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#Feminism: A Nano-Games Anthology
#Feminism: A Nano-Games Anthology

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Looking at the world through a feminist lens reveals absurd, tragic, and fascinating situations.

Written by feminists from eleven different countries, #Feminism offers bite-sized takes on contemporary feminist issues. Each of the 34 nano-games in this collection requires between three and five participants, simple (if any) props, and up to an hour of play time.

The games range from silly to serious, including scenarios about selfies and rom-coms as well as reproductive rights and domestic violence. And of course, enjoyment has no ideological boundaries— there are games here for participants new to feminism as well as those experienced in making gender arguments on the internet.

First Date Katrin Førde
A game about a date gone wrong and a rant about the orgasm gap.

Flirt Agata Świstak
Flirt is an attempt to deconstruct the game almost everyone is playing — the game of hook-ups, crushes, and scoring!

Spin the Goddesses Karin Edman
A kissing game of lesbian witches.

Willful Disregard Anna Westerling
A love story.

Manic Pixie Dream Girl Commandos Lizzie Stark
A military unit undertakes its last whimsical mission before retiring to civilian life.

6016 Elin Nilsen
In 6016 the only historical source of the 21st century is a collection of clips from the soap opera Love, Lust and Lack of Trust.

Tropes vs. Women Ann Eriksen
Explore well-known movie clichés and tropes about women in a fun and not too serious way.

Lipstick Kaisa Kangas
Sofia hesitates about whether to wear lipstick to a TV debate on feminism.

You’ve Come a Long Way, Baby Julia Ellingboe
A game about gender, cultural, and ethnic representation in the movies.

Restrictions Frida Karlsson Lindgren and Sofia Stenler
A non-verbal game on how we are and aren’t allowed to move together, as two genders.

Mentioning the Unmentionables Kajsa Greger
Three games about the anatomy of women.

#Flesh Frederik Berg, Rebecka Eriksson, and Tobias Wrigstad
A physical game about the objectification of women or how women’s bodies are butchered into parts.

Selfie Kira Magrann
An intimate game about feelings in images.

So Mom I Made This Sex Tape Susanne Vejdemo
Different generations of feminists argue it out about sex, porn, and what the main point of feminism really is.

My Sister, Malala Elsa Helin
A game about freedom of thoughts and ideas for girls in Pakistan.

A Friend in Need Muriel Algayres
A nano-game about street harassment, victim-blaming and friendship. After a bad encounter on the street, can Ella get over victim-blaming with the help of her friends?

Driving to Reunion Laura Simpson
An intergenerational game about four Black women trying to understand each other, as they drive back for college reunion.

Catcalling Tora de Boer
Street harassment feels different depending on whether bystanders support the harasser or the victim.

How to Be Ava White Eva Wei
At a board meeting, parts of Ava White’s personality decide how to make her the perfect woman.

Shoutdown to Launch Jason Morningstar
In this game about gendered interruption, a bunch of engineers need to fix a problem with a rocket engine in the dwindling time before launch. It won’t go well.

“Something to Drink with That, Sir?” Evan Torner
A woman flight attendant performs emotional labor to serve three different male passengers.

“Ma, Can I Help You with That?” Emily Care Boss
A game about family, age and the gendered nature of care-giving.

Glitzy Nails Kat Jones
A freeform scenario about intersectional feminism, interactions between women, and nail salons.

Stripped Dominika Kovacova
A game about stripping off the stigma.

President Kaisa Kangas
The war-waging Akhaian empire has elected its first female president, a very successful lady general, and feminists with conflicting agendas are trying to draft a press statement together.

Curtain Call Sarah Bowman
A larp about the experiences of a woman in the music industry over the course of four decades.

The Grey Zone Siri Sandquist
A larp about the grey zone between rape and consensual sex in a relationship.

Family Planning Clinic Baptiste Cazes and Leïla Teteau-Surel with Laura Guedes
A game about women’s health where players will play short scenes from the daily life of a French family planning clinic inspired by real stories.

First Joyful Mystery Cathriona Tobin
Players examine the impact Ireland’s prohibitive abortion laws have on people who find themselves pregnant.

Girl: A Game for Boys Livia von Sucro
A small exercise about empathy, designed for cis gendered men to take a glimpse of what it feels like to be a victim of violence against women.

