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Shards of the Broken Sky
Shards of the Broken Sky

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Flying realm down! A 13th Age Roleplaying Game sandbox adventure for player characters level 1-7 (and a bit beyond).

When the flying realm of Vantage crashes to earth in the Dragon Empire, a long-kept secret is revealed: it was the control point for magical wards that kept a dozen ancient evils in check.

The icons have offered you rival opportunities for glory, plunder, and/or heroic sacrifice in Vantage. Will you rescue its survivors? Restore its magical wards? Or loot everything that isn't nailed down while trying to stay one step ahead of the apocalypse?

Use Shards of the Broken Sky however you like: as an entire campaign in and around this fallen flying realm, a one-shot or mini-arc, or a source of new races, monsters, and magic items! If you run it as a campaign, the characters icon relationships will shape the plot, NPCs, and locations, keeping the story relevant to their backstories and goals. You've played through once? Enter the Shards sandbox again with new PCs, it's never the same adventure twice.

Shards of the Broken Sky includes:
* A full 13th Age campaign for characters level 1-7
* 100 new monsters including thunder orc, dark druid, glass spider, elite wizard, and goblin wolfrider
* Icon-specific monster abilities to customize agents of the Prince of Shadows
* 14 new magic treasures including Shard of Frozen Lightning, Glowing Rune-Carved Pebble, and Crystal Blade
* Three new optional PC races: lava dwarf, oozefolk, and ophidian

Pages: 232 pages, case bound, B&W

Designers & Developers: ASH LAW, Rob Heinsoo, Paul Fanning
Art Direction: ASH LAW, Rob Heinsoo, Cathriona Tobin
Art: Pascal Quidault, Gislaine Avila, Wagner Chrissante, Lauren Covarrubias, Rich Longmore, Dagmara Matuszak, Jeremy McHugh, Ernanda Souza
Cartography: ASH LAW, Gill Pearce, Christina Trani

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42.00 €
Skulduggery RPG
Skulduggery RPG

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Bamboozle. Betray. Backstab.

Why go all the way to the dungeon for enemies, when the other players are sitting right next to you?

Skulduggery, the Roleplaying Game Of Verbal Fireworks & Sudden Reversals, brings fast and funny innovation to the exciting world of inter-player conflict!

Super-speedy character generation gets your group skeeving and conniving in minutes. Just distribute component cards, trade, and you're done.

Simple, and simply hilarious, rules - convert the eternal playground chant of "No you don't!" "Oh, yes I do!" into a zingy action resolution system.

Turns your power-gamers into witticism machines by rewarding the strategic use of pre-supplied punchlines.

Exploit others' weaknesses while weaseling away from your own, as you grapple with an uproarious array of self-defeating temptations.

Unleashes the updated rules of the acclaimed Dying Earth Roleplaying Game, bringing elegant finagling and oneupsmanship to any genre.

Revel in the dark art of Machiavellian Game Mastering with copious guidance and devious advice.

Comes pre-loaded with four side-splitting, ready-to-play scenarios:
* If Space Permits: Amid a crazy bacchanal, interstellar traders compete to corner the market on hallucinogenic jumpwine.
* Yes, Wing: Hose your fellow cabinet secretaries in the most betray-o-riffic place on Earth: Washington, D.C.
* Casting Call: Sign-up sheets have gone up for this year's high school musical. Let the viciousness commence!
* Skulduggery & Crossbones: You're pirates. You're trapped on a becalmed ship. Your captain just got his head bitten off by a shark. Go!

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27.60 €
Soldiers of Pen and Ink
Soldiers of Pen and Ink

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Soliders of Pen and Ink is a Trail of Cthulhu campaign set in the dark heart of the Spanish Civil War

A comrade is lost. Enemies surround you, and your fellow soliders cannot be trusted. Can you rescue your friend while retaining your sanity?

Madrid, 1936. The Investigators have come to Spain to shoot a documentary on the war sympathetic to the Republican cause, but find themselves trapped in the Siege of Madrid. One of their team goes missing, and their literary colleagues say it’s pointless – even dangerous – to ask what happened to him.

In a war of competing ideologies, unorthodoxy can merit the death penalty, even amongst those opposing Fascism, but is this Communist oppression or something more sinister?

Players need have no knowledge of the Spanish Civil War to experience this adventure – their Investigators can be naive idealists, and Keepers can be confident that the text explains historical background.

Dare you negotiate steely-eyed Communist ideologues, blood-thirst fascists and the horrors of an inhuman cult to rescue a friend?

