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Gaean Reach RPG
Gaean Reach RPG

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Across the vastness of the Oikumene a few individuals of exceptional infamy project their lust for power. Fear of their names spreads from planet to planet like a cancer. None of these evokes greater loathing and terror than the world-spanning criminal mastermind Quandos Vorn. Quandos Vorn. Who you have sworn to kill. The Gaean Reach, the Roleplaying Game of Interstellar Vengeance, brings to your tabletop the legendary cycle of science fiction classics by the great Jack Vance.

The Gaean Reach is a brand new game written by Robin D Laws with Jim Webster and Peter Freeman based on the science-fiction works of Dying Earth author Jack Vance. It will use a new GUMSHOE-meets-Skulduggery system.

The Gaean Reach is a fictional setting developed across a series of loosely connected novels. It exists in the far future and can be defined as those parts of our galaxy in which human colonies have become established. The scope of the Gaean Reach varies between novels, growing large over a timeline of several millennia at least.

The richness of the settings, the vast array of cultures and races, each with their own bewildering customs and traditions ensure that this is a setting unlike any other. This is not a background where NPCs exist purely to provide clues for the next stage of the adventure, instead, the NPCs are complex individuals, with their own aims and objectives, with whom you have to interact and that interaction may send the game off in surprising directions.

Pages: 108pg, 6 x 9, Perfect Bound
Author: Robin D. Laws
Artist: Chris Huth

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21.60 €
Hideous Creatures: A Bestiary of the Cthulhu Mythos (HC)
Hideous Creatures: A Bestiary of the Cthulhu Mythos (HC)

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Lovecraft created his various “shadowy congeners” because the stories of vampires, werewolves, and even ghosts had become too familiar and too formulaic to evoke true horror. Almost a century after he wrote, his own monstrous races have likewise begun to seem like comfortable story furniture rather than unnerving signals that the world is horrible and wrong.

In Hideous Creatures: A Bestiary of the Cthulhu Mythos, we present a comprehensive look at Lovecraft’s hideous creatures, from as many angles as we can. Our goal is contradiction, surprise, and most especially the uncanny: the recognition of something familiar as something weird. As in the “Gods and Titans” section of the Trail of Cthulhu core book, this book deliberately contradicts itself, blurring boundaries and erasing certainties in the name of the uncanny. In your campaign, these variant truths might be misunderstandings, legends, heresies, or deliberate lies spread by the creatures to lull their foes into a false sense of familiarity.

Hideous Creatures: A Bestiary of the Cthulhu Mythos is the Trail of Cthulhu bestiary written by Mythos giant Kenneth Hite and fellow experts Gareth Ryder-Hanrahan, Becky Annison, Helen Gould and Ruth Tillman, in the tradition of the award-winning Book of Unremitting Horror and the 13th Age Bestiary. Creatures are not just antagonists to fight or flee from; they are entire adventures by themselves, leaving physical traces, occult clues and madness in their eldritch wake.

Hideous Creatures: A Bestiary of the Cthulhu Mythos features seven all-new creatures:
* Bholes
* Colour Out of Space
* Elder Things
* Flying Polyps
* Moon Beasts
* Night-gaunts
* Spawn of Yog-Sothoth

Plus full write-ups of nine Foul Congeries, opening the books on Lovecraftian monsters that have never taken stat-block form before in any game!

* Bat-Things
* Black Winged Ones
* Gaseous Wraiths
* Medusas
* Raktajihva
* Ultraviolet Devourer
* Vampirish Vapour
* Worm-Cultist
* Y’m-bhi

And new art and in-world documents for each of the fifteen original Hideous Creatures:
* Byakhee
* Dark Young of Shub-Niggurath
* Deep Ones
* Ghouls
* Great Race of Yith
* Hounds of Tindalos
* Hunting Horrors
* Lloigor
* Mi-Go
* Rat-Things
* Serpent Folk
* Shoggoths
* Star Vampires
* Tcho-Tchos
* Wendigo

Author: Kenneth Hite, Gareth Ryder-Hanrahan, Becky Annison, Helen Gould, Ruth Tillman

Artists: Gislaine Avila, Ethan Black, Gennifer Bone, Mark Bulahao, Wagner Chrissante, Tyler Clark, Kennedy C. Garza, Dean Engelhardt, Jorge Fernández Sanz, Quintin Gleim, Heather Landry, Jeff Porter, Georgia Roan, Anna Rogers, Ian Schofield, Patricia Smith, Kellianne Stakenas, Kyle Strahm, Piya Wannachaiwong.

