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All Stars Take on the Mega Dungeon Pack
All Stars Take on the Mega Dungeon Pack

Four amazing authors, four fantastic adventures!

Four of the RPG Industry's brightest stars have each written an adventure compatible with the Gaming Paper Adventures: Mega Dungeon 1.

Monte Cook's "Temple of the Half-Born" – Asked for help by a strange old man, you travel underneath a massive cemetery to investigate and root out the evil that lurks below. Delve deep into the temple to meet demons, hybrid ghouls, cadaverous projects gone wrong, and the mastermind behind it all. This is an adventure for 7th or 8th level characters.

Brian Cortijo's "Arena of Souls" – You've been abducted! Fight your way through the arena and find a way to escape. Beware! You start out weaponless and imprisoned. The tiefling priest warden is more than he seems; he is providing entertainment for perverse locals and the arena has an even more sinister purpose. Time for a jailbreak! An adventure for 3rd or 4th level characters.

Ed Greenwood's "Lost Coins and Flying Bones" – Many years ago a group of merchant traders met a very sticky end. Rumor have circulated for decades about the wealth and magic held within the traders' storage cellars below the city. You have learned the location of the only entrance to those cellars. What does it contain? Goods, wealth, magic? Will you live long enough to find out? An adventure for a 5th to 6th level party.

Steven Schend's "Keep Away From the Borderlands!" – It has been two nights since Corith's Watch, a holy night that occurs only once every 120 years. The full moon glowed blue and strange things happened. People have disappeared. Blue fires rage across the wilderness. Some people have not been heard from since that night, including the guards at the local watch post. You have been hired to investigate what happened at the keep! A first level adventure.

All Stars take on the Mega Dungeon is a collection of four adventures by Monte Cook, Brian Cortijo, Ed Greenwood, and Steven Schend with stunning artwork by Joel Biske and Dan Houser. This adventure is compatible with the Pathfinder Role Playing Game and Gaming Paper Adventures: Mega-Dungeon 1.

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18.00 €
Conflict False Peace Battlemaps
Conflict False Peace Battlemaps

These two oversized miniatures battle maps is symmetric balance to provide incredible strategic combat. Each in-scale structure is well-thought out and strategically situated to add different tactical dimensions to each Conflict Match or gaming session. Though designed exclusively for the Conflict Roleplaying System, this map is versatile enough to be used with any roleplaying system that uses the standard 1 inch miniature grid (i.e., 3.5, 4e D&D, Star-Wars, Pathfinder).

This map was designed at high resolution levels and is impressively clear. Conflict-RPG map Top, bottom, and side coordinates are include for the use of Passcards (Conflict Hidden Movement System). The coordinates are easy-to-read and easy-to-follow map points to add to the accuracy of your player's moves. A must have for all GMs (if we may say so ourselves! :)

Using the standard 1 inch miniature grid formation, the map is printed with the gridlines.

Map Features:
* Double-Sided
* Huge 24" x 36" Map
* Draw right on the surface with water-based pens and markers.
* Printed on 100# Text Stock (30% PCW /FSC Certified Recycled)
* Fade-resistant Inks
* UV Protected Glossy

Description Side A: The Ancient's Atrium battlemap depicts a beautifully designed garden laced in ivory, a sanctuary of peace and harmony that invites comfort. Yet this Atrium is wickedly designed to become the center of conflict and strife. Perfectly symmetrical for tactical fairness, this map is made for strategists. Providing a visually stunning environment that can be used for fantasy (or sci-fi) role-playing settings. Any GM can make the Ancient's Atrium place of peace and well deserved rest for players, or, if you're like us, a place of unexpected conflict.

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26.00 €
Conflict Miniatures Skirmishing Double-Sided Edition (Pathfinder RPG Skirmish Rules)
Conflict Miniatures Skirmishing Double-Sided Edition (Pathfinder RPG Skirmish Rules)

Focused, Tactical, Player vs. Player Roleplaying for the pathfinder Roleplaying Game. Conflict-RPG is a table-top roleplaying game focused on tactical combat versus other teams and Players. Driving the combat are clearly defined objectives and your will to win.

