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Lovecraft: An American Allegory
Lovecraft: An American Allegory

For nearly forty years, Donald R. Burleson has been a leading authority on H. P. Lovecraft. Beginning in the late 1970s, he has written article after article that have cumulatively reshaped our understanding of the dreamer from Providence. Among his earlier papers can be found searching analyses of the influence of Nathaniel Hawthorne, Ambrose Bierce, and others on Lovecraft; studies of the topographical sources for such major stories as “The Dunwich Horror” and “The Whisperer in Darkness”; and pioneering studies of mythic elements in “The Dunwich Horror” and “The Colour out of Space.” Later essays by Burleson venture into more challenging territory, as his bold adoption of poststructuralist literary methodologies have led to new ways of looking at Lovecraft’s work. Examing the Providence writer through the lens of deconstruction, Burleson provides innovative interpretations of Lovecraft’s prose style, his use of gender, and his relations to such writers as Herman Melville and Friedrich Nietzsche. As a practicing mathematician, Burleson has also studied Lovecraft’s use of cryptography and higher mathematics. Burleson is one of the most sensitive students of Lovecraft’s oft-neglected poetry, writing penetrating analyses of such poems as “Nemesis,” “The Ancient Track,” and his touching poem on the death of a cat, “Little Sam Perkins.” In all, this collection is a concentrated distillation of the decades of work by a pioneering scholar. Donald R. Burleson is the author of H. P. Lovecraft: A Critical Study (1983), Lovecraft: Disturbing the Universe (1990), and other works. He has also written novels and story collections, and is the publisher of Black Mesa Press. With his wife, the writer Mollie L. Burleson, he lives in Roswell, New Mexico. 260p

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26.00 €
Lovecraftian Voyages
Lovecraftian Voyages

In 1973, plans were made to publish a collection of musings by noted Lovecraft scholar Kenneth W. Faig, Jr., the man now credited with transforming research on Lovecraft and his circle from a haphazard collection of amateurs into a literary discipline unto itself. The publication never materialized, and Faig’s manuscript became the holy grail of scholarship, difficult to consult because of its very limited distribution, but well worth the quest. Early scholarship relied on Faig’s holistic approach to treating bibliographic, genealogical, biographic, and epistolary material to understand the full picture of Lovecraft as a man and as a writer. Faig’s fabled manuscript was the foundation on which future research was built. One need go no further than de Camp’s 1975 biography of Lovecraft to see Faig’s presence already influencing future research. Lovecraftian Voyages is the eclectic amalgam expected of a man who is equally at home discussing Lovecraft’s annual income as he is pondering proper pronunciation of Cthulhu. This is a book for everyone interested in the external influences of Lovecraft’s life and how they shaped his career. Faig’s research remains the gold standard; as fascinating, relevant, and valuable as when it was pulled from a typewriter in the early 1970s. This updated 2017 edition has been prepared for Hippocampus Press by editors Christopher M. O’Brien and J.-M. Rajala, who have augmented the text with chapter divisions to assist readers in locating particular topics. Additional annotations are provided, distinguished from Faig's notes. Finally, a thorough listing of works to date by and about Faig has been assembled, celebrating his unstinting and continuing devotion to the study of the Providence writer. S. T. Joshi has provided a new foreword. 352p

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32.50 €
Madness on the Orient Express Novel
Madness on the Orient Express Novel

16 Lovecraftian Tales From An Unforgettable Journey Trains embody the promise and peril of technological advance. They unlock opportunities for wealth and travel, but also create incredible chaos—uprooting populations and blighting landscapes. Work on or around the rails leads to unwelcome discoveries and, in light of the Mythos, dire implications in the spread of the rail system as a whole. A certain path to uncovering unwelcome truths about the universe is to venture beyond our own “placid island of ignorance” and encounter foreign cultures. The Orient Express serves as the perfect vehicle for such excursions, designed as a bridge between West and East. Movement into mystery forms the central action for many stories in this volume. The only limitation placed upon writers for this collection was that their works somehow involve the Orient Express and the Mythos. The last warning whistle has blown, and we are getting underway. Have your tickets at the ready and settle in for a journey across unexpected landscapes to a destination that—well, we’ll just let you see for yourself when you arrive. We promise this though: murder will be the least of your problems on this trip aboard the Orient Express! THE TALES INCLUDED: * "Introduction" by James Lowder * "There is a Book" by Dennis Detwiller * "The Lost Station Horror" by Geoff Gillan * "Bitter Shadows" by Lisa Morton * "La Musique de l’Ennui" by Kenneth Hite * "A Great and Terrible Hunger" by Elaine Cunningham * "Inscrutable" by Robin D. Laws * "Engineered" by Ari Marmell * "Black Cat of the Orient" by Lucien Soulban * "The Face of the Deep" by C.A. Suleiman * "Demons Dreaming" by Cody Goodfellow * "A Finger’s Worth of Coal" by Richard Dansky * "Bound for Home" by Christopher Golden * "On the Eastbound Train" by Darrell Schweitzer * "The God Beneath the Mountain" by James L. Sutter * "Daddy, Daddy" by Penelope Love * "Stained Windows" by Joshua Alan Doetsch