368 page hardback

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60.00 €
Invasive Procedures
Invasive Procedures

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Fear Itself/Trail of Cthulhu Adventure

The kids all say Our Lady's Hospital is haunted. You can see why, when you look at it, that big gloomy pile of staring windows and rusting beds. They should have torn the place down years ago, instead of letting it linger on like this. I'd hate to be a patient there. They send you there to die.

You are a patient in an old, rambling hospital. Part of it is shut down; part of it lies in decay. The equipment is out of date, the staff are unmotivated and the whole place reeks of disinfectant, death and seventy years of despair. The hospital has ghosts and spirits walking the halls but they are the least of your worries. You should be afraid of what comes out at night. You should be afraid of what makes the ghosts flee.

Dr Drake, the resident surgeon is a genius and like all geniuses, he has his secrets, his obsessions and his madness. One such obsession has taken root in the hospital. You can't stop it, all you can do is try to get out alive.

Invasive Procedures is the new Fear Itself adventure from Gareth Hanrahan, author Arkham Detective Tales, three Skulduggery settings and Brief Cases: Three Adventures for Mutant City Blues. Invasive Procedures includes an extract from The Book of Unremitting Horror. Invasive Procedures now includes conversion information so you can run this adventure with the Trail of Cthulhu system.

52p

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14.40 €
Justice Trade
Justice Trade

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Now the war’s over, and you and your crew of freelance effectuators patrol the edge of civilized space, trying to pay the bills while you keep the peace.

But the competition in this line is fierce, and sometimes you have to cut corners — which makes you wonder if justice bought and paid for is any justice at all...

The Justice Trade contains three adventures for Ashen Stars – The Justice Trade, Terra Nova and Tartarus – written by Leonard Balsera, author of Profane Miracles and co-author of the smash hit Dresden Files; GUMSHOE designer and gaming luminary Robin D. Laws, and Bill White, author of The Big Hoodoo. It also includes a bonus twenty-minute demo game by Kevin Kulp to introduce players to the world of Ashen Stars.

The Justice Trade
When the PCs answer a distress call from the planet Cabochon, they become embroiled in the political machinations of two powerful figures who each seek to shape the future of the Bleed. Will they choose to do good and make the Bleed a better place – or to do well for themselves?

Tartarus
In a devastatingly hostile environment, hard-bitten lasers – who know enough not to touch the gooey stuff or take off their helmets in an untested biosphere – investigate the demise of a survey crew doomed by the above mistakes.

Terra Nova
The Terra Nova, last of the great luxury liners from the Combine’s heyday, is dead, a victim of disaster now drifting in the space between worlds. The last of the survivors clutch desperately to life, waiting for rescue. All but one; who waits only for a chance to finish the job, uncovering a secret which the Terra Nova has kept hidden for decades.

Stowaway
A twenty-minute demo, which is a great introduction to Ashen Stars and includes six pre-generated characters.

Pages: 96pg Perfect Bound

Authors: Leonard Balsera, Kevin Kulp, Robin D. Laws, Bill White
Artists: Chris Huth, Pascal Quidault, Kyle Strahm

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24.00 €
Mutant City Blues 2nd Edition (GUMSHOE Superhero RPG)
Mutant City Blues 2nd Edition (GUMSHOE Superhero RPG)

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Ever since the Sudden Mutation Event, people have been able to fly. Phase through walls. Read minds. Shoot bolts of energy from their fingertips. Walk into dreams.