Everything below is included in the boxed set:
* A 122-page Conflict Roleplaying Rulebook
* The Balaneion Battlemap (24"x26" Side A)
* The Ancient's Atrium Battlemap (24"x26" Side B)
* Transparent Spell Area of Effect Cutouts (10 templates)
* Map Counters (5 pages)
* Passcards Pack (6-10 pages)

Most RPGs involve groups of players pitted against a challenge orchestrated by a GM, but there are times when that guy on the other side of the game table, man, you just want to slap the overconfident grin off his stupid mug. If you want player vs player competition; if you're looking to provide your customers with a chess match that pits their wits against real-world prey -you want the Conflict Roleplaying Rulebook!

What is Conflict Roleplaying:
At its heart, Conflict is like any other roleplaying game. You have stats that determine what your character can do, you determine his actions, and you roleplay his exchanges with the world. The difference is that Conflict focuses on tactical combat versus other players and teams. Driving the combat are clearly defined objectives and your team will to win. Characters’ classes, abilities, feats and your choices on how to use them are not limited in anyway. In Conflict, the only thing that limits your character is your team’s ability to execute a strategic plan and of course, the opposing team.

This system is fully compatible with the Pathfinder Roleplaying Game Core Rulebook. This book also contains the framework needed for GMs to create their own clever Conflict designs.

What’s Inside of the Book:

This RPG system is uniquely designed for competitive, team vs. team roleplaying which includes:
•Passcards —Double-sided 8x11 templates to adjudicate player character’s hidden movements and actions.
•Pre-generated characters and teams for immediate play with easy to modify stat blocks for each character.
•The Battlepoint System —A simple calculation for ensuring game balance among characters and levels.
•Match Types —Different objectives, challenges or scenarios that make each match surprisingly unique.
•Map Elements —Magical devices that you place before the match to hinder opposing teams or enhance your own teammates.
•Conflict Laws —Universal rules that dictate character environmental handicaps, player interactions and classes.
•Team Feats —New Feats that grant bonus and special abilities to teammates when they compete together.
•A list of enemy taunts and battlecries. Handy combat charts for easy reference and even a list of funny team names for your group.

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14.00 €
Conflict Miniatures Skirmishing RPG Rulebook (Pathfinder RPG Skirmish Rules)
Conflict Miniatures Skirmishing RPG Rulebook (Pathfinder RPG Skirmish Rules)

Most RPGs involve groups of players pitted against a challenge orchestrated by a GM, but there are times when that guy on the other side of the game table, man, you just want to slap the overconfident grin off his stupid mug. If you want player vs player competition; if you're looking to provide your customers with a chess match that pits their wits against real-world prey -you want the Conflict Roleplaying Rulebook!

What is Conflict Roleplaying:
At its heart, Conflict is like any other roleplaying game. You have stats that determine what your character can do, you determine his actions, and you roleplay his exchanges with the world. The difference is that Conflict focuses on tactical combat versus other players and teams. Driving the combat are clearly defined objectives and your team will to win. Characters’ classes, abilities, feats and your choices on how to use them are not limited in anyway. In Conflict, the only thing that limits your character is your team’s ability to execute a strategic plan and of course, the opposing team.

This system is fully compatible with the Pathfinder Roleplaying Game Core Rulebook. This book also contains the framework needed for GMs to create their own clever Conflict designs.

What’s Inside of the Book:

This RPG system is uniquely designed for competitive, team vs. team roleplaying which includes:
•Passcards —Double-sided 8x11 templates to adjudicate player character’s hidden movements and actions.
•Pre-generated characters and teams for immediate play with easy to modify stat blocks for each character.
•The Battlepoint System —A simple calculation for ensuring game balance among characters and levels.
•Match Types —Different objectives, challenges or scenarios that make each match surprisingly unique.
•Map Elements —Magical devices that you place before the match to hinder opposing teams or enhance your own teammates.
•Conflict Laws —Universal rules that dictate character environmental handicaps, player interactions and classes.
•Team Feats —New Feats that grant bonus and special abilities to teammates when they compete together.
•A list of enemy taunts and battlecries. Handy combat charts for easy reference and even a list of funny team names for your group.

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24.00 €
Pathfinder 63: Shattered Star -The Asylum Stone
Pathfinder 63: Shattered Star -The Asylum Stone

The search for the Shattered Star leads the PCs to Kaer Maga, the legendary cliff-top city of criminals, refugees, and anyone else seeking to vanish into its cluttered streets. Enlisted to rescue a troll prophet from a mad artificer’s hanging mansion, the PCs soon find themselves delving into the notorious Undercity. Here they must battle their way through a lost runelord laboratory before finally entering the mysterious cavern realm of the Dark Forest, where an ancient evil has guarded a lost shard for millennia. Can the PCs recover the shard from its unholy guardians and continue their quest, or will they simply be the latest souls lost to the City of Strangers?