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20.80 €
Malleus Monstrorum: Cthulhu Mythos Bestiary (HC)
Malleus Monstrorum: Cthulhu Mythos Bestiary (HC)

Osta tämä peli Fantasiapeleistä ja saa sen PDF -versio kaupan päälle! Lue lisää täältä That is not dead which can eternal lie, And with strange aeons even death may die... Here, shall you know the terrors of the void, the nightmare bringers, and the unspeakable lurkers. Ancient secrets, whispered lore, and collected facts concerning the alien and otherworldly horrors of the Cthulhu Mythos. A cavalcade of monsters and god-like alien intelligences beyond human understanding, all vividly detailed and portrayed. With over 250 entries to inspire countless adventures. The information within is designed to bring the creatures and bizarre races of the Cthulhu Mythos to life at the gaming table, as well as all manner of Great Old Ones, Outer Gods, Elder Gods, Avatars, and Unique Beings. Their lore and statistics updated and revised for the Call of Cthulhu 7th edition game. All brought to startling life by the illustrations of expert artist Loïc Muzy. This two-volume collection is packed with ideas, concepts, and insights to immerse your scenarios and campaigns deep in the heart of the Cthulhu Mythos. Volume I Monsters of the Mythos, 216 pages From the spawn of Abhoth to yuggs, the monsters of the Mythos are herein described, their lore and statistics updated and revised for the Call of Cthulhu 7th edition game. With over 150 entries concerning Cthulhu Mythos monsters and alien species, as well as creatures from folklore and animal beasts, this tome supplies a wealth of ideas to bring your campaigns and scenarios life with untold horrors. Volume II Deities of the Mythos, 264 pages Fundamental truths of the cosmos herein lie, to be used to support and inspire countless adventures by bringing Cthulhu, Hastur, Azathoth, and many others to your games. With over 110 entries concerning Great Old Ones, Outer Gods, Elder Gods, Avatars, and Unique Beings, this tome supplies a plethora of ideas to immerse your campaigns and scenarios deep in the heart of Cthulhu Mythos lore. While humanity may crave both comfort and truth, only one or the other is possible. Mike Mason, Scott David Aniolowski, Loïc Muzy, and Paul Fricker 480 Pages, Two Volume hardcover slipcase set, Full Color

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108.00 €
Mansions of Madness Volume 1: Behind Closed Doors (HC)
Mansions of Madness Volume 1: Behind Closed Doors (HC)

Osta tämä peli Fantasiapeleistä ja saa sen PDF -versio kaupan päälle! Lue lisää täältä Player Handouts sekä Pre-Generated Characters valmistajan sivuilta. Who Knows What Happens... Behind Closed Doors Mansions of Madness Vol. 1 contains five scenarios for use with the Call of Cthulhu Starter Set or the 7th Edition Call of Cthulhu: Keeper Rulebook. It includes two fully updated and revised classics, along with three brand new adventures, and all can be played as standalone adventures, used as sidetracks for ongoing campaigns, or strung together to form a mini-campaign spanning the 1920s. Suitable for up to six players and their Keeper, each scenario should take between one and three sessions to play through, and are an ideal next step for those who have already experienced the horrors contained within the scenario collections Doors to Darkness and Gateways to Terror. Here are the five scenarios: Mister Corbitt Does a seemingly shy and retiring local businessman hide a terrible secret? Can the investigators solve the riddle and save the day? The Crack’d and Crook’d Manse Long considered to be a cursed place by the folk of Gamwell, it seems the Fitzgerald Manse has finally escaped its sordid past. But, no one’s seen the new owner, Arthur Cornthwaite, for quite some time. Is history repeating itself? The Code Summoned to the home of Dr. Kenneth Connolly by an urgent telegram, can the investigators make sense of the bizarre events afflicting Wellington Manor? The House of Memphis World-famous magician Memphis the Great has not been seen for weeks. Has he merely gone off on another of his legendary magic-hunting trips, or is there a more sinister reason for his disappearance? The Nineteenth Hole Renovation work at Thistledown Golf Club has not been running smoothly. First, there were tales of illnesses, then ghostly sightings, and now no one can find the owner. Dark shadows fall over Scotland and all is not what it seems. This supplement is best used with the Call of Cthulhu Starter Set or the Call of Cthulhu (7th Edition) roleplaying game and, optionally, with the Pulp Cthulhu sourcebook, available separately. Written by Stuart Boon, Shaun DeWolfe, Gavin Inglis, Christopher Lackey, & Mark Morrison Full Color Hardcover, 224 Pages

