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Book of the Underworld
Book of the Underworld

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The Underworld calls! Can you resist its dark lure?

The expanse of the Dragon Empire is as nothing compared to the vast and mysterious realms that lie beneath it. Deep within the Underworld lie adventure and treasure—as well as madness and death. But what is reward without risk?

With The Book of the Underworld, designer Gareth Ryder-Hanrahan (Eyes of the Stone Thief, Book of Demons, Book of Ages), reveals the Underworld’s secrets for 13th Age, including:

* The lands of the Underworld: the Underland, the kingdoms of the Hollow Realms, and what lies within the Deeps
* The mighty dwarven city of Forge, rallying point for the inevitable war to reclaim Underhome
* The domains of the Silver Folk elves, and their underground icons: She Who Spins in Darkness, and He Who Weaves with Joy
* The threats of Malice, the Drowfort, and the four kingdoms of the Mechanical Sun
* Forgotten gods, the gnome academy of magic, monsters, magic treasure, and more!

You’ll also find rules for traveling in the Underworld—including ways to make travel montages more interesting (and hazardous!)—and advice for GMs who want to create adventures and campaigns set in the Underworld.

The passage downward lies ahead. Cold air chills your bones, and you can hear the echoes of something huge and ancient stirring far below. Mutter one last prayer to the Gods of Light, set your torches ablaze, and prepare to enter the Underworld!

Author: Gareth Ryder-Hanrahan
Cover Art: Lee Moyer, with Rich Longmore
Interiror Artwork: Ania Kryczkowska, Rich Longmore, Dagmara Matuszak, Roena I. Rosenberger
Developers: Rob Heinsoo, John-Matthew DeFoggi

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26.40 €
Bookhounds of London (HC)
Bookhounds of London (HC)

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Forbidden Tomes
Bookhounds of London is a brand new campaign setting for Trail of Cthulhu, packed with period detail, where the Investigators seek out books about horror and strangeness and become, seemingly inevitably, drawn into the horror themselves. It provides in-depth material on London in the 1930s, carefully slanted towards Mythos investigators.

An Ancient City
Bookhounds’ London is a city of cinemas, electric lights, global power and the height of fashion. It’s about the horrors – the cancers – that lurk in the capital, in the very beating heart of human civilization. A Templar altar might well crouch, mostly forgotten, in the dreary Hackney Marshes, but altars to false gods tower over the metaphorical swamps of Fleet Street and Whitehall. And as for lost, prehuman ruins … who’s to say what lies under London, if you dig deep enough?

Terrible Choices
The PCs aren’t stalwart G-men or tweedy scholars exploring forbidden frontiers. Instead, they acquire maps (and maybe guidebooks) to those forbidden frontiers from fusty libraries and prestigious auction houses. They are Book-Hounds, looking for profit in mouldy vellum and leather bindings, balancing their own books by finding first editions for Satanists and would-be sorcerers. They may not quite know what they traffic in, or they may know rather better than their clientele, but needs must when the bills come in.

This volume includes:
* 32 authentic full-colour maps with unique new street index of London in the 1930s, and plans of major buildings.
* A Mythos take on London in the 1930s, packed with contacts, locations and rumours.
* New abilities such as Document Analysis, Auction and Forgery, as well as new occupations and drives.
* Full statistics for a host of new and horrible Mythos creatures to pit against the Bookhounds.
* Whitechapel Black-Letter, a brand new adventure which takes Bookhounds through the bleak East End of London on the trail of a powerful 15th century grimoire.

With Bookhounds, Kenneth Hite creates a rich sandbox full of dusty tomes, crooked dealers and dark alleys, a perfect setting for any Mythos investigation.

A Detailed Guide to London in the 1930s
Bookhounds of London also features a complete, indexed street map of London, recreated and adapted from original sources, packed with over 200 locations essential to Investigators. Whatever system you play, this is an essential resource for Mythos roleplayers.

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42.00 €
Borellus Connection (HC)
Borellus Connection (HC)

Full colour, 400-page hardback book.

In 1968, in response to sinister influences that threatened to corrupt America from within and without, the Federal Government established a new agency – one that quickly acquired a reputation for ambitious operations overseas, for covert action, and for doing what had to be done, no matter the cost.

This new agency was the Bureau of Narcotics and Dangerous Drugs, the BNDD.
And within it – the forces of DELTA GREEN.

Trail of the White Powder
Hunt the Unnatural across the world! From the opium fields of Laos to the skies above the Pacific, from Turkish smuggling routes to the secret heroin labs of Marseilles, follow the trade in misery and fight the horrors along the way. Expose the criminal underworld – and discover that it’s inextricably linked with other secret realms.