Her Last Tweet Rowan Cota
A microgame exploring being a potential victim of a campus shooting event.

Tour of Duty Moyra Turkington
A freeform nano-scenario about what it’s like to serve and defend as a woman in the US Military.

96 page paperback

Edited by Misha Bushyager, Lizzie Stark, and Anna Westerling
Design and layout by Shuo Meng

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30.00 €
13 True Ways (HC)
13 True Ways (HC)

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The expansion book for the 13th Age fantasy roleplaying game, by the game’s core creative team of Rob Heinsoo, Jonathan Tweet, Lee Moyer and Aaron McConnell.

Omens of the Age
As the 13th Age unfolds, its mysteries—and dangers—grow more numerous.

Undreamed-of creatures crawl up from the underworld, descend from the sky on metallic wings, and slip through the cracks in reality. Strange magic is loose in the world, whether it’s drawn from the Wild, from the realms of chaos and death, or from the inner power of ki.

Patch things up with your surly magic weapon, hero. The adventure is just beginning.

13 True Ways expands the 13th Age Roleplaying Game in exciting new directions. Within its 256 pages you’ll find six new classes, the lore of devils, the keys to Horizon, the Great Gold Worm’s secret assassin, and much more.

For Players:
* The chaos mage who embraces randomness, and the monk who embodies discipline
* The druid who masters the elements , and the necromancer who commands the undead
* The commander who orders your ranks, and the occultist who orders reality
* Multiclassing tools to help you create the character you most want to play
* Treasure to loot, and artifacts that might just loot you

For GMs:
* All-new details and adventure seeds for Axis, the Court of Stars, Drakkenhall, Horizon, and Santa Cora
* More ways to use the icons, including variant icons and relationship results tied to a location
* Lists of 13: deadly dungeons, flying realms, must-visit inns, and more
* New monsters to challenge your players, including devils, metallic dragons, werebeasts, and soul flensers
* Four detailed new NPCs with multiple campaign options

13 True Ways: New heroes. New legends. Your world.

Pages: 256 page, full colour, case bound

Authors: Rob Heinsoo, Jonathan Tweet, Robin D. Laws
Artist: Lee Moyer, Aaron McConnell

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48.00 €
13th Age Bestiary 2 (HC)
13th Age Bestiary 2 (HC)

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Fallen icons, apocalyptic fire giants, and a purple dragon who throws the best parties: welcome to 13th Age Bestiary 2!

More than 250 individual stat blocks appear in 51 entries, along with with story hooks, icon relationships, customizable campaign variants, and advice on creating exciting battles.

New monsters for your campaign include:
* The Gold King and the Forest that Walks, fallen icons who must be defeated by a blend of swords, spells, and campaign victories.
* A wizard bonded to their spellbook, a rogue bonded to their magic cloak, and other former heroes who took shortcuts to power by merging with their magic items.
* The Lich King's covert undead propaganda force: the Cult of the Silver Hand.
* Fomorians, monstrous worshipers and children of the ancient chaos gods.
* Malatyne, the purple dragon whose entertainments are legendary and the player characters might be the main attraction
* Lions (temple); tigers (elemental and rakshasa); and owlbears (snowy and great horned).

Plus an appendix on using these monsters when playing 13th Age in Glorantha!

Lead Designers: Rob Heinsoo, ASH LAW
Developer: Rob Heinsoo
Art Direction: Rob Heinsoo, Cathriona Tobin
Interior Art: Rich Longmore, Ania Kryczkowska, Aaron McConnell, Lee Moyer, Patricia Smith, Naomi VanDoren
Authors: Liz Argall, Paul Fanning, Jaym Gates, Gareth Ryder-Hanrahan, Lynne Hardy, Rob Heinsoo, ASH LAW, Cal Moore, Carrie Rasmussen-Law, Wade Rockett, Aaron Roudabush, Michael E. Shea, Ruth Tillman, Jonathan Tweet, Steven Warzeha, Emily Westfall

Pages: 304pg, hardback, full colour

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54.00 €
13th Age Crown Commands
13th Age Crown Commands

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Iconic battles!

GMs: Crush a dwarven city beneath your mighty Gearwork Dungeon! Plunder the elven goldenwood library that holds the secrets of the Green! Soak the sands of the Emperor’s arena with the blood of his living champions in the name of the One-Eyed King!