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51.60 €
Mansions of Madness: Beyond the Threshold Expansion
Mansions of Madness: Beyond the Threshold Expansion

The frightening creatures of Mansions of Madness Second Edition have haunted your dreams for weeks now. Mysterious disappearances brought you to the Vanderbilt mansion, and your stay in Innsmouth was disturbed by darkness and despair. You've encountered devoted cultists and disgruntled spirits, bound to the mortal world by their evil tasks. Terror has overcome you and grievous injuries have put your mortality on display. Every choice you've made has led you somewhere, but even the strongest of mind and body will crack eventually. Even more horror awaits you in Beyond the Threshold, the first expansion to Mansions of Madness Second Edition. Introducing two new investigators, one unfamiliar creature, and a variety of additional components, this expansion will extend the possibilities of your journey through each and every unsettling scenario of uncertainty and anxiety. The new spaces to discover, people to encounter, and cards to experience all come together in additional scenarios, throwing you into the dim unknown of two new mysteries, each with their own unique additions to the world of Mansions of Madness. Haunted Souls Your pool of investigators with which to enter the game continues to expand with two more brilliant truth-seekers, both completely new to Mansions of Madness. Wilson Richards may appear to be little more than an everyday handyman, but his call to fix issues larger than the plumbing has led him down an unusual path. His blue-collar, day-to-day life has provided him a practical, physical strength which can only be of help in a fight, and he has developed an acute focus through years of detailed work. The more spiritually gifted Akachi Onyele found herself an outsider in childhood, but has since discovered a keen and sacred awareness of the supernatural. Her exceptional knowledge comes from a lifetime of training and study, and her eye for the unusual makes her a great asset to any team of investigators. It is with these brave truth-seekers that you will face off with both monsters you've met before and the newly corrupted Thralls. People who are weak in mind and spirit have a tendency to fall to dark powers, though none quite like the possessed creatures introduced in this expansion. The forces controlling their minds have gained influence over their physical being as well and have disfigured it almost beyond recognition. Thus, the people with whom you speak in one moment may be the monster you must fight to destroy in the next. There is no such thing as trust with these dark powers afoot. Alongside the new investigators and creatures of Beyond the Threshold are a myriad of new objects, spells, conditions, and afflictions. New weapons lie in wait, offering unique ways to attack, while unfamiliar pains and anxieties threaten you at every turn. You may take control by casting new and powerful spells, or become mesmerized by the chaos of it all. You may find yourself at ease when the monsters and map tiles before you seem familiar, but blended with dozens of new components, you'll never know what to expect... especially when map tiles move and seemingly ordinary objects possess hidden qualities. When Darkness Falls The mysteries that lie within the expansion will try your perception of reality, as you try to determine what is real and what lives only in your disoriented mind. When you seek answers, you will come across many red herrings and falsehoods, and you must be able to differentiate between the real and the unreal. Even when you have gained the knowledge you seek, however, you may find that you never wanted to know it in the first place. The first of two new scenarios introduced in the expansion is The Gates of Silverwood Manor, a trying investigation of disappearances, each with some connection to Silverwood Manor. You've been called in to help by Officer Tetsuo Mori, though what happened before you arrived was never fully explained. After all, how could anyone know about the supernatural events occurring within the manor? The observations you make upon arrival may fail you later, as you return to explored areas only to find unfamiliar spaces. In Vengeful Impulses, the second of the scenarios, you may experience a similar inconsistency of reality, though as darkness envelops you and your fellow dinner guests, you may begin to question the motivations of those around you. Your host, Thomas Carvey, has suspicions of a malicious plot, and the unsettling events you witness may suggest he is right. Further exploration of his home, however, may lead to greater questions, and intensify your desire to nail down the facts. Answer the Call Across the haunted and eerie Arkham, your insights and abilities are gaining attention, and people have begun to seek out your assistance. But can you truly help when you encounter never-before-seen creatures and your own mind begins to fail you? Or are your weaknesses more of a hindrance than your strengths are a help? Test your sanity once again as the mysteries that torment the region persist in Beyond the Threshold. • The first expansion to Mansions of Madness Second Edition • Features two spine-chilling digital scenarios • Introduces two investigators, new to the Mansions of Madness world • Expands the game with additional map tiles, monster figures and mythos events • Includes unique Damage, Horror, Spell, Item and Condition cards

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45.60 €
Mansions of Madness: Horrific Journeys Expansion
Mansions of Madness: Horrific Journeys Expansion