Eight Thrilling Operations!
Eight linked operations for The Fall of DELTA GREEN, each one playable as a standalone investigation or as part of an epic hunt for an infamous enemy! That is not dead which can eternal lie, and with strange aeons, even death may die...

JADE PHOENIX * ALONSO * HORUS HOURS
DE PROFUNDIS * SECOND LOOK
PURITAN * MISTRAL
NEPENTHE

The Borellus Connection is a campaign for Fall of Delta Green, using the heroin trade and the United States Bureau of Narcotics and Dangerous Drugs as a narrative spine. The campaign runs from South-East Asia to the Middle East to Europe, as the Agents uncover the sinister machinations of a necromantic cult.

Operation JADE PHOENIX (North-Eastern Burma): The CIA wants the Chinese-backed Shan warlord Li Bao Lung assassinated, and the Agents are tasked to escort a Marine sniper, Sergeant Adolph Lepus, to Li’s headquarters in the Wa state of northeast Burma, with orders to eliminate Li and return with proof of Li’s (and therefore Peking’s involvement in the opium trade. DELTA GREEN has identified one of Li’s advisers, Ming Yuan, as a Kuen-Yuin sorcerer; Li’s compound is a target-rich environment. The team must travel into Burma, avoiding detection en route, and penetrate the defences around Li’s compound to ensure Lepus has a clear shot on both targets.

Operation ALONSO (Saigon, Vietnam): The NBDD assigns the Agents to surveil a drug summit at the Continental Palace hotel between Unione Corse bosses and emissaries from Marseille. While there, DELTA GREEN wants them to ascertain the status of the Cthulhu cult in the Rung Sat region south-east of the city.

Operation HORUS HOURS (Hong Kong to Los Angeles, by air): Clues uncovered during ALONSO point to the existence of a heroin smuggling route running from Hong Kong to Los Angeles. The Agents have to hastily follow the couriers on the trans-Pacific flight via numerous stops and layovers, watching for the critical moment of the handover.

Operation DE PROFUNDIS (Bozuktepe, Turkey): Using a BNDD investigation into opium smuggling as cover, DELTA GREEN sends the Agents to investigate the suicide and disappearance of archaeologist Charles Whiteman. He was excavating a ceremonial site at Bozuktepe before mysteriously killing himself; his body vanished en route back to England. What did he bring up from the depths before he died?

Operation SECOND LOOK (Beirut, Lebanon): The Agents are sent in to surveil another drug deal and gather evidence; this time, an unreliable DELTA GREEN informant, Francois Genoud, is in the mix, and the Agents are ordered to remind him where his loyalties lie – but there’s more at stake here than they know, as sinister powers make a second attempt to uncover secrets of the Mythos…

Operation PURITAN (Munich, Germany to Prague, Czechoslovakia): The Agents follow Unione Corse heroin shipments into Munich, but while there, another DELTA GREEN case officer tasks them to investigate unnatural contamination of the CIA’s QK-ACTIVE propaganda broadcasts into the Soviet Union. Who is broadcasting elements of the Necronomicon from a CIA-backed radio station? Finding the truth sends the Agents on a desperate race into Prague.

Operation MISTRAL (Marseille, France): During the May ’68 riots, the Agents are sent to Marseille to investigate gang conflicts – and possible Unnatural activity in the troubled city.

and the mysterious Operation NEPENTHE...

Sinister Alchemy
Discover the essential truths of life and death. Face sorcerers with strange powers, or plunge through realms beyond comprehension. Choose your allies carefully, and trust no-one – not even yourself.

“I say to you againe, doe not call up Any that you can not put downe; by the Which I meane, Any that can in Turne call up somewhat against you, whereby your Powerfullest Devices may not be of use. Ask of the Lesser, lest the Greater shall not wish to Answer, and shall commande more than you.”

Designed by Kenneth Hite, written by Gareth Ryder-Hanrahan, the team that brought you the ZALOZHNIY QUARTET and the DRACULA DOSSIER are called up again to create a tale of sordid intrigue, cosmic horror, and desperate action against the Mythos!

Authors: Kenneth Hite, Gareth Ryder-Hanrahan

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72.00 €
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 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 €
Dead Rock Seven
Dead Rock Seven

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Dead Rock Sevenis a collection of four adventures for Ashen Stars from acclaimed writer Gareth Hanrahan (Arkham Detective Tales,Brief Cases, Invasive Procedures). Over the course of these adventures, the lasers are hired to deal with problems as diverse as murders on an old asteroid mine, missing executives on a pleasure planet, and threats to the security of an interstellar cooking contest. You can run these adventures as one-shots, as individual episodes in your own series, or in sequence as a self-contained mini-series.

