

The campaign is suitable for groups of any size, as the Keeper can easily scale the opposition to reflect the number of investigators. An apparently simple task, bringing a wanted man to justice, brings the investigators to a town suffering an epidemic of bizarre events, from crazed residents to the dead rising from their graves.

Shadows Over Stillwater opens with a three-part campaign called The Shadow Over Stillwater:

Part 1: Lazarus, in Spades, the first scenario in the campaign, sends the investigators to Stillwater, New Mexico. Stillwater’s sheriff has alerted the authorities that a wanted man, Hank Hanratty, has been spotted in the town. The investigators are hired to the outlaw but, on arrival in Stillwater, they are faced with a situation that threatens to plunge them into chaos and death.

Part 2: Trouble on Knife Cut Mesa immediately follows with the investigators heading to the mesa north of Stillwater to seek the source of recent strange events where a band of Mescalero Apache may aid or confuse their investigation. Tracing their quarry into mountains, the investigators come face to face with an ancient evil.

Part 3: Shattered Earth, Poisoned Sky brings the campaign to a potentially explosive finale. Santa Rosita has been wracked with earthquakes—the residents fear that their town will soon be destroyed. The investigators’ efforts to uncover the secret behind the situation may be hampered by the growing paranoia among the townsfolk. The investigators must delve deeply to thwart a plan designed to remake the Earth.

Following the campaign is another adventure, Beneath the Burning Sun, that can be played as a standalone adventure or as a continuation of The Shadow Over Stillwater. The investigators arrive in the town of Shade in Silverhole County, New Mexico where they become embroiled in a desperate bank robbery and join a posse to track down a gang of ferocious outlaws led by a crazed preacher. A bloody trail leads to an abandoned Spanish fort high in the Cebolletas where death awaits.

A new locale for the Down Darker Trails setting follows: Stonegarden expands upon the Down Darker Trails setting. A booming mining town in Arizona, tucked away in the Coyote Mountains, this locale provides a new and fully realized town in which to base adventures. The history of the region, its locations, and people are detailed, as well as its secrets, threats, and Mythos connections. Whether venturing forth to unlock the riddles of Stone Garden Mesa or enjoying the hospitality of the Ralston family, this new campaign setting presents a community with one of the most violent reputations in the entire West. A place of danger, wild adventure, and dark secrets.

Finally, The Devil’s Round-Up provides an extended adventure seed set in a location that may be familiar to long-time Call of Cthulhu fans. A roster of detailed characters, along with their foul agendas are described, ready to darken the day of any investigators who venture into doom-haunted Castronegro.

That’s plenty of adventure to keep your gaming group immersed in the horrors and terrors of the Old West.

According to your preferred style of play, Shadows Over Stillwater can be played using classic Call of Cthulhu, but can also be enjoyed with the Pulp Cthulhu supplement. This book requires the Call of Cthulhu Keeper’s Rulebook (7th edition) to play. Having access to the Down Darker Trails core setting book is highly recommended.

176 Pages
Full color Hardcover
By Kevin Ross, C.I. Werner, & Mike Mason

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45.60 €
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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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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