Evil haunts strange, far-flung places in Horrific Journeys, the newest expansion for Mansions of Madness! Reality has begun to deteriorate in the New England countryside, danger rains from the skies, and even the seas are not safe as evil emerges from the depths. In the countryside, a speeding train desperately flees from a threat that defies all laws of reality. In the clouds, a dirigible’s voyage is interrupted by a vicious murder as a storm rolls in. And on the waves, a luxury ocean liner has been sabotaged by some madman planting explosives to sink the vessel. Fresh Faces In this latest expansion for Mansions of Madness, the investigators of Arkham find themselves far from the comforts of home, and the danger increases with each step they take away from their beloved city. To stand against the coming darkness, Horrific Journeys calls upon four new investigators from a wide variety of backgrounds, including a sailor, a spy, a musician, and a waitress. These brave men and women are each more than meets the eye, and the unique backstory on the back of their investigator cards tells you what has led them to this point—how they went from living the life of an average citizen to being thrust into the world of Elder Gods and monsters beyond comprehension. To help them fight against and survive the mythos, each investigator has a special ability gained from their personal travels and years of living in a sleepy town on the edge of madness. The sailor Silas Marsh may not have much experience with the supernatural, but he is willing to push himself further than anyone to aid his allies, flipping his horror cards faceup to reroll his dice during a test. Meanwhile, Trish Scarborough, the skilled spy, finds it easy to succeed while performing a search action. Jim Culver is one of the world’s most talented musicians and he begins each game with his treasured Golden Trumpet. Finally, Agnes Baker is a waitress with dark powers that she is only beginning to understand, starting each investigation with her own signature spell. When you choose to step into the shoes of these investigators and bring them to life, you're accepting the responsibility of defying maddening monsters with the knowledge that you will never receive thanks or even an acknowledgement that your fight exists. Arkham holds its secrets close. Most of its citizens insist that their sleepy town is the very definition of normal, but those who dare to look closer know that all is not right in Massachusetts. Now, as the evil that rots Arkham from within spreads beyond the city limits, you have little choice but to chase down the darkness and bring it to heel. Tales from the Road Horrific Journeys unlocks three new digital scenarios, packed with previously unseen secrets, conspiracies, and mythos events to challenge and intrigue your team of investigators. In 10:50 to Arkham, you and your colleague, Harriet, are passengers on a train winding through the New England countryside. She has been working on a theory regarding a complex conspiracy; one connected not only to you, but to several of the other passengers. So, when Harriet disappears from the car, you know your enemies must be close. But now there is nowhere for them to run... right? Then, in Murder on the Stargazer Majestic, you have the golden opportunity to travel aboard a dirigible airship on a transatlantic voyage. But what begins as a peaceful journey is suddenly interrupted when you hear cries from below. Rushing to the gondola, you discover that a passenger has been killed. At the same moment, lightning cracks across the sky and rain begins to pelt the craft. Whatever has taken place here, it is no ordinary crime. There is a dark force at work. Finally, Hidden Depths takes you to the deck of the RMS Morgana, where you have been hired to investigate strange rumors surrounding the vessel. The ship has been plagued by a series of tragic accidents, and reports of unnatural sea creatures grow evermore frequent. After four days at sea, you are about to step below deck as you have many times before, when you are thrown back by a freak explosion. What on Earth happened? Was this planned? As the crew erupts into chaos around you, how do you know who to trust? With this last scenario, Horrific Journeys introduces a brand-new mechanic in the form of agendas, which represent the hidden allegiances of each player. When playing Hidden Depths with three or more investigators, you each receive an agenda card that you must keep secret from the rest of the team. Taking a twist on the Insane condition already present in Mansions of Madness, these cards foster the seeds of mistrust, potentially turning your teammates against one another and forcing you to become suspicious of the very people you would once trust with your life. You may find that you are unchanged; simply another human, attempting to escape in the lifeboats with as many of your fellow survivors as possible. But you must be wary, for some of those among you are not all they seem: the other agenda you may receive casts you into the role of a Deep One Hybrid. With this shifted loyalty, you do not win the game as normal. Instead, your goal is to sabotage the investigation and keep the secrets of your people from being revealed to the rest of the world. You must get to the lifeboats with the humans and prevent them from reaching the shore, but if there are too many of them, you will be outnumbered and outmatched. Wherever your loyalties lie, you must be careful not to let your paranoia get the best of you as you seek out friends from foes. If you made a rash decision that cost an innocent ally their life, would you ever be able to forgive yourself? All Aboard Wherever evil emerges, the investigators of Arkham will be there to fight back the darkness and protect our world from the terrors that thrive beyond our reality. Should you join them, there is no guarantee that you will survive the journeys that await, and even if you can survive, you will not be unchanged. But the call to take a stand is not one that you can deny. Pack your bags, climb aboard, and steel your nerve for the horrors ahead!