* The Pleasure Bringers brings the characters to the pleasure world of Andarta, searching for a missing executive who has disappeared into the seedy underworld. In the course of their investigations, the characters discover the bizarre fate of their quarry, and must decide the fate of an entire race.
* Dead Rock Seven – Something is killing workers in an exhausted mine on asteroid SIS-45546. If the lasers’ suspicions are correct, this heralds the return of a deadly foe once thought defeated.
* Period of Tyranny - A terrorist attack on a passenger liner draws the lasers into the tumultuous politics of the synthculture of Pioneer, where the darkest period of Earth history is repeating itself.
* The Anaitis Ingredient – The lasers are hired to provide security for a high-profile cooking contest on the Anaitis-17 space station. The station is attacked from within and without by fanatic Restreamers, who intend to trigger a temporal event that will rewrite history.

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30.00 €
Double Tap
Double Tap

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With all the Conspiracies, the intrigue, the danger, it’s hard to know what exactly is and isn’t on your side. When every shadow from the back alleys of Bucharest to the back benches of the parliament could hide an inhuman enemy, it’s hard to tell what solid ground you can stand on. What can you depend on? Can you make a difference? Trust no one and nothing except the silver bullets in your Glock. To make a difference, aim true.

Even then, sometimes that first shot isn’t a killer. Sometimes you need a double tap.

Double Tap: The Night’s Black Agents Expansion Book includes:
* Sample clues, special spend benefits, and a model Tactical Fact-Finding Benefit for each Investigative ability, along with information, tips, and best practices from cloning a cell phone to hosting a seance to the slang of spycraft!
* For the General abilities, lists of sample clues if they can be used investigatively and more key information and best practices. A new optional Mastery rule keeps your dice hot on every roll — plus over 25 new Cherries!
* 20 new maneuvers, from Alibi to Thrown Clear by the Blast, plus 60 Achievements to add flavor, focus, and flexibility to your play.
* Adaptive Tradecraft and the Cartagena Rules let you low-tech your way out of trouble — and high-action your way back into it!
* More spytech for any mode, from custom face masks to RFID sniffers to jetpacks to EMP weapons — and the “Q Rule” for that laser watch you’ve always wanted!
* Because you demanded it — a big list of guns, customized for 22 clandestine, military, and police groups from SEAL Team Six to the Swiss Guard. Plus eight Gun Cherries — never waste another 6! — and lots more gun gadgets from the CornerShot to UV-emitting bullets to net grenades!
* New rules for adapting the acclaimed night’s black agents Thriller Chase rules to contests of hacking, sneaking, and tracking — plus Manhunt rules for agents hunting monstrous masterminds.
* For Directors, 26 Cameos give you living, breathing NPCs complete with their own clues, and 26 Establishing Shots give you exciting settings to put them — and your agents — into.
* Discover the horrific secrets of the chupa, the ekimmu, the homunculus, and the penanggalan — and recoil from the nosferatu, a complete vampire build straddling the line between biotech and blasphemy. A complete list of vampiric powers lets you build your own bloodsuckers faster than ever.
* Finally, the Suspyramid models war within a Conspiracy, tips for solo-agent play let you lay on the Burn, and variant builds send your campaign to the Victorian Era, WWII, or the depths of the Cold War!

So consider this the next level, a higher pay grade and higher-than-double-0 clearance. It’s time to take the fight to the Conspiracy.

This time, it’s not just a headshot. Better go for the double tap.

128pg Perfect Bound

Author: Kenneth Hite, John Adamus, Will Hindmarch, Kevin Kulp, Christian Lindke, James Palmer, Will Plant & Rob Wieland
Artist: Alessandro Alaia, David Lewis Johnson, Phil Reeves

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30.00 €
Dracula Dossier: Director's Handbook (HC)
Dracula Dossier: Director's Handbook (HC)

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A Secret History Unearthed. A Legendary Horror Walks Again.

Presenting an epic improvised campaign for Night’s Black Agents Roleplaying Game. Do your Agents have what it takes to face the Lord of the Undead himself?

The Dracula Dossier follows in the fully improvisational path of the award-winning Armitage Files campaign. Players follow up leads in the margins of Dracula Unredacted, a rare edition of Bram Stoker’s masterpiece that reveals the terrifying truth behind the fiction. They’ll chase down the real characters from Stoker’s novel, their descendants in the present, and the British agents caught in the backblast.

