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D&D 5: Elemental Evil 1 -Princes of the Apocalypse (HC)
D&D 5: Elemental Evil 1 -Princes of the Apocalypse (HC)

Details a super-adventure for the Elemental Evil story arc. Intended for Dungeon Masters, the book details an adventure that sets heroes against the four corrupt prophets of the Elder Elemental Eye, who are constructing four elemental temples linked to the power of the elemental princes. The adventurers must locate each prophet’s hidden source of power, and destroy it before the evil forces can enter the Realms.

Four apocalyptic cults of Elemental Evil are building secret sanctuaries and outposts throughout the North, bringing terror and destruction to the Forgotten Realms. Each cult is devoted to one of the Princes of Elemental Evil (godlike entities embodying air, earth, fire, and water) and is led by a nihilistic prophet, corrupted by power. The cruel elf princess Aerisi Kalinoth speaks for the air Cult of the Howling Hatred, while Marlos Urnrayle, a fierce male medusa, leads the Cult of the Black Earth. The Cult of the Eternal Flame scars its followers at the behest of the beautiful and deadly tiefling Vanifer, and the mutilated sailor Gar Shatterkeel plots to drown the world with his Cult of the Crushing Wave.

The cults use devastation orbs, forged of raw elemental power, to ravage Faerûn with horrifying earthquakes, typhoons, tornados, and other disasters. Independently, the cults are terrible adversaries, but now they have secretly begun transforming a long-lost dungeon into a huge subterranean temple dedicated to an alien entity known as the Elder Elemental Eye.

To prevent this union of the Elemental Evils into one catastrophic force, heroes must expose the prophets’ true agenda. The cults’ agents are everywhere and their power is immense. When you don’t know whom to trust, knowledge is your only weapon. Unearth the Deception.

      heti saatavilla
49.50 €
D&D 5: Explorer's Guide to Wildemount (HC)
D&D 5: Explorer's Guide to Wildemount (HC)

Create your own Critical Role campaigns with this sourcebook for the world's greatest roleplaying game!

Explorer’s Guide to Wildemount provides everything you need to play Dungeons & Dragons on the continent of Wildemount (set within the world of Exandria), a land of war, betrayal, and swashbuckling adventure.

Comprised of four regions, Wildemount provides endless potential for adventure in a land of brewing conflict and incredible magic. Rising tensions boil over into all-out war between the politically dubious Dwendalian Empire and the light-worshiping wastefolk of Xhorhas, supplying a vibrant backdrop for any D&D campaign to explore.

Uncover a trove of new options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Critical Role, such as Vestiges of Divergence and the possibility manipulating magic of dunamancy.

Start a campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system, a way to create character backstories rooted in Wildemount.

Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.

This book’s contents include the following:
* An expansive Wildemount gazetteer.
* Descriptions of the major factions of Wildemount.
* Player options that include new subclasses, new spells, and a tool to help players deeply integrate their characters into the setting.
* New magic items, including weapons that become more powerful to match their wielders.
* New creatures native to Wildemount.
* Four introductory adventures—one for each unique region of Wildemount.

Largely written and helmed by Matthew Mercer, the Dungeon Master of Critical Role and creator of the world of Exandria, this 304-page book features work by talented designers, writers, and artists from the D&D and Critical Role communities.

Explorer's Guide to Wildemount is an expansive, vivid campaign setting anyone can enjoy regardless of their familiarity with Critical Role, and an open invitation to make the mysteries and dangers of Wildemount your own.

      heti saatavilla
49.50 €
D&D 5: Ghosts of Saltmarsh (HC)
D&D 5: Ghosts of Saltmarsh (HC)

Adventure on the High Seas

Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game.

Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe!

Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series and some of the best nautical adventures from Dungeon magazine:

* The Sinister Secret of Saltmarsh
* Danger at Dunwater
* The Final Enemy
* Salvage Operation
* Isle of the Abbey
* Tammeraut’s Fate
* The Styes

All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons.

Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of hooks to kick-off each adventure. Play through each story in a seafaring campaign leading characters from level 1 through level 12, or pull out sections to place in ongoing campaigns in any setting. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more!

“The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures,” said Mike Mearls, franchise creative director of D&D. “With its ties to ocean-based adventuring, it was an obvious step to augment it with additional sea-based adventures and a robust set of rules for managing a nautical campaign.”

Hoist your sails, pull up anchor, and set a course for adventure!

      heti saatavilla
49.50 €
D&D 5: Keys from the Golden Vault (HC)
D&D 5: Keys from the Golden Vault (HC)

In Keys from the Golden Vault, risk it all for the thrill of pulling off the perfect heist.

D&D’s latest book contains thirteen exhilarating heist-themed adventures, where you and your crew will take on missions from a mysterious organization known as the Golden Vault.

PULL OFF THE HEISTS OF A LIFETIME
Some jobs require more than simply wielding a sword or slinging a spell. Whether it’s procuring a well-guarded item or obtaining crucial information from an imprisoned contact, these tasks require careful planning and flawless execution. The secretive organization called the Golden Vault specializes in hiring crews for such jobs, and for the most daunting assignments—pursuing fabulous treasures and stopping dire threats—that crew is your characters.

Every adventure is suitable for players level 1-11 and can be easily adapted to fit your needs, playable as a one shot or part of a full-length campaign. No matter how you choose to play, Keys from the Golden Vault takes your entire party on an unforgettable, adrenaline-filled ride.

With little more than a map as your guide, investigate your surroundings as you gather invaluable intel, or leap straight into action. Remember, time is of the essence. Sneak past security, evade deadly traps, and make your daring escape... before it’s too late.

* Plunge into a New Adventure. Find success or failure in Keys from the Golden Vault’s innovative new heist format. With little more than a map as your guide, race against the clock as you gather intel and slip past security to get closer to your target. Time is ticking… Can you succeed before it’s too late?
* Pull off the Ultimate Heist. Those awaiting the D&D movie Honor Among Thieves will find plenty to enjoy in Keys from the Golden Vault’s thirteen adventures. Seek out legendary treasures, right ancient wrongs, and even journey to the bleak cliffside prison known as Revel’s End. If you can accomplish your goals without getting caught, the glory – and rewards – will be yours for the taking.
* Be the Mastermind Behind the Scenes. Dungeon masters, it’s time to raise the stakes. Keep your players on their toes with rival crews, shocking plot twists, and unexpected challenges. Keys from the Golden Vault allows you to incorporate its thirteen adventures into an evening full of tension and thrills.
* Endless Versatility. Endless Fun. You can’t break the rules if there aren’t any. Each of Keys from the Golden Vault’s thirteen adventures can be played as a one shot or integrated into a larger campaign. Choose what works best for you and your party, adapting your game to all skill levels as you explore new locations together.

* Thirteen new stand-alone adventures spanning levels 1 to 11, each focused on a single heist.
* Adventures can be set in any D&D or homebrew world and can be played as standalones or as part of an episodic campaign.
* Introduces the Golden Vault as an in-world organization for which the player characters can work as heist operatives.
* Each adventure includes a map to guide Dungeon Masters and a map to help players plan their heists.
* Adventures emphasize player choice with each heist having multiple paths toward success.
* Includes advice and detailed information for DMs running nontraditional adventures with high risks and huge rewards.

Hardcover, ‎ 208 pages

      heti saatavilla
49.50 €

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