“[I often have] the feeling that the very concept of objective truth is fading out of the world... From the anti-Fascist angle one could write a broadly truthful history of the war, but it would be a partisan history, unreliable on every minor point. Yet, after all, some kind of history will be written, and after those who actually remember the war are dead, it will be universally accepted. So for all practical purposes the lie will have become truth.”
- George Orwell, “Looking back on the Spanish War”

Author: Adam Gauntlett
Artist: Jerome Hugenin, Melissa Gay

Pages: 72 page perfect bound

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16.80 €
Stunning Eldritch Tales
Stunning Eldritch Tales

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Four Heart-Pounding Pulp Adventures for the smash hit new game Trail of Cthulhu. From tropical desert islands, to the streets of Shanghaii, from bloody murder to dimensions beyond our own, Stunning Eldritch Tales offers the first taste of adventure for budding Investigators.

Devourers In the Mist: A rugged adventure tale in which the survival of island castaways is tested not only by the elements - but by the twisted shapes of half-seen, sadistic entities who haunt the atoll's jungled interior!

Shanghai Bullets: Guns-blazing danger portends and international intrigue unfurls in the city of conspiracy, the licentious, opium-infused Berlin of the East. In the shadow struggle between nations, no weapon is more fiercely coveted than the star mirror. It brings blood-draining death from beyond the stars!

Death Laughs Last: When philanthropist and gadabout Addison Bright is found bizarrely murdered in his own New York mansion, only a team of doughty investigators can protect his reputation-and the sanity of mankind-from the awful truths lurking in his tragically colorful past.

Dimension Y : A scientific experiment yields the promise of a glimpse into an adjoining reality, a repository of man's dreams and memories. But when the heroes peer through this window... they find cosmic horror peering back at them!

By Robin D Laws
Format: 8.5"x11" Perfect Bound, 82 pages

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21.60 €
Swords of the Serpentine (GUMSHOE Fantasy RPG) (HC)
Swords of the Serpentine (GUMSHOE Fantasy RPG) (HC)

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A GUMSHOE roleplaying game of swords & sorcery by Kevin Kulp and Emily Dresner!

When it’s summer, you smell her before you see her. As you come around the curve of the Serpentine river the scent of the open sea is replaced by the stench of low tide, of boat tar, of rare spices spilled from a smuggler’s ship; of cooking smoke and human waste. Bells ring out across the water and echo like the song of ghosts, loud enough to almost drown out the chanted prayers of your ship’s rowers.

You round the bend past the lower fort and there she is: the great city of Eversink, sprawled out on scores of islands across the sheltered water. Her jeweled and crystal turrets are reflected in a shimmering bay full of hundreds of brightly colored boats. Architecture from a dozen eras towers above a tangle of grand plazas and narrow canals. Temples to her goddess rise above the mansions and tenements, calling her people to prayer. She may be ancient and corrupt, slowly and inexorably swallowed by an endless bog; but she’s alive in a way most cities aren’t. She’s a melding of faith and stone and wood and water – and mud – that’s unique in all the world.

It doesn’t matter whether you’ve come to kill a rival, earn a fortune, learn a secret, or hire an army. You’re home now, and the Sinking City will embrace you. All you need to do is survive.

Swords of the Serpentine is a sword & sorcery game of daring heroism, sly politics, and bloody savagery, set in a fantasy city rife with skullduggery and death. The rules adapt the GUMSHOE investigative roleplaying system to create a fantasy RPG with a focus on high-action roleplaying and investigation inspired by the stories of Fritz Leiber, Terry Pratchett, Robert E. Howard, and others.

Your characters will discover leads that, if followed, propel them headlong into danger and forbidden knowledge. A lead might point the way to sunken treasure, jungle ruins, the missing key to a sorcerous trap, or the true identity of a notorious murderer. The GUMSHOE game mechanics ensure that you’ll always notice leads if you look for them. It’s up to you to choose which one you’ll follow into whatever perils lie ahead, in hopes of fortune, glory, justice, or just staying alive another day.

If you want to track down foul sorcerers in a corrupt and decadent city, clamber through underground ruins to sneak into an enemy’s home and rob them, or wage a secret war against a rival political faction, you’re in the right place.