PLAYERS: Please, stop the GM’s wicked schemes!

The Crown Commands: Battle Scenes for Four Icons by Cal Moore offers icon-themed 13th Age Roleplaying Game encounters for the Dwarf King, Elf Queen, Emperor, and Lich King. You’ll find challenging fights at all levels of play, packed with dangerous foes on terrifying terrain.

The Crown Commands includes:
* 40 illustrated and mapped battle scenes for the Dwarf King, Elf Queen, Emperor, and Lich King: one set of battles for each of the three tiers of play.
* New monsters and NPCs, including dwarf warriors, drow wizards, arena pit fighters, and owlbear cubs; along with new magic items to wield in battle.
* Story ideas for getting the PCs into the battle scene, and possible outcomes that result from their actions.
* Traps and terrain which make an exciting, challenging environment for PCs to face their foes.
* Simple options to increase or decrease the difficulty of a battle.
* Storylines that link each battle to the ones that come after, so you can take the PCs from one full heal-up to the next using only the battles in the set—with room to expand on these stories to fill multiple sessions of gameplay.

Battle Scenes are packed with ideas so that you can can incorporate them into your existing campaign, use them in a game when don’t have anything prepared; or when an icon relationship roll calls for a complication.

Four crowned icons of the Dragon Empire. Forty battles. Are you ready?

176 page monochrome perfect bound book

Author: Cal Moore
Artwork: Melissa Gay, Rich Longmore
Developer: Rob Heinsoo
Cartographers: Naomi VanDoren, Alyssa Faden, Gill Pearce, Ralf Schemmann

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33.60 €
13th Age Fire & Faith
13th Age Fire & Faith

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Fire & Faith: Battle Scenes for Four Icons is the final volume in the Battle Scenes Series.

The Battle Scenes books are independent collections of icon-themed encounters for the 13th Age Roleplaying Game at all levels of play, packed with dangerous hand-picked foes on terrifying terrain.

Less Prep, More Play!
Chase the Diabolist’s Circus of Hell cross the Dragon Empire! Fight your way through the nightmare dreamscape of a sleeping gold dragon! Ride with the Crusader to assault a hellhole! Ascend the Cathedral to battle cosmic foes amidst its mind-bending geometry!

Fire & Faith: Battle Scenes for Four Icons has 36 challenging and memorable icon-themed battles against enemies connected to the Crusader, Priestess, Great Gold Wyrm, and Diabolist. Drop these fights into your game at every tier of play, from adventurer to epic, and bring them to life with gorgeous maps by our expert cartographers.

Fire & Faith gives you:
* New NPCs and monsters whose icon connections make them meaningful opponents for your PCs
* Traps and terrain to provide deadly hazards and opportunities for clever tactics
* Adventure hooks that offer a variety of entry points for each set of battles
* Storylines that link each battle to the ones that come after, taking the PCs from one full heal-up to the next – with room to expand on these stories to fill multiple sessions of gameplay.

With Fire & Faith, your players will find themselves on an unforgettable journey to adventure.

The enemy awaits. Are your heroes ready?

Monochrome 168-page perfect-bound book

Author: Cal Moore
Artwork: Jessica Chung Ti Lee, Rich Longmore, Alicia Vogel
Developer: Rob Heinsoo
Cartographers: Lea Avans, Gill Pearce. Ralf Schemmann, Christina Trani

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33.60 €
13th Age Game Master's Screen and Resource Book
13th Age Game Master's Screen and Resource Book

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The 13th Age GM's Screen and Resource Book features incredible new art from 13th Age lead artists Aaron McConnell and Lee Moyer, a 64-page resource book, and a fold-out map of the Dragon Empire.

The screen is three-ply and portrait-oriented, with the essential information a GM needs to run the game, plus new hints, tips and tables to inspire creativity. The resource book includes advice, guidance and additional rules.

The 13th Age GM’s Screen and Resource Book features incredible new art from 13th Age lead artists Aaron McConnell and Lee Moyer, a 64-page resource book, and a fold out map of the Dragon Empire.