As members of the elite Heightened Crime Investigation Unit, you and your fellow detectives solve crimes involving the city’s mutant community. When a mutant power is used to kill, you catch the case. When it’s a mutant victim in the chalk outline, you get the call. And when it comes time for a fight, you deploy your own extraordinary abilities to even the odds.

With new human capacity has come new science. Your squad brings forensic science to bear on the solution of mutant crimes. Need to know if a suspect is the victim of mind control or dream observation? Perform an EMAT protocol to detect the telltale signs of external influence. Was your victim killed by a light blast? Use Energy Residue Analysis to match the unique wound pattern to the murderer, as surely as ballistic science links a bullet to a gun.

Does your crime scene yield trace evidence of two separate powers? Use your trusty copy of the Quade Diagram, the infallible map of genetic relationships between mutant powers, to tell if one suspect could have used both – or if you have two perps on your hands.

If chases, interrogations and mutant battles weren’t enough to handle, you also serve as a bridge between the authorities and your mutant brethren. To successfully close cases, you must navigate the difficult new politics of post-mutation society, and deal with your own personal issues and mutation-caused defects.

Police work will never be the same.

Upgraded In 2nd Edition:
* Push rules make GUMSHOE investigation even faster and more flexible
* New modes of play help GMs tailor the game to their players
* Personal crisis rules bring the stress of the job into play
* Character templates to help players build their officers
* Expanded chase rules for superpowered action
* Rules for superpowered private investigators
* A thrilling new scenario, Blue on Blue, delves into buried secrets of Mutant City and the early days of the Sudden Mutation Event

Pages: 216 pages, case bound, B&W

Authors: Robin D. Laws, Gareth Ryder-Hanrahan
Artists: Gene Ha, Tangmo Cecchini, Mary Corbalis, Douglas P. Lobo, Miguel Santos, Lily Serrentino, Phil Stone, Jessica Trevino, Karolina Węgrzyn

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48.00 €
Mythos Expeditions (HC)
Mythos Expeditions (HC)

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"Before that there had been wild enough stories — accounts of mysterious trips to Thibet, the African interior, the Arabian desert, the Amazon valley, Alaska, and certain little-known islands of the South Pacific..."
— H. P. Lovecraft, “The Horror in the Museum”

Bon voyage! You are about to depart on ten journeys into the unknown, following the trail of Cthulhu to isolated Pacific islands, into the icy wastes of the Arctic, through jungles and war zones and even off the Earth itself. In the blank spaces of the map, dark deities flourish and evil festers... but the truth waits to be discovered, secret knowledge that man may not be meant to know but that Miskatonic University covets. Into that mystery your Investigators go, armed with gun and camera and notebook, risking their own survival to keep those blank spaces from swallowing up the world.

Hurry on board — the gangplank is going up!
The Mythos Expeditions are a collection of adventures designed to be run as a stand alone with new rules tailored for expeditions or as part of the Armitage Files campaign setting in the core rules. Take your Investigators on an expedition into the dense jungles of central Africa, trek through the arid wastes of the Gobi desert, and clamber through the lost cities of South America. Your travels will you take you through the skies and across the oceans, into the lava caves of New Zealand and the frozen peaks of Patagonia.

Written by Kenneth Hite and Robin D. Laws, with contributions from an eclectic mix of mythos experts, it includes the following expeditions:

An Incident at the Border – Kenneth Hite
On August 13 of 193-, during the Perseid meteor shower, something struck the Earth somewhere in the remote reaches of the Gran Chaco, a disputed and inhospitable borderland between Bolivia and Paraguay. Now, it’s late September, and the University has asked the Investigators to assist with a scratch expedition to find the impact site, make a full report of the incident, and recover any extraterrestrial material there, if any.