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96.50 €
Mansions of Madness: Path of the Serpent Expansion
Mansions of Madness: Path of the Serpent Expansion

For all its beauty, the jungle conceals many perils. From unrelenting heat and dwindling supplies to cursed idols and booby-trapped temples, any who would dare face these dangers are sure to long for the relative safety of the city they knew. Now in Mansions of Madness, you take on the role of Arkham’s bravest investigators who must step into the unexplored wilderness of the Amazon jungle and explore crumbling ruins, discover the secrets of lost civilizations, and stop a serpent’s curse before the world descends into chaos. In three new scenarios, you will battle horrifying serpent creatures, face stone monstrosities that come to life, and beat the ever-present danger of being lost to the jungle forever. Are your ready for a new challenge? The Expedition Roster As you prepare to set out for new vistas in this latest expansion for Mansions of Madness, you will need a new team of investigators who can stand against the ever-increasing powers of the Mythos. Path of the Serpent brings together four new investigators from across Arkham, each with a unique backstory and skill they have learned from their everyday lives and previous encounters with the Elder Gods and creatures of the Mythos. Leading the expedition into the unknown is the hardened Leo Anderson, able to help his allies cut through the jungle underbrush and allow them to move one space when he performs a move action. At his right hand is Ursula Downs, the explorer. Once per round, she may listen to the call of the unknown and choose to move one space before or after exploring or interacting with a sight token. But the strange happenings of Arkham do not only affect those who are prepared to face the dangers of the jungle as easily as others face any normal day. There are others trapped by the powers of the Mythos. Daniela Reyes, the mechanic, loves learning how things work, constantly taking machines apart and putting them back together. Thus, whenever she or one of her comrades solves a puzzle during an adventure, she may either gain two clues or discard one horror. Then rounding out the roster is Miskatonic Astronomer Norman Withers. Similar to Daniela, Norman may also gain two clues or discard one horror once per round, provided he is in an outdoor space where he can read what is written in the stars. The Campaign Log Once you have assembled your team of investigators, you are ready to embark on adventures to lands unknown in three new action-packed scenarios that will push your body and mind to their limits and test your will to survive. In The Jungle Awakens, a lavish Arkham garden party shows off the host's recent acquisitions from a South American expedition. However, when the manicured lawn and trimmed hedge are mysteriously overtaken by vines, ferns, and towering trees, the guests quickly discover that taking relics out of the jungle can have ruinous consequences... Then, in Into the Dark, your team of investigators have been hired to assist a South American expedition. A thrilling opportunity to be sure, but the crew has one curious rule: while you are in the jungle, you are to avoid the darkness at all cost. As the sun begins to dip below the tree line and the expedition team awaits your arrival, you cannot help but wonder if there is more behind this rule than mere superstition. Do you dare to abandon the safety of the campfire glow to uncover the secrets of the trees? If you leave the mystery unanswered, will you ever be free of the haunting questions of the unknown? Lastly, Lost Temple of Yig takes your investigators to ancient stone halls where serpentine priests attempt to reforge their broken bonds with their god, Yig. Their success could herald the end of humanity, unless you can pass the mysterious trials of the temple and put a stop to their nefarious plot! During these adventures in the jungle, you are sure to encounter all sorts of challenges you have never seen before, including a new puzzle specifically designed for the Path of the Serpent expansion. The ring puzzle challenges investigators to align matching symbols across four concentric rings. There are three moveable outer rings and one inner ring which does not move, each with six sections that contain one symbol. Each ring contains the same symbols in the same order, but with the wear of time, some of the symbols have worn away and you must deduce their identities. As a puzzle step, you may rotate any of the outer rings one section at a time until the all the outer rings are in the same position as the inner ring and each symbol, hidden or not, is aligned. If you are unable to unlock the secrets of the temple, you may find yourself entombed with countless others who came before you, and the rest of humanity will pay the price for your failure. You cannot let that happen! Welcome to the Jungle Pack your bags and prepare for adventure in the heart of the jungle. Once there, you could make the discovery of a lifetime... or become another soul lost to curiosity and ambition. The only way to find your fate is along the Path of the Serpent!

