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Haun tulokset 25 - 48 / 134



Dawn of the Artifacts 1: Dusk
Dawn of the Artifacts 1: Dusk

The Adventure Begins...

Sixth World scholars have long hypothesized the cyclical nature of magic. For years corporations, collectors and other factions have spent fortunes hunting down surviving relics of this mythical age. The shadows whisper of lost lore and a secret history to the world. A privileged few have come into possession of ancient items of great power and mysterious purpose, artifacts from before recorded history. Now it’s your turn...

On the surface, the job seems simple: escort and assist Ms. Johnson as she follows the trail of a man across the globe. The target? An agent of the Atlantean Foundation tracking a priceless stolen artifact. And the trail? It leads to Lagos, the most dangerous sprawl on earth, where simply surviving the day can be a run in its own right. Add in the biggest black market auction of the century, a powerful African king, and a plethora of the biggest players in the artifacts trade, from the Atlantean Foundation to Aztechnology... well, welcome to the underside of the artifact business. If you survive, there’s more work a-coming… and maybe even some answers to your questions.

Dusk is the first in a series of interlinked adventures that will take the runners to the far corners of the globe on a quest to recover priceless artifacts. Exactly who wants these artifacts, and why, are questions the runners will have to discover for themselves.

• Begins a series of adventures that will have Shadowrun players searching for powerful artifacts and uncovering some of the secrets of the game’s long-running setting.
• Begins the four adventures of Dawn in the Artifacts, which will build to a dramatic conclusion in 2010. The Dawn of the Artifacts series can be bought and ran in any order!
• Provides complete non-player character statistics, player handouts, and all other information needed to let players dive into the adventure immediately.

Takes the runners into the dark heart of the most dangerous city in Africa on a fast-paced, dangerous treasure hunt for mysterious Awakened artifacts.

Set in Lagos, a core setting presented in Feral Cities.

Designed to introduce new Shadowrun fans to the rich world setting and slowly reveal some of the long-time history and secrets of the Sixth World, while providing long-time fans with a tantalizing hint of nostalgia and tying into one of the best selling Shadowrun adventure campaigns of all time (Harlequin).

Kicks off a new 2072 Sixth World storyline that will feature four adventures and a full campaign book.

Features a fully-written, buy-and-play adventure format with numerous useful gamemaster aids (including behind-the-scenes narratives, maps, grunt stats, location and character profiles, and a full Cast of Shadows).

Pages: 56

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18.00 €
Dawn of the Artifacts 3: Darkest Hour
Dawn of the Artifacts 3: Darkest Hour

Jane "Frosty" Foster returns to recruit help for tracking down another artifact -the Phaistos Disc, which can help unlock some of the secrets of the Piri Reis Map. This adventure goes international, taking the runners to Hamburg, Europort, and Frankfurt, and bringing them in contact with organized criminals, law enforcement authorities, Aztechnology security forces, and arcanoarcheologists.

Darkest Hour is a complete adventure that continues the Dawn of the Artifacts storyline but can also be played alone. Some of the powers behind the search for the powerful artifacts make themselves more visible as the conclusion of the hunt draws near.

Puts players in the middle of a fast-paced plot to recover an artifact that had been stolen and get their hands on an item that has drawn the attention of some of the most powerful people in the Sixth World. • Works with the other Dawn of the Artifacts adventures in gradually uncovering some of the secret history of Shadowrun’s setting. The Dawn of the Artifacts series can be bought and ran in any order!

Takes players on an international journey to cities that have been featured in previous Shadowrun publications, including Hamburg, Europort, and Sarajevo.

Can be played alone or as the third part of the Dawn in the Artifacts series, which will build to a dramatic conclusion in 2010.

Provides complete non-player character statistics, player handouts, and all other information needed to let players dive into the adventure immediately.

Pages: 56 [softcover]

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18.00 €
Dawn of the Artifacts 5: Artifacts Unbound
Dawn of the Artifacts 5: Artifacts Unbound

Four artifacts have been found. Some of the most powerful people in the Sixth World have been after them, and many people have died in the globetrotting hunt to bring these objects together. Now that they have been recovered, their powers can be unleashed-or the artifacts can be scattered, lost again until another generation summons the courage and the knowledge to dredge them up.