Cerulean Aureole - Matthew Sanderson
Tuesday July 17th 1934. Present Franklin D. Roosevelt, on a 12,000 mile voyage from the Caribbean to Portland, Oregon, arrives at Clipperton Island. Four years later, in the summer of 1938, the President is organising a return to the island as part of a 6,000-mile cruise examining various islands known for their curious wildlife, including the Galapagos. As the short-list of candidates is prepared, the Miskatonic decides to organise an expedition of its own to Clipperton Island. With the journey taking a week from the southern tip of Baja California, they will have a week on the island before they have to head back to civilisation before they make their report. Upon an island with a dark past, of which humanity knows so very little, a week can seem a very long time indeed…

Lost on a Sea of Dreams – Adam Gauntlett
The group, en route to Bermuda with a bathysphere to assist naturalist and oceanographer William Beebe, is blown off course. The captain is injured in the storm, and few others aboard know much about navigation. Moreover what little they do know seems contradicted by the stars; none of the constellations are in the right place. How will the expedition get back on course?

Tongued With Fire – Bill White
The investigators are members of a Miskatonic University expedition whose purpose is to travel to a Christian settlement in India which some evidence suggests dates as far back as the 1st century AD. Their destination is the village of Usmavasati, which lies in the Siwali Hills on the edge of the Punjab region of northwestern India. Their aim is to advance historical knowledge of early Christianity, as well as possibly locate the source of a Prester John legend.

The Dwellers in the Dunes - Steven S. Long
Famed explorer Roy Chapman Andrews leads one final expedition into the harsh Gobi Desert of Mongolia in search of fossils. His true hope is to find evidence that humanity evolved in Central Asia as his academic mentor predicted years ago. When his latest expedition uncovers some hominid fossils, he and his colleagues are ecstatic — until members of the expedition start dying horribly. Can the Investigators figure out what’s going on and destroy or escape a menace out of time before they and the rest of the expedition become yet another collection of bones scattered across the desert?

Pages: 240 page case bound book

Authors: Kenneth Hite, Adam Gauntlett, Robin D. Laws, Steven S. Long, Emma Marlow, Lauren Roy, Matthew Sanderson, Jeff Tidball, Tristan J. Tarwater, Bill White
Artist: Jérôme Huguenin, David Lewis Johnson

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48.00 €
Night's Black Agents (GUMSHOE Spy Thriller RPG)
Night's Black Agents (GUMSHOE Spy Thriller RPG)

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Cold War is over. Bush's War is winding down.

You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter.

It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse.

Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases.

Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors... and pray you've got your vampire stories straight.

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54.00 €
Out of Space
Out of Space

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Five Adventures For Trail of Cthulhu

Out of Space contains five adventures that will take Investigators from the mountains of northern Mexico to the skies above Germany, to the smog and disease of gaslight London and the raging tides of the Atlantic Ocean. It will even take you to a world that could only exist in your worst nightmares.

Created GUMSHOE designer and gaming luminary, Robin D. Laws, Trail of Cthulhu veteran Adam Gauntlett, and Jason Morningstar, award-winning creator of Fiasco and the Shab-al-Hiri Roach, Out of Space features:

The Repairer of Reputations:
A seemingly utopian future takes on a distinctly nightmarish quality. The scenario plays with this by suggesting that the publication of The King in Yellow has warped history. The alien beings described in the play are as real as the antagonists believe them to be.

Flying Coffins:
Enemy planes are not the only things hunting in the sky. Winter, 1918. You are members of the Royal Flying Corps stationed near the Front and rumour has it, the next big push is about to begin. Meanwhile the new Hun Circus is racking up kill after kill – but is it the enemy or something else that’s to blame?

Many Fires:
In the mountains of northern Mexico, something ancient and obscene lies smoldering among ruins older than the Aztecs. But here the problems are more modern – and they wear gun-belts. Do an unlikely band of Investigators have the courage to tackle Pancho Villa’s bandit army? And what will they do when the trail of clues takes them into dangerous territory they cannot even imagine?

Hell Fire
In the smog and grime of 18th century London, a great evil stirs. In the seedy underclass of the city a plague is taking hold. Its victims are under the sway of something far worse than they can imagine, an entity of disgusting power bent on engulfing the world in disease and death.