Directors combine these leads and notes with pre-prepared elements in the Director’s Handbook, including:

* Conspiracy nodes, eerie locations and vampiric beasts
* More than 40 supporting characters in vampiric, heroic, or in-between versions
* Different versions of the real Mina Harker, Abraham van Helsing, and the other stars of Stoker’s novel — and their modern-day successors, descendants, and survivors — who can drive the story in any direction the players look.

Players choose which leads to track, which scarlet trail to follow. The Director, using the clear step-by-step techniques in this book, improvises a suitably blood-soaked thriller in response to their choices. Clear advice to players and Directors on improvisation, with extensive examples and guidelines, helps you set the scene. Together, you will read and write your own unique version of the Dracula Dossier.

Follow the clues to end the story once and for all, and close Project EDOM forever. You will find, hunt, and kill Dracula, the king of the vampires.

If you survive.

The Director's Handbook, together with Dracula Unredacted, comprises The Dracula Dossier, an epic improvised, collaborative campaign for Night's Black Agents, our award-winning vampire spy thriller RPG.

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60.00 €
Drakkenhall: City of Monsters
Drakkenhall: City of Monsters

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Monsters are people too!

The Emperor expected a city of monsters to destroy itself, but instead the Blue and her people have created a city that’s wickedly unique: Drakkenhall!

* Make a splash in the social season alongside a fashionista ooze!
* Spend the night at a dybbuk inn at the docks, where possession is a perk!
* Dodge the amputation golems until you can get your healing spells back!
* Explore the Rubblehoods, the neighborhoods that have been left as monstrously energetic ruins!
* Shop (OK, OK, plunder) the Goblin Market and admire (fight) its pet otyughs!
* Prove yourself as the most dangerous monster of all–an Adventurer worthy of joining the S.M.A.S.H. Society!

Drakkenhall: City of Monsters is a 13th Age sourcebook for GMs running adventurer and champion-tier campaigns. Contents include Ailor the Draco-Druid, kaiju shark mooks, 60 other monsters, the secret history of the Dragon’s Orc statue, a couple gnarly ideas for replacing missing limbs, urban planning notes (city of monster-style), and light rules and guidelines for sea travel in the Dragon Empire that Gareth managed to slip into the chapter on the Docks!

Authors: Liz Argall, AnneMarie Boeve, Benjamin Feehan, Gareth Ryder-Hanrahan, Cal Moore, Corey Reddin
Cover Artists: Roena I. Rosenberger
Interior Artists: Simone Bannach, Robert Crumb, Rich Longmore, Roena I. Rosenberger
Other Credits: Developers: John-Matthew DeFoggi, Rob Heinso

Pages: 128, B&W interior, softcover

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33.60 €
Dreamhounds of Paris (HC)
Dreamhounds of Paris (HC)

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Follow the Trail of Cthulhu into the Dreamlands

From the 1920s to the coming of the Occupation, a new breed of artist prowled the fabled streets of Paris. Combative, disrespectful, irresponsible, the surrealists broke aesthetic conventions, moral boundaries—and sometimes, arms. They sought nothing less than to change humanity by means of a worldwide psychic revolution. Their names resound through pop culture and the annals of art history.

But until now, no one has revealed what they were really up to.

In this comprehensive campaign guide for Trail of Cthulhu, you recreate their mundane and mystical adventures as you stumble onto the Dreamlands, a fantastical realm found far beyond the wall of sleep. At first by happenstance and later by implacable design, you remake it in the fiery image of your own art. Will you save the world, or destroy it?

Choose your player character from a roster of 19 visionaries and madmen.

* Put up your dukes as two-fisted filmmaker LUIS BUÑUEL.
* Flee a formless entity as Dada impresario TRISTAN TZARA.
* Photograph tentacled entities as American expat MAN RAY.
* Personify the joy and decadence of the city as chanteuse KIKI DE MONTPARNASSE.
* Wield the magic cane that will end the world as theater of cruelty inventor ANTONIN ARTAUD.
* Or arrive in Paris as fresh-faced young painter SALVADOR DALÍ, who has come to tear the movement all down and rebuild it in his image.

The Dreamlands are as strange as you can imagine.

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42.00 €
Dulce et Decorum Est
Dulce et Decorum Est

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This collection of adventures considers the Great War, 1914-18, from the perspective of Trail of Cthulhu.