This volume of Pathfinder Adventure Path continues the Shattered Star Adventure Path and includes:
* “The Asylum Stone,” a Pathfinder RPG adventure for 8th-level characters, by James L. Sutter
* An overview of several prominent gangs in Kaer Maga, and how they can expand the adventure, by James L. Sutter
* New missions and adventure hooks for PCs spending time in Magnimar, by Jim Groves
* Pirates and wererats in the Pathfinder’s Journal, by Bill Ward
* Four new monsters, by Shaun Hocking, Jason Klimchok, and James L. Sutter

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

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24.00 €
Pathfinder 64: Shattered Star -Beyond the Doomsday Door
Pathfinder 64: Shattered Star -Beyond the Doomsday Door

The hunt for the seven shards of the Shattered Star leads the heroes back to the western coast of Varisia, to the multifaith monastery known as Windsong Abbey. The next shard appears to be hidden somewhere within the dungeons below the abbey. But when the PCs arrive, they find the monastery in ruins and held by savage giants and twisted fey! An ancient terror has returned home, and now dwells within the levels beneath the monastery—a terror who hopes to open the dread doomsday door within!

This volume of Pathfinder Adventure Path continues the Shattered Star Adventure Path and includes:

* “Beyond the Doomsday Door,” a Pathfinder RPG adventure for 10th-level characters, by Tito Leati.
* Delve into the horrors of the Abyssal monstrosities known as qlippoth, by James Jacobs.
* Learn about the faith of Groetus, God of the End Times, and the madness of his tortured clergy, by Sean K Reynolds.
* The perils of being a junkie in Riddleport in the Pathfinder’s Journal, by Bill Ward.
* Five new monsters, by James Jacobs, Sean K Reynolds, F. Wesley Schneider, and Jerome Virnich.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

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24.00 €
Pathfinder 65: Shattered Star -Into the Nightmare Rift
Pathfinder 65: Shattered Star -Into the Nightmare Rift

With five shards of the Shattered Star secure, visions point the PCs toward one of Varisia’s most remote corners as the site protecting the sixth fragment of the powerful artifact. Yet the heroes are not the first to search for this shard—upon arriving at the ancient ruin known as Guiltspur, they find a small army of giants excavating the site on the order of a blue dragon. Even this is not the entirety of the danger, however, for as the heroes soon learn, there are other forces searching for the final shards as well—some hailing from the Darklands below, and some from beyond reality in the nightmare realm of Leng!

This volume of Pathfinder Adventure Path continues the Shattered Star Adventure Path and includes:

* "Into the Nightmare Rift," a Pathfinder RPG adventure for 13th-level characters, by Richard Pett.
* Previously unknown secrets about H. P. Lovecraft’s famous Plateau of Leng in a special gazetteer of this strange realm of dreams and horrors, by Greg A. Vaughan.
* The lost and ancient secrets behind the forgotten faith of Lissala, goddess of runes, fate, duty, and obedience, by Sean K Reynolds.
* Alchemists and wererats in the Pathfinder’s Journal, by Bill Ward.
* Four new monsters, including Lovecraftian horrors and Lissala’s herald, by James Jacobs and Sean K Reynolds.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

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24.00 €
Pathfinder 66: Shattered Star -The Dead Heart of Xin
Pathfinder 66: Shattered Star -The Dead Heart of Xin

The seven shards of the Shattered Star have been recovered, and the Pathfinders prepare a grand festival on Magnimar's Irespan to celebrate this incredible achievement. The culmination of this celebration is to be the reassembly of the seven shards into the legendary Sihedron itself, rebuilt for the first time in over ten thousand years. But a lot can change in that amount of time, and as the ritual to reforge the artifact finishes, ancient contingencies rumble to life, and as the dead heart of Thassilon begins to beat again, all of Magnimar is put in terrible danger. With the power of the Sihedron on their side, the heroes take a stance against this risen evil—but will the aid of an ancient artifact be enough to save them all?