The Millionaire’s Special
First class on the Titanic is exciting in itself but when you’re invited to a private viewing of one of the world’s great curiosities, a cursed Egyptian mummy, things take a turn for the worse. Strange rituals, a device to contact spirits and the awakening of something ancient and evil mean that icebergs are not the only danger for RMS Titanic.

Out of Space also features extensive handouts, pregenerated characters and exclusive new essays from the authors.

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30.00 €
Out of the Woods
Out of the Woods

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If you go down to the woods today...

The shadowy depths of the primeval forest are the ancient source of our collective fears. But there is worse in the woods than timber wolves and fairy tales; you can lose not just your way, but your mind, too. This brand new collection of Trail of Cthulhu adventures explores hidden groves and endless avenues – the hideous soul of Lovecraft’s forest.

* Midnight Sub Rosa: The diary of Ezekiel de la Poer, a colonial-era French necromancer hanged for child-murder in 1736 was stolen at the home of an emeritus professor in the small town of Rosa, Alabama. His house lives in the eaves of a forest of white ash. Can the Investigators find the book before its thief becomes something else entirely?
* The Silence Mill: In a small village in Brittany close on the Arthurian forest of Brocéliande, a friend of the Investigators stands accused of serial murder, cannibalism and even lycanthropy. Can they ascertain the truth, or will the truth find them?
* Dreaming of a Better Tomorrow for 30 Dollars a Month: Amongst crowded green precipices and muttering forest streams of Vermont, labourers from one of Roosevelt’s integrated Civilian Conservation Corps camps disappear. In an atmosphere fraught with political intrigue and Jim Crow laws, can a mixed bag of Investigators find the primordial peril which threatens more than just one camp, or even one State?
* The Coldest Walk: Deep in Wisconsin’s northern woods lies the town of Four Pines – a quiet, almost forgettable community. However, whenever the aurora flashes in the sky the inhabitants have a terrible choice to make. Can the Investigators stop the inevitable, or must they take the Walk for themselves?
* Trembling Giant: In 1937, the United States government transferred 300 acres to the newly recognized Koosharem Band of Paiute Indians. But this new land is throttled by distorted trees and stalked by unnatural beasts. Nightmares grip the shaman and warning totems shatter – what is the legacy of this ancient land, and can the tribesfolk fight this ancient evil?

Containing extensive handouts, maps and pre-generated characters for each adventure, Out of the Woods takes your hand and lead you gently through the eaves and into the darkness... you are in for a big surprise!

Author: Adam Gauntlett, Lauren Roy, Chris Spivey, Ruth Tillman, Aaron Vanek
Artist: Stefano Azzalin, Jesús Blones, Nyra Drakae, Valentina Filic, Christine Griffin, Brittany Heiner, Dave Lewis Johnson, Rich Longmore, Olivia Ongai, Gillian Pearse, Miguel Santos, Ernanda Souza, Alicia Vogel.

Pages: 168pg Perfect Bound

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30.00 €
Persephone Extraction
Persephone Extraction

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The Persephone Extraction is a collection of five interlinked adventures for the award-winning Night’s Black Agents system, which can be run in any order as a campaign, or as stand-alone adventures.

Five desperate adventures to save the living from the hungry dead!
They are so old they cannot remember their names. They are pale, spindly things, with hollow eyes, and long fingers that scuttle like cave-spiders. They are strong, immensely, inhumanly strong, but act lt like old, arthritic people, shuffling along painfully, conserving their strength for when they need it. They are fast, terrifyingly, breathtakingly fast, but they move slowly, cautiously, fearfully. Their fear outweighs their preternatural gifts; for centuries, survival and control have been their watchwords, their overriding goals. We must not die, they whisper in the dark, even though they can no longer recall what it is to live.

And if the world must die so they can live, so be it.