From the conflict in the air, to the depths of the sea, the home front and the different battle fronts, the Great War affects the lives of countless millions of people. It also brings humanity into conflict with elements of the Mythos, and in particular the Charnel God Mordiggian who, for the first time in centuries, may actually have more to devour than it can stomach.

The forces of the Gods do not take kindly to being disturbed, and nor do they usually play favourites; unless your players are careful, they may find themselves attacked and wiped out in an instant, caught in an otherworldly crossfire they can only hope to survive, not understand.

Dulce et Decorum Est – Great War Trail of Cthulhu contains the following scenarios:

Vaterland
The once-mighty Vaterland is a prisoner of politics. She is trapped in New York Harbour, as war rages in Europe. Her crew and Commodore are just as much prisoners as the ship herself, though they are making the best of their captivity by hosting concerts in support of the German relief effort. You’ve come aboard at the behest of John Rathom, editor of the Providence Journal, in hopes of uncovering a German plot.

Dead Horse Corner
The protagonists discover that a trench which ought to have been occupied by their fellow soldiers has been abandoned. Twenty men vanished without a trace, food still on the table and coffee cooling in their mugs. Was it an enemy attack, or something less ordinary?

Sisters of Sorrow
The crew of German U-boat UC-12, is sent on a standard mission; penetrate the North Sea defensive zone, make their way to Tyneside, lay their mines and return. But nothing in the Great War is that simple. While underwater, the crew start to hear a strange, muffled booming noise, ringing like a sequence of church bells. It’s not whales. It’s not enemy forces. Something else is down here. While settled on the sea floor to get some much-needed rest, the crew starts to act suspiciously. Someone is up to no good. The ship’s cat disappears and a strange weed is found growing on board.

Then the tapping on the hull begins...

Pages: 112 page perfect bound

Author: Adam Gauntlett
Artist: Jérôme Huguenin, Leah Huete, Phil Reeves

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24.00 €
Edom Field Manual
Edom Field Manual

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Drink from the chalice, and join the ranks of the unseen immortals.

You’re on the inside now.
You know what must be done to defend Queen and Country, to defend everything we’ve built, everything we stand for. You deserve access to the innermost sanctum, and this is your key – the EDOM FIELD MANUAL. It will tell you everything you need to know about Operation Edom – what we do, how we do it, and what we’re working towards. It will also teach you how to handle our special assets, and how to put them down if they go rogue.

For more than a century, the top-secret operation within MI6 codenamed ‘Edom’ has defended the United Kingdom from the machinations of the Un-Dead. This book describes the operation’s history, methods, and tradecraft, initiating you into the innermost secrets of the British vampire program.

For players – create your own Edom officers and hunt vampires with the sanction and backing of the British government! Immerse yourself in the clandestine world with eyes-only documents and briefings. Call on Dukes for aid and counsel, gather intel with the aid of Edom’s networks of informants, and gear up with specialised anti-vampire weapons and tactics. Use the Fields of Edom campaign frame to play the spies hunting for the stolen Dracula Dossier, or defy your masters and complete the original mission by taking Dracula down for good.

For Directors – Build your own Edom with a guide to the operation’s structure and methods. Two dozen non-player characters give you a supporting cast for Edom-centred games. Explore Edom’s secret history and render its shadowy present in vivid detail. Advice and campaign options help you bring the operation to a thrilling conclusion – or a bloody catastrophe. So watch for the cup-and-blaze mark and the hand signal. Keep your kukri close, and remember your training. Four generations of agents have passed the cup on to you – do not falter at the last!

The Edom Field Manual stands alone as a guide to a vampire hunting program. Combine it with the other books in the Dracula Dossier series for insight into Edom its machinations.

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21.60 €
Edom Files
Edom Files

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Eight desperate missions against the Un-Dead!

From the mountains of Bulgaria to the streets of Berlin
From the Russo-Turkish war to the War on Terror
From 1877 to the present day
For the Dead Travel Fast

Operation Edom is the top-secret section of MI6 dedicated to thwarting and, ultimately, controlling the Un-Dead. Open the Edom archives and read the sealed files to learn the true shape of the 20th century.

Stoker: First Blood (1877): In this prequel to Dracula, British adventurers exploring the Balkans thwart a vampiric horror.

The Carmilla Sanction (1948): As the Soviets seal off Vienna, an Edom hit team hunt the notorious vampire Carmilla – but can they find her among all the decoys she’s created?

Blood Coda (1971): A Romanian ballet company defects to the West, but there’s a vampire hidden among the dancers. Hunt her down before the curtain rises.