Swords of the Serpentine offers:
* A fantasy city of mystery and magic inspired by Lankhmar and Ankh-Morpork
* Tools for fast and effective character creation
* A customized combat system that opens the door for cinematic, heroic battles
* Social combat that targets your enemy’s morale, letting you defeat some foes through wit, guile, and threats
* Sorcery that allows you to rip apart a tower with the flick of a hand—but are you willing to pay the price in corruption to body and soul?
* Powerful allegiances that give you influence in one or more factions across the city, but which can earn you equally powerful enemies…
* Streamlined abilities that power four distinct types of heroes, and which you can mix-and-match across professions to customize your character further
* Gameplay and rules mechanics that encourage players to help build the world they’re adventuring in
* Rules for death curses, true names, alchemy, sorcerous items, ghostly possession, political manipulation, and more!

Authors: Kevin Kulp, Emily Dresner
Cover Artists: Jérôme Huguenin

Pages: 368

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72.00 €
Trail of Cthulhu Keeper's Resource Book and Screen
Trail of Cthulhu Keeper's Resource Book and Screen

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Tri-fold Screen and Adventure for Trail of Cthulhu

Some things are better left concealed...
The Trail of Cthulhu Keeper's Screen gives you the most important tables, rules and references for GUMSHOE. Combat, contests, tests and the mind-shattering Stability tables are there at your fingertips, giving you more time for GMing, and less fumbling through rule books. And, on the players' side, Jérôme Huguenin's breathtaking artwork will add to your game's eldritch atmosphere.

With the screen is the Keeper's Resource Book; not the last scribbled words of a madman, but a carefully researched collection of clues, special benefits, game-relevant historical data, NPCs and occupational information for use in play. Each ability is listed with 1930s equipment and practices focussed on their use in adventures to bring your game to life. Sprinkle the sample clues we provide, and offer the listed special benefits to your players. Occupations have detailed backgrounds you can use to flesh out character backgrounds and NPC contacts; discover their techniques, weaknesses and foibles.

Need a mad scientist or a fence? Select from a range of NPCs, some throw-away thugs and cultists, others, detailed contacts with forbidden knowledge, partrician academics, antique book dealers and professional rivals. Each NPC has three quirks or mannerisms so that you can roleplay them consistently, and hooks they can provide to your players.

Finally, there is handy Sanity and Stability summary, with page references to the main book. With amazing artwork, and superb resources, forbidden knowledge has never been so much fun!

By Simon Carryer
Three-ply Screen, 68-page Saddle-stitched book

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26.40 €
Yellow King RPG: Absinthe in Carcosa (HC)
Yellow King RPG: Absinthe in Carcosa (HC)

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Handout to End All Handouts

The City Guide That Shatters Reality
At the end of the 19th century, an American art student went to Paris, read a play, and lost his grip on reality.

The play was called The King in Yellow.

Having read it, head reeling from absinthe, bedeviled by unseen adversaries, he realized that the alien world it described, Carcosa, had sunk its traces throughout the City of Lights.

As he explored Paris in search of its decadent influence, he created a scrapbook. A guide for himself, and for those who would come after him.

Yoked together from existing travelogues, newspapers, and the disquieting ephemera of the occult tradition, it laid out a skewed portrait of a haunted city:

* Art student life, from hazing rituals to fabulous bacchanals at the Moulin Rouge
* Hangouts and nightspots, from everyday beaneries to ghoulish cabarets
* Neighborhoods and attractions, with useful maps
* Sources of knowledge, from museums to institutes of technology
* Operations of the justice system, from the city’s police to its prisons
* Rites of death, from funeral fees to the notorious, bone-stacked catacombs
* Details of everyday life, including currency, communications, and essential phrases
* A timeline of recent historical events

In the margins appear the increasingly fervid scrawls of the anonymous compiler. Through them determined investigators of the Yellow Sign mystery will learn:

* Who to seek aid from
* Where madness lurks
* And to never waver in their distrust of clowns

Absinthe in Carcosa is an indispensable city guide for The Yellow King Roleplaying Game and a stunning, full-color visual artifact in its own right.

Give it to your players and let them find the mysteries of Paris.

Or let them buy their own deuced copies and keep their snack-festooned fingers off of your pristine edition.

Brought to you by document blandisher extraordinaire Dean Engelhardt and feverish scribbler supreme Robin D. Laws.

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38.50 19.30 €
alin hinta 30 päivää ennen alennusta 38.50
Yellow King RPG: Slipcase Set (HC)
Yellow King RPG: Slipcase Set (HC)

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The book has been written.
The book has been read.
Now it rewrites you.
Across time it spreads, creating dread new realities.
And you’re in all of them.

Written and designed by GUMSHOE master Robin D. Laws, YKRPG takes you on a brain-bending spiral through multiple selves and timelines.