The Gamemaster Screen
The screen is three-ply and portrait-oriented, with the essential information a GM needs to run the game:

* Skill Check DCs, Trap Obstacle Attacks & Impromptu Damage by Environment
* Conditions
* Chum the Adventure (d20 roll when you wish to be entertained)
* Intercepting and Disengaging
* Baseline Stats for Monsters, Monster Equivalents, Customizing a Monster, and Leveling a Monster
* GP Per Full Heal-Up, and Optional No Math System
* Item Chakras and Default Bonuses
* Consumables Costs
* GM Stuff to Remember
* Rule Recaps for: Ambush & Surprise, Death & Dying, Fight in Spirit, Flee, Grabbed (new rules), Invisibility, No Recoveries, Ongoing Damage, Rally, Resistance, Shooting into Melee, Temporary Hit Points, Unarmed Attacks

The Resource Book
The resource book includes advice, guidance and rules for:

* Using icon relationship rolls, with variations on the icon roll mechanic and examples of how benefits and complications can work in play
* Creating 13th Age adventures on the spot, with zero preparation
* Running montages (introduced in Organized Play, and expanded here)
* Incorporating terrain into battles, including creating environments and locations for different tiers of play
* Building better battles
* Helping players craft useful and interesting backgrounds, with advice on handling backgrounds that seem too powerful or too weak
* Creating memorable NPCs, with a sampling of icon-related NPCs—each with a brief description, Three Things that bring them to life in player’s minds, and suggested monster roles and initiative to guide GMs in building them out using the DIY monster rules
* And more!

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32.40 €
13th Age High Magic & Low Cunning: Battle Scenes for Five Icons
13th Age High Magic & Low Cunning: Battle Scenes for Five Icons

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High Magic & Low Cunning: Battle Scenes for Five Icons brings you 45 challenging and memorable sets of battles for the 13th Age roleplaying game, against enemies connected to the Orc Lord, Prince of Shadows, Archmage, High Druid, and The Three. Drop these fights into your game at every tier of play from adventurer to epic, and bring them to life with gorgeous maps by our expert cartographers.

With High Magic & Low Cunning, you can:
* Give the PCs compelling reasons to fight based on their icon relationships, their stories, and your campaign
* Pit them against NPCs and monsters whose icon connections make them meaningful opponents—not just random foes
* Use traps and terrain to provide a challenging environment with opportunities for clever tactics
* Unleash all-new monsters on the PCs, along with new magic items to wield in battle.
* Easily adjust battles to make them easier, or harder
* Use the provided storylines to link each battle to the ones that come after, taking the PCs from one full heal-up to the next using only the battles in the set – with room to expand on these stories to fill multiple sessions of gameplay.

From a white-knuckle white-water ride past orcish hordes, to abseiling kobolds and a perilous magical cloud fortress, High Magic & Low Cunning takes your players on an unforgettable journey to adventure.

You can also get the complete set of High Magic & Low Cunning printed color maps in the High Magic & Low Cunning Map Folio.

The enemy awaits. Are your heroes ready?

192 page perfect bound book

Author: Cal Moore
Artwork: Patricia Smith, Rich Longmore
Developer: Rob Heinsoo
Cartographers: Pär Lindström , Gill Pearce, Ralf Schemmann

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36.00 €
Accretion Disk
Accretion Disk

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An Accretion Disk forms around massive bodies in space. Gravity drags in random objects and debris, spinning them around and bringing them in closer and closer, faster and faster, hotter and hotter, until something explodes.

It holds true for stars and black holes – and for politics and crime, too.

And let’s face it – you’re the ones who are going to be standing in the path of that explosive release. Better get ready.

Accretion Disk: The Ashen Stars Expansion Book includes:
* Sample clues, special spend benefits, and added data on each Investigative ability. Learn how to use Kinetics to escape VR simulations, identify alien interference in pre-contact cultures, and trace viro-augmented criminals with endocrinological profiling.
* More options and tactics for general abilities, including species-specific ones. Master zero-g martial arts, detect weapons as they charge up, and acquire corporate sponsorship for your Laser team to boost your cash flow!
* Take your stations on board ship with options and tactics for each warpside and groundside role, then delve into player-drive Arcs and Drives. Guide your own destiny amid the guttering Ashen Stars.
* Explore new character options with six new playable species.
* Deckplans for every class of ship show you what it’s like on board – and new ship options and bolt-ons open up tactics for ship-board adventures.
* When you hit dirtside, break out any of the dozens of new weapons, equipment items, cyberware or viroware – if you can afford the upkeep!
* Hot Contracts gives a roster of jobs that only a Laser crew can handle. Pick your own challenge hot off the Bleed, and get to work!
* Finally, twelve new hostile aliens ensure that the Bleed stays dark and bloody...