Day of the Wehrwolf (1981): A prisoner exchange for a captured Edom officer leads the Agents into a race against time to stop the bombing of Radio Free Europe.

The Slayer Elite (1980): A mysterious employer hires a team of elite mercenaries to carry out an operation in England. Their target: Edom.

Four Days of the Bat (1989): Edom investigates an attack on one of their hidden stations, while outside the Berlin Wall falls and the Soviet Union collapses.

The Moldavian Candidate (2005): A long-cold Edom case file is the key to thwarting a Conspiracy plan to assassinate the American vice president and escalate the war on terror.

The Harker Intrusion (201-): An entry vector to the main Dracula Dossier campaign, giving one way for a team of Agents to acquire the stolen Dossier.

The Edom Files is part of the Dracula Dossier series. It stands alone as a compendium of one-shot adventures, but combine it with the Director’s Handbook to flash back into Edom’s history, or play through it all as a century-spanning epic!

Format: 192 pages, B&W, perfect bound

Authors: John Adamus, Stephanie Bryant, Dennis Detwiller, Kenneth Hite, Emma Marlow, Gareth Ryder-Hanrahan, Ruth Tillman, Bill White.

Artists: Mary Lillis, Jesús Blones, Luigi Castellani, Raina Kuptz, Amanda Makepeace, Olivia Ongai, Margaret Organ-Kean, Miguel Santos, Alicia Vogel

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32.40 €
Esoterror Fact Book
Esoterror Fact Book

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The Outer Dark Is Coming. Only the Facts Can Save You. AND The Facts Must Be Suppressed.

Ripped from the secret files of the Ordo Veritatis, the The Esoterror Fact Book briefs you on what you need to send players into intrigue-filled confrontation with forces of international terror bent on supernatural apocalypse. This 150 page player-friendly sourcebook for The Esoterrorists lays out the facts GMs and players have been clamoring for.

* Study the Operations Manual to master the procedures and protocols of the Ordo Veritatis, from recruitment to the veil-out.
* Station Duty provides support for fixed-location campaigns in the world of Esoterror - it's not just you facing the entities of the outer dark, it's your friends and family.
* When monster hunting gets too hairy for ordinary investigators, call in the Special Suppression Forces to sweep 'em up.
* Pulse-pounding and reeking of cordite, this section includes both background material and optional crunchier combat rules for paramilitary GUMSHOE play.
* The Enemy rushes the freshest knowledge on the Esoterrorists into your players' hands. Learn he latest on suspected Esoterror cells, their personality types, financing and organization.
* Unaffiliated Operatives profiles nine figures in the world of supernatural ops whose twisting allegiances ay make them your untrustworthy friends-or troublesome adversaries who play utside the usual rules.
* Dread Locations explores eleven haunted places where the membrane between this world and the Outer Dark has grown terrifyingly thin.
* Hone your GUMSHOE skills with a quick dispatch of the latest GM Advice. Astute players, take note-this section can help you sharpen your game, too!

Covering everything from the membrane to magic, from electronic surveillance to evidence collection, the Fact Book is the Ordo Veritatis bible. Read it before the Esterrorists do!

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36.00 €
Esoterrorists 2nd Edition
Esoterrorists 2nd Edition

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A stand-alone roleplaying game by Robin D Laws

You are elite investigators combating the plots of the Esoterrorists, a loose affiliation of occult terrorists intent on tearing the fabric of the world. The Esoterrorists introduces the GUMSHOE rules system, which revolutionizes investigative scenarios by ensuring that players are never deprived of the crucial clues they need to move the story forward.

With The Esoterrorists you can:
* Equip your characters with up to 39 fine-grained investigative abilities, ranging from Interrogation and Data Retrieval to the ever-popular Forensic Entomology and always useful Bullshit Detector.
* Round them out with 13 crucial adventure abilities, which help you fight, run away, and retain your mental stability when the horrors come knocking.

Also included, for gamemasters:
* Data on the terrifying world of the Esoterrorists, and the Ordo Veritatis, the benevolent global conspiracy that fights them
* Creatures of unremitting horror.
* Detailed instructions on structuring investigative scenarios for the innovative GUMSHOE system
* Advice on bringing those scenarios to life in play
* Operation Slaughterhouse, an advanced example scenario of geopolitical horror

The Esoterrorists is easy to learn, easy to play and replayable by design.