The Persephone Extraction is a campaign for Night’s Black Agents, combining ancient horrors from classical mythology with the modern terrors of conspiracy and bioterrorism. It includes the following adventures:

* THE PERSEPHONE EXTRACTION (Emma Marlow): Someone’s framed the Agents for a murder in Paris that hasn’t happened – yet. Warring factions within the Conspiracy struggle for control of a biological weapon, and its designer holds the answers the Agents need. Can they find Morgane Le Corre before her pursuers track her down – and just who else is hunting her?
* THE PALE AGENDA (Bill White): The Conspiracy intends to recruit an international drug smuggler as part of their plan to end the world – but that initiation gives the Agents a vitally needed entry vector into the vampires’ most cherished tool. Corporate intrigue meets occult rituals in Barcelona…
* SLEEPING GIANTS (Will Plant): The trail leads through Moscow to a sealed city, where forbidden plagues slumber in a concrete tomb buried deep beneath the tundra. The Conspiracy are on their way here, to obtain more of the pathogen they need to implement their cryptic Pale Agenda. The Agents are all that stands between the vampires and a global plague…
* CLEAN-HEELED ACHILLES (Heather Albano): Mysterious disappearances and archaeological traces bring the Agents to Istanbul, where they must uncover the secrets of an ancient monastery – and descend into the Underworld to confront the living dead.
* THE PEOPLE OF ASH (Gareth Ryder-Hanrahan): The final assault on the Conspiracy takes the Agents to Greece. There, they must uncover the ancient lair of the vampire elders and destroy them, once and for all time. Their clandestine odyssey ends in darkness…

Pages: 160 pages, perfect bound

Authors: Gareth Ryder-Hanrahan, Heather Albano, Emma Marlow, Will Plant, Bill White
Artists: Gislaine Avila, Marisa Erven, Quintin Gleim, Heather Landry, Georgia Roan, Ernanda Souza, Karolina Węgrzyn

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32.40 €
Rough Magicks
Rough Magicks

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A magic supplement for the best-selling and award winning Trail of Cthulhu, written by the master of Lovecraft Lore, Kenneth Hite.

IÄ! IÄ! YOG-SOTHOTH NEBLOD ZIN!
The latest eldritch tome for Trail of Cthulhu unfolds the darkest secrets of Lovecraftian magic to the shuddering gaze of Keepers and Investigators alike! Read it ... if you dare!

MAGIC AND MYSTERY
This book assembles the core of Lovecraftian magic from hints and allusions -- and blasts all certainty aside with twelve contradictory explanations for it! Keepers revel in a dozen new spells, and dubious new versions of some old spells, while Investigators find out what their abilities tell them about this stone circle in the woods ...

MAGIC AND MAYHEM
Using the new optional Magic ability has its own costs, and its own rules, revealed for the first time to a quailing humanity! Gain it how you will, from a grinning Nyarlathotep or a groaning tomb, you will never be the same again. Even the lore of Idiosyncratic Magic, strange fruit grown from the seeds planted in the Trail of Cthulhu corebook, will bleed you while worse things wait ...

MAGIC AND MONSTERS
Learn the sorcerous practices of the unthinkably alien and ancient beings of the Cthulhu Mythos, or scan the dizzying heights to which even human wizards may ascend! Poring over this dread work reveals all of this, plus variant Elder Signs, names to conjure with, and other ...

ROUGH MAGICKS!

Poring over this dread work reveals all of this, plus variant Elder Signs, names to conjure with, and other.

40 pages

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12.00 €
Seven Wonders RPG (HC)
Seven Wonders RPG (HC)

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Hahmolomakkeita valmistajan sivuilta.

Different times call for different games

Have you ever wondered...
* how the children from Narnia coped back in the real world?
* what it’s like to voyage into a black hole?
* how dystopias are created, and destroyed?
* what you would sacrifice to protect your family?
* what heroes talk about on the eve of a life-altering battle?
* how to defend your village, when your heroes are away?
* who protects your home when you’re not looking?

Seven Wonders has the answers!

Seven Wonders is a collection of stand-alone story games from UK-based games designers, which focus on characterisation and inter-character drama, and use improvisational techniques to tell innovative, compelling tales.

Seven Wonders includes the following new story games:
When the Dark is Gone by Becky Annison
Imagine the children in The Lion, the Witch and the Wardrobe. They visited a magical land, fought battles alongside talking animals and centaurs and won a war against a powerful and evil enemy. Then they returned home, no-one believed them and they were back to war time rations and maths homework. What did that feel like? How did they live with the memories of what they experienced?