Writers: Gareth Ryder-Hanrahan, Kevin Kulp, Kieran Turley

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32.40 €
Albion's Ransom: Worm of Sixty Winters
Albion's Ransom: Worm of Sixty Winters

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Worm of Sixty Winters is a full-length campaign for The Esoterrorists. It works as a stand alone adventure, or as the conclusion of Albion’s Ransom: Little Girl Lost.

An Esoterrorist weather control ritual has brought sudden blizzards and extreme temperatures to an unsuspecting England. This they hope will be the first stage of the Fimbulvetr of Norse mythology – a dreadful winter that lasts three full years and heralds Ragnarok, the Viking apocalypse.

You are the American team – brought in as experts in your field – that failed to stop that ritual.

Now only you can prevent the Esoterrorists from causing irreparable damage to the Membrane. In a hazardous chase across a snow-covered Britain, facing sinister cultists, terrifying bikers and ordinary people taking desperate measures to survive the extraordinary circumstances, you must use all your resourcefulness just to carry on.

Featuring additional adventure seeds by Matthew Sanderson which focus on individual tales of horror to personalise the impact of Britain under snow, Worms of Sixty Winters allows your players to fully experience the breakdown of society in the Esoterrorists’ greatest threat to the Membrane.

Given one final chance to make things right, can you prevent the Esoterrorist plot to unleash Fimbulvetr?

80pg Perfect Bound

Author: Ian Sturrock with Matthew Sanderson
Artist: Claude Bernier-Tremblay & Jérôme Huguenin

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21.60 €
Arkham Detective Tales Extended Edition
Arkham Detective Tales Extended Edition

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Down these mean streets no man should go. Cyclopean skyscrapers, bizarre cults, strange foreigners and eerie alleyways - the cities of New York and Arkham stand on the threshold between the modern age and the Mythos. No-one in the NYPD speaks of it, but everyone knows that certain neighborhoods are to be left alone and that there are worse things than criminals in the shadows. Only the foolhardy or the desperate follow the trail down these haunted streets.

A new, extended edition with fully updated content and a brand new adventure set in Arkham. This volume includes five labyrinthine and spine-chilling mysteries for your Trail of Cthulhu investigators!

* The Kidnapping: An infant has been snatched from the cradle. Can the investigators track down the kidnappers before the parents are forced to pay the ransom?
* The Book: Two men die under similar circumstances within a day of each other, victims of a serial killer that stalks New York. As the investigators delve into the mystery, they discover the perils of learning too much…
* The Wreck: The tramp steamer Star of Mauritius is discovered drifting in the harbour. Her crew are all dead or missing. What secrets lie within her rusting hull?
* Return to Red Hook: Thomas Malone led the police into the slums of Red Hook ten years ago, and dozens of officers died there. Now, the horror at Red Hook has returned, and once again New York’s finest must risk their lives amid the crumbling bricks tenements.
* NEW! The King's Men: Detective Thomas Talby commits suicide under suspicious circumstances. Papers found among his belongings put the investigators on a trail that leads to historic Arkham and the dangerous Miskatonic Island cult.

The Investigators are law enforcement agents and their civilian consultants, answerable for their actions, but will the full force of the law be enough to stem the tide of the Mythos?

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27.60 €
Armitage Files
Armitage Files

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Formless Fears!
The Armitage Files presents a boldly innovative way to generate blood-chilling adventures for your Trail Of Cthulhu investigators. Players seize on clues presented in the ten mysterious documents. They choose which leads to track down. The Keeper, using clearly broken down step-by-step techniques introduced in this volume, improvises suitably mind-blasting mysteries in response to their choices. Weave these together into an epic campaign of madness, dread and danger.

Terror Between the Lines!
Mystery takes on written form when pages from a disturbing manuscript fall into the investigators' hands. Can your mind correlate the awful beauty of 10 stunningly distressed handouts realized by acclaimed illustrator Sarah Wroot? A series of scrawled messages, comprising a free-floating cacophony of facts, speculations, and fevered imaginings, portends cryptic doom. Preliminary inquiries reveal that they are written in the hand of Dr. Henry Armitage, director emeritus of the Mistakonic University Library Components of Calamity! Combine the documents with pre-prepared elements such as supporting characters (in sinister, heroic or in between versions), organizations, locations and artifacts to create your unique version of the Armitage Files. With clear advice to players and Keepers on improvisation, extensive examples and advice, following the Trail of Cthulhu Will Never Be the Same Again! Will You?