This volume of Pathfinder Adventure Path concludes the Shattered Star Adventure Path and includes:

* “The Dead Heart of Xin,” a Pathfinder RPG adventure for 15th-level characters, by Brandon Hodge.
* Explorations of lost cities and confrontations with ancient evils to continue your Shattered Star campaign, by Adam Daigle.
* A survey of the ancient rulers of Thassilon—all seven runelords detailed in one place, by Rob McCreary.
* The madness-inducing conclusion of “Light of a Distant Star” in the Pathfinder’s Journal, by Bill Ward.
* Four new monsters, by Dennis Baker, Adam Daigle, and Brandon Hodge.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

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24.00 €
Pathfinder 72: Reign of Winter -The Witch Queen's Revenge
Pathfinder 72: Reign of Winter -The Witch Queen's Revenge

Baba Yaga has been rescued from the clutches of her son Rasputin, but the Queen of Witches remains trapped inside a magical matryoshka doll. Delving into hidden chambers deep within the Dancing Hut, the heroes must open the nesting dolls imprisoning Baba Yaga, but they must also contend with the hut’s most dedicated guardians, including the former queens of Irrisen. When the time comes to finally face Queen Elvanna inside the Dancing Hut’s innermost sanctum, will the heroes defeat her and free Baba Yaga, or plunge Golarion into a new ice age?

This volume of Pathfinder Adventure Path concludes the Reign of Winter Adventure Path and includes:
* “The Witch Queen’s Revenge,” a Pathfinder RPG adventure for 15th-level characters, by Greg A. Vaughan.
* Ways for you to extend your campaign beyond the covers of this Adventure Path and carry on your adventures against the witches of Irrisen, by Adam Daigle and Rob McCreary.
* An exploration of the mysteries of Baba Yaga and her touch on the world of Golarion and beyond, by Adam Daigle.
* An escape from Whitethrone in the Pathfinder’s Journal, by Kevin Andrew Murphy.
* Four new monsters, by Shaun Hocking, Michael Kenway, Rob McCreary, and Matt Renton.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

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27.60 €
Pathfinder 91: Giantslayer -Battle of Bloodmarch Hill
Pathfinder 91: Giantslayer -Battle of Bloodmarch Hill

The Giantslayer Adventure Path begins!

In the human town of Trunau, a beleaguered settlement surrounded by the brutal orcs of the Hold of Belkzen, the heroes must investigate a mysterious death. Before they uncover the truth, however, Trunau comes under attack by an orc army, and the heroes must help defend it—only to discover that the situation is worse than anyone realizes. For even the fearsome orc raid is just a distraction allowing a giant chieftain to recover the relics of an ancient giant hero from a tomb long forgotten beneath the town.

This volume of Pathfinder Adventure Path begins the Giantslayer Adventure Path and includes:
* “Battle of Bloodmarch Hill,” a Pathfinder adventure for 1st-level characters, by Patrick Renie.
* A collection of lore on the behavior of giants, Golarion’s largest humanoids, by David Schwartz.
* A giant bag of feats, spells, equipment, and other rules tailored specifically for giants, by Stephen Radney-MacFarland.
* An unfortunate gnome’s encounter with an ogre family in the Pathfinder’s Journal, by Richard Pett.
* A pack of dangerous monsters, by Tyler Beck, Adam Daigle, and Patrick Renie.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

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27.60 €
Pathfinder 92: Giantslayer -The Hill Giant's Pledge
Pathfinder 92: Giantslayer -The Hill Giant's Pledge

The orcs attacking Trunau have been defeated, but the danger remains—the hill giant chieftain Grenseldek still wants the treasures of the tomb beneath Trunau. In order to protect their chosen community, the heroes must leave it and travel by riverboat through the orc-ruled Hold of Belkzen to the abandoned border fort that the giant has claimed as her lair. Yet even putting down Grenseldek and her squabbling monstrous minions may not be enough to save Trunau. For the hill giant has sent a fateful letter, and a storm is brewing on the horizon...

This volume of Pathfinder Adventure Path continues the Giantslayer Adventure Path and includes:

* “The Hill Giant’s Pledge,” a Pathfinder adventure for 4th-level characters, by Larry Wilhelm.
* A detailed look at the various drakes that soar throughout the Inner Sea, by Russ Taylor.
* A collection of exciting additional encounters set in the Mindspin Mountains, by David Schwartz.
* A perfect ambush goes awry in the Pathfinder’s Journal, by Michael Kortes.
* A host of new monsters, by Benjamin Bruck, Thurston Hillman, Mikko Kallio, and Larry Wilhelm.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

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27.60 €

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