The core game. Four books in 6" x 9" format, grouped together in a gorgeous slipcase: Paris; The Wars, Aftermath, and This Is Normal Now. Core rules appear in the Paris book, with brief setting-specific rules sections in the other three. The beautiful and ingenious slipcase includes a GM screen.

Inspired by Robert W. Chambers’ influential cycle of short stories, it pits the characters against the reality-altering horror of The King in Yellow. This suppressed play, once read, invites madness or a visit from its titular character, an alien ruler intent on invading and remolding our world into a colony of his planet, Carcosa.

Four books, served up together in a beautiful slipcase, confront your players with an epic journey into reality horror:

* Belle Époque Paris, where a printed version of the dread play is first published. Players portray American art students in its absinthe-soaked world, navigating the Parisian demimonde and investigating mysteries involving gargoyles, vampires, and decadent alien royalty.
* The Wars, an alternate reality in which the players take on the role of soldiers bogged down in the great European conflict of 1947. While trying to stay alive on an eerie, shifting battlefield, they investigate supernatural mysteries generated by the occult machinations of the Yellow King and his rebellious daughters.
* Aftermath, set later in the same reality, in present day North America. A bloody insurrection has toppled a dictatorial regime loyal to Carcosa. Players become former partisans adjusting to ordinary life, trying to build a just society from the ashes of civil war. But not all of the monsters have been thoroughly banished—and like it or not, they’re the ones with the skills to hunt them and finish them off.
* This is Normal Now. In the present day we know, albeit one subtly permeated by supernatural beings and maddening reality shifts, ordinary people band together, slowly realizing that they are the key to ending a menace spanning eras and realities.

New GUMSHOE features include:
* A completely new player-facing combat system.
* A fresh, evocative approach to wounds, physical and psychic, inspired by the innovations of GUMSHOE One-2-One.
* Linked character creation across multiple settings.

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120.00 €
Zalozhniy Quartet
Zalozhniy Quartet

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The Zalozhniy Quartet is a series of four linked adventures from acclaimed RPG writer Gareth Hanrahan, and designed by Night’s Black Agents creator Kenneth Hite.

This operation is a Bourne-style “run and gun.” It starts off as a conventional investigation, but rapidly becomes a lesson in why crossing the Lisky Bratva is a very bad idea. When an investigation goes wrong, the agents are pursued by Russian mafiya assassins. Their only hope of survival is to make it to the safe city of Vienna. Keep the pressure up at all times as you chase the agents across Eastern Europe. Make that red line on the map a trail of blood…

The operation is divided into five smaller ops, each centred on a different city. They’re linked in a chase across Eastern Europe in Running Hot.

* Odessa, Ukraine! The agents work with Donald Caroll to investigate a smuggling ring in The Odessa Job. They break into a warehouse, where they’re ambushed by Lisky Bratva goons ambush them and force them to flee. Caroll’s assassinated by a zalozhniy, but he does give the agents the location of his safehouse in Vienna. If they get to Vienna, they’ll be safe. The road to Vienna leads through Tiraspol.
* Tiraspol, Transnistria! A country run by gangsters, and one of the biggest markets for illegal weapons in the world. The Lisky Bratva aren’t in charge here – if the agents can convince the local warlords to give them safe passage, they can get ahead of their pursuers. In Transnistrian Nights, the agents must sabotage a soccer star’s debut to win the favor of a criminal gang leader. He points them at the Lisky Bratva’s operations in Transylvania, and at a young journalist in Debrecen.
* Transylvania, Romania! Why are the Lisky Bratva shipping people to an isolated village in the middle of Transylvania? And what happens when the agents get involved? Shadow of the Vampire brings the agents to an ancient monastery where they come face to face with the Conspiracy. If the agents survive this optional detour, they come away with vital intelligence about the vampires.
* Debrecen, Hungary! The Lisky Bratva trade guns and girls for heroin and cash in this post-Soviet city. In The Debrecen Gambit, the agents learn that a journalist, Agi Kozorus, knows about the Lisky Bratva’s operations in the city. After tracking her down and rescuing her from assassins, Kozorus gives the agents two potential targets – a human trafficking slave camp and a vital drug deal. Hitting either hurts the Lisky Bratva and reduces the forces chasing the agents.
* Vienna, Austria! Vienna’s neutral territory in the criminal underworld. Once the agents are inside Vienna itself, the Lisky Bratva dare not touch them. All the agents have to do is make The Vienna Run - the gauntlet of those last few miles.

Pages: 144pg, Perfect Bound

Author: Gareth Hanrahan
Artist: Alessandro Alaia, Phil Reeves

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32.40 €

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