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40.80 €
Ashen Stars (GUMSHOE Sci-Fi RPG) (HC)
Ashen Stars (GUMSHOE Sci-Fi RPG) (HC)

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Ashen Starsis the newest full-length, stand-alone GUMSHOE product from RPG legend, Robin D. Laws.

They call you lasers. Sometimes you’re called scrubbers, regulators, or shinestars. To the lawless denizens of the Bleed, whether they be pirates, gangsters or tyrants, you're known in less flattering terms. According to official Combine terminology, the members of your hard-bitten starship crew are known as Licensed Autonomous Zone Effectuators. You're the seasoned freelancers local leaders call when a situation proves too tough, too baffling, or simply too weird to handle on their own.

In the abandoned fringe of inhabited planets known as the Bleed, you're as close to a higher authority as they come. In this gritty space opera game, the PCs are Lasers, freelance troubleshooters and law enforcers operating in a remote sector called the Bleed. They're needed in the wake of a massive retreat by the Combine, the utopian empire that colonized it. Amid the ashes of a devastating war, the lasers solve mysteries, fix thorny problems, and explore strange corners of space -all on a contract basis. They balance the immediate rewards of a quick buck against their need to maintain their reputation, so that they can continue to quickly secure lucrative contracts and pay the upkeep on their ship and their cyber- and viroware enhancements.

Featuring seven new and highly detailed playable species:
* The eerily beautiful, nature-loving, emotion-fearing balla
* The cybes, former humans radically altered by cybernetic and genetic science
* The durugh, hunched, furtive ex-enemies of the Combine who can momentarily phase through solid matter.
* The humans, adaptable, resourceful, and numerous. They comprise the majority of a typical laser crew.
* The kch-thk, warrior locust people who migrate to new bodies when their old ones are destroyed.
* The armadillo-like tavak, followers of a serene warrior ethic.
* The vas mal, former near-omnisicent energy beings devolved by disaster into misshapen humanoid form.

Featuring seven new and highly detailed playable species, Ashen Stars also contains extensive, streamlined rules for space combat, 14 different types of ship, a rogues gallery of NPC threats and hostile species - and a short adventure to get you started in the Bleed.

Hardback, Full Color Throughout

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54.00 €
Book of Ages
Book of Ages

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Those who fail to learn from history are doomed to be eaten by it.

The game is called 13th Age so what's in those 12 previous Ages? What fantastic treasures, brooding monsters, perilous dungeons, or ancient secrets survive from past centuries? What now-vanished icons shaped history, and what legacies did they leave behind?

Designed by Gareth Ryder-Hanrahan (Eyes of the Stone Thief), The Book of Ages includes:

* The Engine of the Ages, a collaborative method for designing the ancient history of your campaign, producing a chronology of past Ages, plus a wealth of legacies, legends, and lairs to trouble the present day
* Prompts, suggestions and random tables to spur creativity
* More than a dozen sample Ages with new icons, monsters, treasures and powers: Explore the wolf-haunted Age of the Silver Moon, preserve civilization in the Age of Walled Cities, or fight for freedom in the Age of the Terrible Emperor
* Seven new player character races: arcanite (post-human servants of the Wizard King), Space Corps explorer (humans from another world), unholy one (humans touched by the Dark Gods), beastblooded (descended from lycanthropes), alleykin (catfolk), lizardmen, and spiritborn (half mortal, half elemental descendants of spirits)
* New class powers, spells, feats, and talents including Decree of Anathema for paladins, Dirge of the Lady for clerics, Chronicler for bards, Green Bandit's Secret for rangers, Poison Master for rogues, Necroblast for wizards and sorcerers, and Emperor-Killing Punch (Seven Deadly Secrets) for monks
* Six ways PCs can travel into the past in search of adventure!