Upgrades, Improvements and New Content for the 2nd Edition.
This new edition of The Esoterrorists is 4 times longer and includes:
* Brand new monsters.
* The Station Duty Campaign frame.
* Updated GUMSHOE rules and mechanics
* More GM advice from Robin D Laws
* New artwork, layout design and cover

This new editions incorporates years of advice based on actual play experience and draws on other GUMSHOE games to become the definitive horror-based rules set.

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36.00 €
Eyes of the Stone Thief (HC)
Eyes of the Stone Thief (HC)

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Can you kill the dungeon before it kills you?

In 13th Age, living dungeons slither up through the underworld and invade the surface lands. The Stone Thief is the most ancient and cunning of its kind; a vast monster that preys on the cities and structures you love, swallows them, and remakes them into more deathtrap-filled levels inside itself. Now, it’s hunting YOU.

For players:
* Embark on a saga of madness, revenge and giant monsters
* Aid or thwart the schemes of the Icons as they battle for control of the dungeon
* Slay, loot and survive deep in the bowels of the earth
* Destroy this age-old threat forever

For GMs:
* A monstrous campaign covering the entire Champion tier (4th to 8th level)
* Thirteen levels of peril from the dungeon’s opening Maw to the orc hordes of the Deep Keep, the terrors of the Pit of Undigested Ages, and the nightmare city beyond the Onyx Catacombs
* New monsters, new treasures, new traps, and new factions for your 13th Age campaign

Eyes of the Stone Thief campaign pits the player characters against a vengeful Living Dungeon that steals things from the surface. Castles, mostly, but also wizard’s towers, druid circles, enchanted waterfalls, dragon’s lairs, unholy temples, kobold-infested gold mines or unattended oceans. One of the amusing consequences of this is that the GM can throw in almost any sort of encounter in the dungeon; the player characters turn a corner in the dungeon, and find themselves clambering through the branches of a mile-tall oak tree stolen from the heart of the Elf Queen’s lands.

The Stone Thief rises. Enter it, find its secrets and defeat it – or die trying.

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60.00 €
Fall of Delta Green (GUMSHOE RPG) (HC)
Fall of Delta Green (GUMSHOE RPG) (HC)

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It is the 1960s. The stars are coming right.

The Fall of Delta Green is a brand new roleplaying game powered by the GUMSHOE system, from the makers of Trail of Cthulhu and Night’s Black Agents.

The United States declares war on poverty and sends half a million troops to Indochina; desegregates voting booths and shoots rockets at the moon. Everyone believes that if we put our mind to it and our backs into it, there’s nothing we can’t do to make the world better, for America and everyone else.

You know that this is a lie. You are an Agent of DELTA GREEN, an authorized but unacknowledged black program of the United States national security establishment, tasked to hunt and destroy the Cthulhu Mythos. You know that plans and ideals, peace and love, matter less than a single atom drifting in the galaxy. All you can do is rage against doom, burn out your mind and body, and damn your non-existent soul keeping your family, your country, your planet, ignorant and safe for one more day.

Written by ENnie-Award-winning designer Kenneth Hite, The Fall of Delta Green RPG adapts Delta Green: The Role-Playing Game from Arc Dream Publishing to the award-winning GUMSHOE system. It opens the files on a lost decade of anti-Mythos operations both foreign and domestic, the last days of DELTA GREEN before the Joint Chiefs shut the program down in 1970.

Players take on the role of DELTA GREEN operatives, assets, and friendlies, in deadly one-shot adventures or a campaign spanning the years from hope to madness. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness.

The Fall of DELTA GREEN features:
* Lethal combat and covert action in the 1960s, featuring assault rifles, flamethrowers, mortar shells, spy cameras, truth drugs, and getting rid of the bodies DELTA GREEN operations always seem to leave behind.
* “Back in the World” vignettes that let you explore the human side of your Agent’s life—and often track their slow destruction by DELTA GREEN.
* The rich world of the Delta Green Mythos, including a gazetteer of unnatural lands, the desperate truth of Hastur, and period takes on the top-secret MAJESTIC program, the Nazi Karotechia, the alien Greys, and the decadent Cult of Transcendence.
* Detailed advice for making mysteries, magics, monsters, and DELTA GREEN operations.
* Interoperability with Night’s Black Agents, Trail of Cthulhu, and The Esoterrorists: Use your favorite GUMSHOE rules to battle the unnatural in the 1960s!

The decade begins in sunny optimism, and ends in nighted disaster in the jungles of Indochina.
After the summer of the 1950s, now comes the fall—The Fall of DELTA GREEN.