Artifacts Unbound concludes the Dawn of the Artifacts campaign that makes gamemasters and players free to determine the events of the campaign. Filled with adventure seeds, basic setting information, and NPC statistics, Artifacts Unbound lets gamemasters select the elements that would work best in their campaign and design a thrilling story for their game. Easy to use and flexible, this book can be used with players who have gone through the entire Dawn of the Artifacts campaign, or with players just learning about the artifacts and their effect on the Sixth World.

• Continues the plot strands introduced in the Dawn of the Artifacts series of adventures.

• Explores the hidden powers of the artifacts gathered in the previous adventures and shows the effects they are having in the Sixth World, as well as revealing how they have affected past history.
• Provides a flexible plot structure that allows players to follow the parts of the campaign that are most interesting to them; gamemasters may also explore locations in the Sixth World that they fi nd compelling for a campaign setting.
• Advances the overall Sixth World plot as the world’s powers continue to vie with each other for dominance.
• Introduces a new form of campaign book that provides the concrete information gamemasters need to run a game while also providing fl exibility to design the campaign in a way that suits them.

Compatibility: Requires Shadowrun, Twentieth Anniversary Edition; offers the character statistics, setting information, and plot points needed for gamemasters to build on the story line introduced in the Dawn of the Artifacts series.

Pages: 160, softcover

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30.00 €
Denver 1: Serrated Edge
Denver 1: Serrated Edge

CALPEL OF HATE

The Sixth World is many things, including a stunning series of case studies on the mechanisms of hate. There are some true experts out there, people who know that just walking up to someone or something you don’t like and throwing a solid punch is satisfying, but nowhere near as satisfying as causing destruction that runs deep and lasts forever.

The Aurora Warrens of Denver hold a dark secret, as some people trusted to help its residents are instead giving full rein to their darkest impulses. Shadowruuners typically are not heroes riding in to save the day, but in this case the work they're being offered gives them a chance to dig into these secrets, perhaps fix some of them, and maybe even bring a few people to justice-however they happen to define justice.

With dark secrets, double-crosses, and plenty of nuyen flying around, Serrated Edge gives players plenty of chaos to keep up with while launching them into a series of adventures that will shake up the city of spies and maybe bring about a better future. Or curse it to worse.

• Advances plot information from previous books such as Storm Front and Stolen Souls.
• Involves shadowrunners in high-level plots while ensuring that their actions are at the center of the plot and their decisions are pivotal to how events proceed.
• Includes full game information, including location and NPC stats.

Serrated Edge is an adventure for use with Shadowrun, Fifth Edition.

64p

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24.00 €
Denver 2: False Flag
Denver 2: False Flag

The Angry Gaze.

The ruling powers of Sixth World sprawls are content to let the little people of their cities engage in all sorts of shenanigans and scheming so long as it doesn’t affect their master plans. But when the chaos gets too out of hand—or the little people start acting too arrogant—then those powers turn their angry gaze to the people they would rather ignore, and the everyday chaos of life erupts into something worse, and considerably more dangerous.

Recent attacks on the Paladin Medical Health Center in the Aurora Warrens have drawn the attention of some of Denver’s powers, and they’re not going to ignore the situation. They’re also not going to just send in the police, because that’s not how things are done—instead, they will launch schemes of their own, with the opportunity to create chaos that makes the previous wildness seem like a sunny day in the Rockies.

False Flag is the second in the series of Denver Adventures for Shadowrun, Fifth Edition. Whether played alone or as part of a larger campaign with the first adventure, it will test players’ resources, creativity, and skill, while moving them toward the dramatic plot developments ahead.

Contains a detailed story with all the game stats needed to run an exciting adventure filled with twists and turns.

Builds on past Shadowrun storylines while containing hints of major plot developments to come.

Takes place in one of the most popular, intrigue-filled cities in Shadowrun’s Sixth World setting.

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24.00 €

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