Did they end up in therapy?
When the Dark is Gone is a GM’d story game for 3-4 players, who take on the roles of Clients in a real-world, modern-day setting, whose serious psychological disorders are damaging them and those closest to them. The game is set in their group therapy session – one final attempt to get their lives back on track.

Rise and Fall by Elizabeth Lovegrove
Dystopias come from somewhere, and they go somewhere. They appear because someone is able to convince others that they are reasonable, and they disappear because someone is able to exploit their weaknesses. They rise, and they fall. Rise and Fall is a GM-less story game for 2-5 people in which players create a dystopia, explore its rise to power, how everyday life operates during its tenure, and then how the regime is brought down.

Heroes of the Hearth by Stiainín Jackson
Do you see them? Off in the distance? The heroes – the ‘adventuring party’. A thief, a fighter, a cleric, a mage – that’s the story, they’re off to do battle against some terrible threat. They’ll defend the villages by the way. They’ll fight fearsome beasts. They’ll find great and awesome treasure. And at the end of it... well, I guess they’ll go home?

Because every adventurer has a place that they’re from, and every adventurer has people that know them – many are lucky enough to have people that love them. Those people have stories too – what is their home like? How do they feel when their loved ones are off doing battle? What do they do in the face of this threat and how do they move on with their lives?

This game is about those stories and those people. They are the heroes of the hearth.

Acceptable Losses by Tova Näslund
A family drama set in a dystopian future. Humanity lives in self-sustaining buildings, large enough to supply hundreds of thousands of people. At the start of each month, an “employee of the month” is announced and allowed to move up a floor. On the other hand, a family that doesn’t fill their work quota are sent down a floor, to the even worse slums below.

In the tougher lower floors live the Witkins, a close family of maintenance workers. Over the years you’ve adopted a family motto: the Witkins don’t ask for help, they earn it. But you’re in dire straits, crippled with debt and due to be forced down a floor in the next five days. One of you has a means of escape – a promotion, through marriage. Do you all move down together – or do you split the family?

Small Things by Lynne Hardy
In Small Things you play a noble guardian who protects your House and Family from whatever may come along. Problem is, you’re only little – and some of the things you have to guard against are very Big…

Set in Britain somewhere between 1930 and the mid-1950s (but without the inconvenience of a World War and rationing), Small Things takes place in a world of faded colours, good manners, few labour-saving gadgets and tea made in big brown teapots and left on the hearth to warm under a stripy tea cosy.

Nemesis 382 by Alex Helm
We know that a black hole is a star that has collapsed under the weight of its own gravity, creating a well in space-time that not even light can escape. But what lies beyond a black hole? Would an object entering be simply stretched and crushed to death? Would it fall through into another universe as some scientists speculate? Or perhaps, as holy men and women suggest, would it come face to face with God? Nobody knows, and there’s only one way to find out.

This is the story of the Albert Einstein III, a scientific research vessel dispatched to the newly discovered supermassive black hole called Nemesis 382. As the ship edges closer to the event horizon, the crew must decide once and for all – how far are they willing to go in the name of science?

Before the Storm by Joanna Piancastelli
It’s the last few hours of the world as you know it. Tomorrow morning, the Stormsworn will attack – a huge army granted power by a malevolent ancient force. There’s no way out of the oncoming battle.

You sit in the hall of Castle Iriya, yourself and your small band of companions, the people you must now trust and rely on above all others. You all have your flaws, your secrets and regrets, things you ought to tell each other but never have. In these last hours of eerie peace, you have a chance to put that to rights.

Pages: 288 page casebound book

Authors: Becky Annison, Liz Lovegrove, Stiainín Jackson, Tova Näslund, Lynne Hardy, Alex Helm, Joanna Piancastelli
Artists: Gabriela Zurda, Britney Winthrope, Alicia Vogel, Erica Leveque, Nyra Drakae

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