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91.70 €
Mansions of Madness: Sanctum of Twilight Expansion
Mansions of Madness: Sanctum of Twilight Expansion

A new expansion for Mansions of Madness Second Edition Arkham is under threat once more, but this time, evil is not emerging from beyond the veil that divides worlds. It comes from within the city itself. The Order of the Silver Twilight is a powerful, esteemed society within Arkham, but their secretive nature naturally incites your curiosity. What are they really up to and what are their motives? A Powerful Adversary Sanctum of Twilight is an expansion for Mansions of Madness, challenging one to five players to investigate the occult happenings and horrors that haunt the once-quiet city of Arkham, Massachusetts. With previously unseen tiles and cards, a new monster, and two new investigators, this expansion takes a closer look at the wealthy and upstanding members of the Silver Twilight Lodge who wield forbidden arcane powers alongside their city-wide influence. Beneath a veneer of respectability, the true Order of the Silver Twilight performs rituals with mysterious motives. To bring these nefarious misdeeds to light, this expansion brings two new investigators to Mansions of Madness. Lily Chen has spent her life in training with an obscure sect of monks who believed that she was destined to one day face a great evil. As a master of martial arts, when Lily attacks unarmed, she inflicts two additional damage on any monster she strikes. Her intense training has also given her the will to become a stalwart defender against the unimaginable terror that lurk on the fringes of reality. Politician Charlie Kane, on the other hand, never believed that in confronting the important issues facing Arkham he would end up taking on monsters and cults. Still, he knows that he was elected for a purpose and defending the city is his duty. Using his incredible influence and connections, Charlie is prepared to protect the people of Arkham from any threat, supernatural or otherwise. After all, he needs his constituents alive and voting if he runs for re-election. To aid you in your investigation of the Order of the Silver Twilight, Sanctum of Twilight introduces a new type of token in the form of Restraints. These tokens are not possessions, but they can prove invaluable in the course of your investigations. Throughout the game, various effects may cause investigators to place Restraints on the map to trap a monster, binding them to that space. A restrained monster does not need to be evaded, and when this monster activates, the investigators may choose to discard a Restraint from the monster’s space and force the monster to forfeit its movement. When time is of the essence, these Restraints may provide a vital opportunity to gather evidence without being pursued and assailed by the dark creatures spawned by the Order’s activities. A Cordial Invitation The Sanctum of Twilight expansion unlocks two new digital adventures for you to continue your adventures in Arkham. Behind Closed Doors begins with a peaceful stroll through the park. For once, no desperate friends, sudden phone calls, or mysterious notes have disrupted your plans. But somehow, you cannot shake the feeling that someone is watching you. A chill breeze soon sweeps the sensation away, but the sense of paranoia sticks with you. Another denizen of the park walks just behind you and you cannot shake the feeling that something is not right, when suddenly your world goes black. You awake in a dark cell, the cold from the stone floor beneath you creeping uncomfortably into your skin. How long were you out? What is this place? And most importantly, how do you get out? Then, in Twilight Diadem, the annual Twilight Fair hosted by the powerful Silver Twilight Lodge lights up the streets of Arkham. As per tradition, on the last day of the Fair a young debutante is crowned the Queen of Love and Beauty at the Twilight Ball. But when this year’s queen, Mary Ann Chase, comes to you insisting that the Silver Twilight Lodge is up to something sinister, you know that you are the only one who can help her. The Twilight Fair, she insists, is not all that it seems. Still, the show must go on, and what is a fair without a parade? Sanctum of Twilight allows you to fully take part in the festivities by introducing a previously unseen map element in the form of moving tiles. When a map tile (such as a parade float) moves, all investigators, monsters, and tokens maintain their positions on the tile. This may work in your favor by delivering you from danger, or the motion could prove to be your downfall, driving you toward an enemy without offering a chance to escape. This newfound mobility may only present you with a new question: how can you keep a steady hold on your own fate when even the ground you stand on is unstable? The Fading of the Light Confront the evils that threaten the city from within. Gather your team of investigators and defend Arkham from the sinister forces lurking in the twilight!

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56.20 €
Mansions of Madness: Streets of Arkham Expansion
Mansions of Madness: Streets of Arkham Expansion

