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Ultimate H.P. Lovecraft Collection
Ultimate H.P. Lovecraft Collection

"Pleasure to me is wonder-the unexplored, the unexpected, the thing that is hidden and the changeless thing that lurks behind superficial mutability."

Howard Phillips Lovecraft, of Providence, Rhode Island, was an American author of horror, fantasy and science fiction. Lovecraft's major inspiration and invention was cosmic horror: life is incomprehensible to human minds and the universe is fundamentally alien. Those who genuinely reason, like his protagonists, gamble with sanity. Lovecraft has developed a cult following for his Cthulhu Mythos, a series of loosely interconnected fictions featuring a pantheon of human-nullifying entities, as well as the Necronomicon, a fictional grimoire of magical rites and forbidden lore. His works were deeply pessimistic and cynical, challenging the values of the Enlightenment, Romanticism and Christianity. Lovecraft's protagonists usually achieve the mirror-opposite of traditional gnosis and mysticism by momentarily glimpsing the horror of ultimate reality. Although Lovecraft's readership was limited during his life, his reputation has grown over the decades. He is now commonly regarded as one of the most influential horror writers of the 20th Century, exerting widespread and indirect influence, and frequently compared to Edgar Allan Poe.

This 800-page jumbo book is the definitive collection for H.P. Lovecraft fans, containing his complete fiction as well as selected collaborations and essays.

"That is not dead which can eternal lie, And with strange aeons even death may die."

Complete Fiction

THE NAMELESS CITY
DAGON
THE CALL OF CTHULHU
AT THE MOUNTAINS OF MADNESS
THE SHUNNED HOUSE
BEYOND THE WALL OF SLEEP
THE DUNWICH HORROR
THE ALCHEMIST
THE LURKING FEAR
MEMORY
AZATHOTH
THE MOON-BOG
THE BEAST IN THE CAVE
NYARLATHOTEP
THE MUSIC OF ERICH ZANN
THE BOOK
THE OTHER GODS
THE CASE OF CHARLES DEXTER WARD
THE OUTSIDER
THE CATS OF ULTHAR
PICKMAN'S MODEL
CELEPHAIS
THE PICTURE IN THE HOUSE
THE COLOUR OUT OF SPACE
POLARIS
COOL AIR
THE QUEST OF IRANON
THE RATS IN THE WALLS
THE DESCENDANT
THE SHADOW OUT OF TIME
THE DOOM THAT CAME TO SARNATH
THE SHADOW OVER INNSMOUTH
THE DREAM QUEST OF UNKNOWN KADATH
DREAMS IN THE WITCH-HOUSE
THE SILVER KEY
THE STATEMENT OF RANDOLPH CARTER
THE EVIL CLERGYMAN
THE STRANGE HIGH HOUSE IN THE MIST
EX OBLIVIONE
THE STREET
FACTS CONCERNING THE LATE ARTHUR JERMYN AND HIS FAMILY
THE TEMPLE
THE FESTIVAL
THE TERRIBLE OLD MAN
THE THING ON THE DOORSTEP
FROM BEYOND
THE TOMB
THE HAUNTER OF THE DARK
THE TRANSITION OF JUAN ROMERO
HE
THE TREE
HERBERT WEST: REANIMATOR
THE UNNAMABLE
THE HORROR AT RED HOOK
THE VERY OLD FOLK
THE HOUND
WHAT THE MOON BRINGS
HYPNOS
THE WHISPERER IN DARKNESS
IBID
THE WHITE SHIP
IMPRISONED WITH THE PHARAOS
IN THE VAULT

Selected Collaborations
THE BATTLE THAT ENDED THE CENTURY
COLLAPSING COSMOSES
THE CRAWLING CHAOS
WINGED DEATH
THE HORROR AT MARTIN'S BEACH
THE HOARD OF THE WIZARD-BEAST
THE MAN OF STONE
THE NIGHT OCEAN
THE DISINTERMENT
THE CURSE OF YIG
METRICAL REGULARITY
THE DESPISED PASTORAL

Selected Essays
AT THE ROOT
THE ALLOWABLE RHYME
NOTES ON WRITING WEIRD FICTION

812p

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39.00 €
Unfathomable
Unfathomable

A brand-new board game in the Arkham Horror Files universe!

The year is 1913. The steamship SS Atlantica is two days out from port on its voyage across the Atlantic Ocean. Its unsuspecting passengers fully anticipated a calm journey to Boston, Massachusetts, with nothing out of the ordinary to look forward to. However, strange nightmares plague the minds of the people aboard the ship every night; rumors circulate of dark shapes following closely behind the ship just beneath the waves; and tensions rise when a body is discovered in the ship’s chapel, signs of a strange ritual littered around the corpse. This voyage began like any other, but now it seems that the Atlantica may never reach its destination.