Format: 368-page, two-color, smythe-sewn hardback

Author: Kenneth Hite
Artist: Jen McCleary, Gislaine Avila, Nyra Drakae, Kennedy C. Garza, Melissa Gay, Quintin Gleim, Jérôme Huguenin, David Lewis Johnson, Erika Leveque, Anthony Moravian, Ernanda Souza, and Karolina Wegrzyn

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60.00 €
Final Revelation
Final Revelation

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The more you discover, the more the Mythos infects your mind. Your friends cannot be trusted, your knowledge means nothing, and everything you hold dear turns to dust.

The Final Revelation collects for the first time the four sanity-destroying Purist adventures for Trail of Cthulhu written by award winning RPG writer Graham Walmsley. With a framing scenario by Scott Dorward, The Final Revelation gives your Investigators the opportunity to play through a Purist campaign set in the United Kingdom of the 1930s where there is no escape, no comfort and no salvation when faced with the Mythos. Your Investigators are powerless and insignificant; your only choices death, insanity or a quiet life with a shattered mind.

The Final Revelation features the following scenarios:
* The Final Revelation: A group of Investigators called The Friday Group tries to piece together the details of what they believe to be a threat to humanity. As they uncover the facts behind each scenario, they are faced with a final, inescapable truth none of them could have guessed.

* The Dying of St Margarets: On the remote Scottish island of St Margaret’s, Investigators take jobs at a private school, each searching for an acquaintance who has disappeared. What they discover drives them to the edge of insanity to a place where guns will not help them, reason will not protect them and even faith will not give them comfort.

* The Watchers in the Sky: The Watchers introduces a new and unknowable Mythos entity. Blending Lovecraft with Hitchcock, a madman feeds the birds, paranoid they are watching him. Later, the same strange birds stare from the rooftops, warping the laws of physics and chemistry. And, when the Investigators dissect one of the creatures, they find something monstrous inside.

* The Dance in the Blood: In a forgotten corner of Northern England nestles a village plagued by terrible secrets and subterranean horrors. Every hundred and nineteen years it is torn apart, its inhabitants massacred. It happened in 1697 and 1816. Now it’s 1935 and beneath the village are loathsome creatures, waiting to reclaim their land and kill anyone who stands in their way.

* The Rending Box: In an antiques shop in North London, there is a box. Inside is an ancient creature, seeping through into the world. It will show the Investigators everything as it really is: the patterns behind the universe, the monsters older than time, the secrets that break your mind. And all they need to do is open a box.

With little else to do but go mad or die trying, how will your Investigators react when faced with the final revelation?

Pages: 128pg Perfect Bound

Author: Graham Walmsley, Scott Dorward
Artist: Jérôme Huguenin

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27.60 €
Gaean Reach Gazeteer
Gaean Reach Gazeteer

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Planets of Peril and Vengeance, Arranged From A-Z

An impossibly distant future. A vast sprawl of planets, each without parallel, with its own bizarre customs, bedeviling procedures, and wily inhabitants. As one of the implacable revenge-seekers populating The Gaean Reach Roleplaying Game, you know that correct intelligence on these worlds makes all the difference between grim success and howling failure.

As a GM running The Gaean Reach Roleplaying Game, this exhaustive cataloging of the planets and places of Jack Vance’s classic science fiction cycle will keep your players hopping.

As a fan of Jack Vance who wouldn’t know a d6 from an intersplit engine, this indispensable guidebook gathers the beauty and danger of his incomparable worlds into one handy reference.

* Plan your next jaunt to the glass towers of Alphanor, the Groaning Ocean of Ladaque-Royale, or the Oxygen Marshes of Cuenos Notos, where frolics the delicious five-horned darango.
* Compare the amenities of such establishments as the splendid (if overpriced) Hotel Tarquin, the notorious Wild Isle resort, and the blackmailer-ridden Sin-San’s Tavern.
* Contemplate the technical specifications of interstellar space-yachts, packets and liners.
* Learn of the Reach’s currencies, surveillance technologies, and computing devices.
* Study with academic detachment weapons ranging from the subtly lethal air-tube to the ostentatiously combustible flame-staff, from the workaday projac to the highly illegal Dys Model G Skull-splitter.

Brought to you by renowned excavators of Vancian lore Christopher Smith Adair, Peter Freeman and Jim Webster, this book will not protect you from accusations of weaselry. But it can tell you which planet you might best escape to when such charges fly.

Pages: 72pg, 6 x 9, Perfect Bound

Author: Christopher Smith Adair, Peter Freeman and Jim Webster
Artist: Chris Huth

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16.80 €

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