Evil extends its reach and spills into the Streets of Arkham, the newest expansion for Mansions of Madness Second Edition! The city’s façade of normalcy fails as strange happenings begin to infect key places around town. You're likely to find odd circumstances at many areas, including the Miskatonic University, the hidden gang-run speakeasies, and the curious storefronts that populate the once quiet neighborhoods. As an invested citizen with a penchant for noticing when "odd" becomes "too odd," you gather a team of likeminded investigators to examine these supernatural threats. It'll take all of your wits, grit, and the occasional bit of luck to do what needs doing, but somebody has to. Three new digital scenarios build upon the Arkham Files universe with yet unseen tiles, mythos events, investigators, and cards to expand upon your investigations. Assemble Your Team Ancient supernatural forces have abandoned the confines of the dark mansions and gloomy crypts, and the once peaceful streets now serve as a battleground. A new team of investigators joins the fray as the battle to quell the Ancient Ones spills out into the open. Streets of Arkham unites four new investigators with a wide range of backgrounds, including a rookie cop, a bootlegger, an entertainer, and even a reformed cultist. Each new investigator comes with their own unique ability to align with the backstory detailed on the back of their character cards. Finn Edwards’s past as a bootlegger has prepared him to be quick as he moves about the shadows, allowing him to move an extra space before or after performing a search action. The reformed cultist, Diana Stanley, has seen more terrors than any other investigator of the Arkham universe. As such, when she would suffer two or more horror, she suffers one fewer horror instead. Officer Tommy Muldoon of Boston always has his trusty rifle, Becky, at his side, which he can use on any test. And last but certainly not least, the enchanting singer Marie Lambeau can use the skills learned from her grand-mere in the bayou to cast a spell without spending an action. Taking the action outside the confines of the mansion forces investigators to adapt and learn on the fly. After all, the only way to forge a weapon of great power is by hammering it into shape. With Streets of Arkham, players can now strengthen their investigators with new Improvement tokens. When as investigator is instructed to improve one of their six skills, he or she claims an Improvement Token associated with that skill, placing it on his or her play area. This increases the printed value of their corresponding skill by one. A skill cannot be improved more than once, but these boons will benefit the entire investigation in ways previously impossible. Fortify Your Being Beyond Improvement tokens, Streets of Arkham also introduces a new item to aide investigators in their mission in the form of Elixirs, fortifying potions that can improve a player’s skill… for a price. Elixirs are chemical concoctions the investigators encounter during their investigation. In addition to encountering the potions throughout their searches, some effects in Streets of Arkham cause investigators to gain Elixirs. When an investigator first gains an Elixir, they draw it faceup and treat it as an item. As such, they can be dropped, picked up, or traded. However, these tricky elixirs are double sided. If an investigator flips an elixir facedown, they must immediately resolve the effect described on the card, and it is no longer considered an item. Explore Arkham Streets of Arkham comprises of three new adventures with various levels of difficulty that draw investigators across the city. The first of these, Astral Alchemy, leads investigators to Miskatonic University where strange beasts from beyond the stars are stalking the shadowy halls. With help from the academic elite, players may just be able to push the astral abominations back from whence they came. In Gangs of Arkham, investigators must solve an inhuman murder to prevent an all-out war between the Sheldon and O’Bannon gangs. Each gang accuses the other as the culprit, but the real killer may be something more sinister, something unnatural. The stakes are high; if investigators fail, innocent lives can be lost in the crossfire and the true murderer will be free to continue tormenting the citizens of Arkham. Finally, Ill-Fated Exhibit takes place at the Miskatonic Museum where the opening of a new exhibit featuring several ancient artifacts is marred by a series of impossible accidents. After several deaths, the assistant curator has called in the investigators to determine which artifact is cursed and destroy it before anyone else gets hurt. Within these perplexing scenarios, Streets of Arkham includes a new digital game to further puzzle the investigators. The tower puzzle consists of three columns with randomized blocks of various sizes stacked atop one another. Players must move the topmost piece of one column to the top of any other. The puzzle is solved when each piece of the puzzle is on the correct position in a single column and the tower is properly displayed with the largest piece on the bottom and the stack descending in block size to the top. Save the City The citizens of Arkham need your aide. Otherworldly terrors stalk their streets and prey upon their sanity. The inexplicable is slowly becoming undeniable and reality itself is beginning to unwind where all can witness. The danger is only escalating, and there are few who can rise to meet the danger. Except you, of course. Always you. Answer the call, journey outside the mansion, and defeat the forces of darkness. • A new expansion for Mansions of Madness Second Edition • Includes four new investigators with unique backstories and abilities • Introduces two new elements of gameplay with Elixirs and Improvement Tokens • Beautifully illustrated components draw players into the Arkham Horror Files universe

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91.70 €
Masks of Nyarlathotep: Perilious Adventures to Thwart the Dark God Slipcase (HC)
Masks of Nyarlathotep: Perilious Adventures to Thwart the Dark God Slipcase (HC)