Monochrome 120-page perfect-bound book

Author: Gareth Ryder-Hanrahan
Developer: Rob Heinsoo, Paul Fanning
Artwork: Rich Longmore, Ania Kryczkowska, Dagmara Matuszak, Aaron McConnell, Lee Moyer

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30.00 €
Book of Ants -An Investigator's Guide to the Dreamlands
Book of Ants -An Investigator's Guide to the Dreamlands

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From City of Lights to Palaces of Dream

Evocative, enigmatic, and haunted by airborne polyps, The Book of Ants, a.k.a Livre des Fourmis, gives Trail of Cthulhu Keepers and players an essential window into Paris of the 20s and 30s, and into the Dreamlands beyond.

From November 1918 to September 1929, the young poet Henri Salem fell in with the surrealists of Paris. Swept up by the imperious charisma of group leader André Breton, he rapidly found himself sharing cafe tables with the key figures of this most influential and fractious art movement of the pre-war period. According to this, his diary of the era, he traded quips with Marcel Duchamp, feared the madness of Antonin Artaud, and served as model for the famous shot of ants crawling from a hole in a man’s hand in Salvador Dalí and Luis Buñuel’s scandalous film Un Chien Andalou.

If his tale can be fully believed, he stepped with them from waking Paris to an ancient yet surprisingly malleable realm of dream. (Save for Breton, who could never make the leap.) There he walked alongside such Mythos figures as Randolph Carter, King Kuranes and the ghoul once known as Richard Pickman.

As such his diary serves as an indispensable guide to anyone wishing to explore the dangerous demimonde of the Parisian art scene, where disagreements over aesthetics are often settled with knife wounds and broken bones. Even more, it provides a rare look into the ever-shifting shores of the Dreamlands, just as its air of the fantastical gives way to horrific reflections of a world spinning into chaos and death.

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24.00 €
Book of the New Jerusalem
Book of the New Jerusalem

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The Secret War is coming to England. Will you be ready?

It is 1927. As Britain continues her slow recovery, August Darcy, a young journalist, is seized with a strange obsession. He must recover the very essence of England – her traditions, customs, and legends – and he must do that even at the cost of his livelihood; even if he loses the woman who is to be his wife.

Then, in the early 1930s, England experiences the first portents of a magical war. Darcy’s mythic sites are the hidden battle fields; and that forbidden knowledge, the esoteric ordnance of the forthcoming conflict.

The Book is replete with mythic sites, occult rumours, and clues which will guide you on your quest for forbidden knowledge.

Within these covers are the never-before-published early writings of the author of the The Book of the Smoke. Sketches of English life, in his unique style, are interspersed with private letters and diary extracts to offer an extraordinary insight into the victim of England’s most notorious occult crime. These are not romantic yearnings for a golden age long gone, but a timely reminder that the terrors of our forefathers still linger on the fringe of modernity.

Written as the companion volume to Fearful Symmetries for Trail of Cthulhu, The Book of the New Jerusalem can be used as a Keeper’s resource as well as an in-game artefact for players in any Mythos game, and it stands alone as an entertaining guide to English folklore.

Authors: Paula Dempsey
Cover Artists: Sarah Wroot
Interior Artists: Sarah Wroot

Pages: 264

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30.00 €
Book of the Smoke -Investigator's Guide to Occult London
Book of the Smoke -Investigator's Guide to Occult London

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aka Liber Fumo de Frater Vigilio: Augustus Darcy's Guide to Occult London

This work is a primer for players of Lovecraftian roleplaying games set in the dismal streets of 1930s London. It is replete with contacts, rumours and clues which will guide you on your quest for forbidden knowledge.

Written as the companion volume to Bookhounds of London for Trail of Cthulhu, it can be used as a Keeper's resource as well as an in-game artefact for players in any Mythos game.

In 1933 a mysterious secret society commissioned Augustus Darcy to compile a guide to occult London. By the end of that year, Darcy was dead. Within these tales of The Smoke's legendary past are scattered clues to its future. Was a magical war brewing? Were forces from other dimensions breaking through into our own? Who were the mysterious Brotherhood? Who killed Augustus Darcy and why?

After eighty years Darcy's book is here for you to make up your own mind. Use it as a guide as you venture into Darcy's world and may your gods be with you in the days ahead. It is a work of fiction, an autobiography, an occult miscellany and a murder mystery, a book which should not be read, and yet cannot be cast aside. It is all these things and more, but most of all it is a guide for your own journey through the streets of the Big Smoke.

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24.00 €

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