Osta tämä peli Fantasiapeleistä ja saa välittömästi sen PDF -versio kaupan päälle! Lue lisää täältä Dark Schemes Herald the End of the World! The definitive Call of Cthulhu tabletop campaign, reimagined. In the decades since the beloved campaign Masks of Nyarlathotep captured imaginations, it's been played countless times. Year after year, investigators discover the world-spanning conspiracy that threatens to engulf the world, and race to avert a cataclysm from beyond our stars. In the new edition, the adventure is expanded and deepened with new challenges and foes. With clearer navigation and informative guidance, the new edition is easier for Keepers, old and new alike, to weave together and run this definitive campaign for their investigators. Reimagined and updated, with comprehensive appendices, here is everything needed to run the campaign in 7th edition, for Call of Cthulhu or Pulp Cthulhu. Tämäkin peli varmaankin tulee mukaan kampanjaan jossa saa PDF -version kaupan päälle! Lue lisää täältä Reanimation of the classic Call of Cthulhu campaign. The new edition of Masks of Nyarlathotep is a complete revision and updating of this epic multi-part campaign set in 1925, in which steadfast investigators must unravel secrets and battle the minions of darkness in an attempt to stop world-shattering events from destroying humanity. Masks of Nyarlathotep has been comprehensively revised and updated for use with Call of Cthulhu 7th Edition, but may also be run with the Pulp Cthulhu supplement. * Global campaign covering seven countries in five continents! * Packed with encounters, side-track adventures, detailed adversaries, geographical information, and more! * Presented in full color, with new artwork, maps and floor plans, and ready to use player handouts. * Appendices collect spells, tomes, artifacts, and travel advice. * Ultimate edition, packed full of advice and tips. Requires the Call of Cthulhu Keeper’s Rulebook (7th edition) to play, and is optionally usable with Pulp Cthulhu. The original six-chapter campaign featuring adventures in America, England, Egypt, Kenya, Australia, and China have been developed and updated by Mike Mason, Lynne Hardy, Paul Fricker, and Scott Dorward, and feature enhanced and new encounters, sub-plots, and on-point guidance for the Keeper. The Expedition #1 Now written to be playable with either standard Call of Cthulhu or Pulp Cthulhu, the text guides the Keeper and allows for both gritty or action-packed pulp styles of play. The Introduction chapter features a new foreword by Mask’s creator, Larry DiTillio, and goes on to provide an overview of the campaign, it’s key players and their goals and differing agendas, and the important locations the investigators will travel to while they seek to understand the mystery unfolding before them. Additional material looks at the dark god Nyarlathotep, his cults, and his role in the campaign. Guidance is also provided on running the campaign, including considerations of historical depictions, pulp or standard play styles, and lethality level (just how much danger should the investigators’ face). Rounding things out is plenty of advice on creating investigators for the campaign, replacement characters, and ten ready-to-play investigators for those wishing to dive straight into the adventure. Complete with a Brand New Chapter... Set in Peru, this new scenario takes place in 1921 and provides an exciting introductory prologue to the campaign, where the investigators meet Jackson Elias, the industrious and charming author, whose researches lead into the globe-spanning mystery. Embarking on an expedition to find a lost South American pyramid, the investigators come face to face with ancient horrors that foreshadow the task ahead. ...and Even More! * And for an added bonus, a Grand Conclusion chapter helps the Keeper to determine just how successful the players have been in tackling the dark schemes of Nyarlathotep’s cults, as well as discussing ways to extend the campaign in a variety of ways. Each chapter has been tirelessly crossed-referenced to help those running the campaign to keep track of the many locations, characters, player handouts, and items thrown up by the players’ investigation. With new appendices collecting spells, tomes, and artifacts, running the campaign is easiest it has ever been. We have added Detailed New Appendices! Running Masks of Nyarlathotep has never been easier thanks to these extensive appendices: * Travel – detailing travel times across the world, means of transport, rest and recuperation for traveling investigators, travel events, and also guidance for investigators wishing to learn new skills and improve existing ones. * Spells – collects campaign-important spells together for handy reference, with over 30 spells detailed. Including Call the Black Sphinx, the Seal of Nephren-Ka, and the Ward of Anubis, to name but a few. * Tomes – during their investigations the investigators may come across a wide range of Mythos tomes, each bulging with forgotten and dark wisdom. This appendix gathers all of the tomes encountered in the campaign, with over 20 detailed listings, each providing background the tome, the lore within, and relevance to the campaign’s plot, be it the dreaded Necronomicon or the abhorred Black Tome. * Artifacts – just as there are numerous tomes to be discovered, there are also plenty of strange artifacts to be found (some useful, some deadly). Here, fifteen artifacts are gathered, from the Mask of Hayama to the Headdress of Eyes, from the Adornments of Nitocris to the very strange Device of Rods, Wheels, and Mirrors. What are you waiting for? Go Save the World! Page Count: 666 plus many handouts Slipcase set including two hardcover books and handouts pack. Authors: Larry DiTillio, Lynn Willis, Mike Mason, Lynne Hardy, Paul Fricker, Scott Dorward Cover Artists: Sam Lamont, Rhys Pugh Artist(s): Caleb Cleveland, M Wayne Miller, Jonathan Wyke, Victor Leza, Eric Lofgren, Petr Stovik, Löic Muzy Cartography: Andrew Law, Olivier Sanfilippo Handouts: Andrew Law, Nick Nacario Layout: Nick Nacario

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156.00 €

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