Immerse yourself among the passengers and crew of the SS Atlantica in this game of hidden loyalties, intrigue, and paranoia for three to six players. Some players are humans who are fighting for the survival of the ship, while others are traitors sent aboard the ship by mysterious beings to ensure that it never reaches port! Because player loyalties are hidden, determining who is friend and who is foe is critical to winning a thrilling game of Unfathomable.

Terrors from the Deep
Lurking within the depths of the Atlantic Ocean are a swarm of vicious, unspeakable horrors: the Deep Ones, led by Mother Hydra and Father Dagon. For reasons unknown, they have set their sights on the Atlantica, and their minions, taking the form of human-Deep One hybrids, have infiltrated the steamship to help sink it from within. Each game of Unfathomable has one or more players assuming the role of one of these hybrids, and how well they can secretly sabotage the efforts of the other players might mean the difference between a successful voyage and a sunken ship.

If you’re a human, you’ll need to fend off Deep Ones, prevent the Atlantica from taking too much damage, and carefully manage the ship’s four crucial resources if you want any hope of making it to Boston, all while trying to figure out which of your fellow players are friends and which are foes. Everyone shares the same resource pool, but humans will try to preserve them while traitors will strive to subtly deplete them. Being able to tell when someone is purposefully draining the group’s resources is harder than you think, especially when you take crises into account!

At the end of each player’s turn, that player must draw a mythos card. Each of these cards represents a crisis that the whole group must try to resolve together. Some of these crises, such as Food Rationing , will call for a choice that could potentially put the ship’s passengers or resources at risk, while others, such as Hull Leak , will call for a skill test in which failure could have disastrous consequences.

During a skill test, each player contributes skill cards from their hand to a face-down pile shared by the group. Once everyone has contributed (or chosen not to), the cards are shuffled and then revealed. If enough of the correct skills were contributed, then the group passes the test! But if the wrong skills were contributed, they can actually hinder the results, leading to failure. Thus, skill tests are dangerous opportunities for traitors to sabotage the humans’ efforts, so you will have to stay on your toes at all times. We will unveil more about crises, skill tests, and more when we take a deeper dive into the gameplay of Unfathomable at a later date.

All New Faces
While Unfathomable takes place in the Arkham Horror Files universe, it takes place many years before the events of the Arkham Horror board game and card game. Because of this, this game features a full cast of brand-new playable characters, each of which has never been seen in the Arkham universe before. We’ll introduce you to each of them in time, but for today, please welcome the captain of the SS Atlantica: Keilani Tatupu.

A tough, experienced sailor and born survivor, Keilani has stood strong in the face of adversity before. When a typhoon killed the captain of her previous ship, Keilani was suddenly thrust into a leadership role and had to guide the rest of her crew to safety. Even once the storm had calmed, her challenges did not end, as mutinous crewmembers refused to follow her orders and set Keilani—and eleven others—adrift on a lifeboat in the middle of the stormy season. Despite these odds, Keilani kept her fellow castaways alive for four grueling weeks, and her story made international news when they finally reached land. However, there was one part of that story that didn’t make the paper, one that she chose to keep to herself: her strange nighttime encounter with a hideous creature beneath the waves.

Did it let her live simply because she caught it by surprise? Or is it because she’s secretly a hybrid in disguise, unbeknownst even to herself, waiting for the right moment to awaken to her true identity? Each of the game’s ten playable characters have similarly shrouded events in their pasts, which means no one is above suspicion and every game of Unfathomable will bring about unexpected twists and turns.

Are you a friend to humanity or a hybrid saboteur?

2 – 4 hours
3 – 6 players
Ages 14+

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99.30 €
Unspeakable Oath 18
Unspeakable Oath 18

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The infamous magazine of Cthulhu Mythos gaming returns!

The Unspeakable Oath is a quarterly magazine dedicated to tabletop roleplaying games that are based on the Cthulhu Mythos -the creations of horror author H.P. Lovecraft, the writers who inspired him, and the writers who followed him.

Created and published by game designers, writers and artists who love Cthulhu Mythos gaming, every issue provides ideas, inspiration, tools and techniques to make your games more horrific than ever.

The Unspeakable Oath 18 includes:
* The Eye of Light and Darkness: Reviews of Trail of Cthulhu, The Day After Ragnarok, Black Wings, The Dying of St. Margaret's, New Tales of the Miskatonic Valley, Colour from the Dark, The Primal State, and Cthulhu 101.
* The Branchly Numbers Edit: A Mysterious Manuscript by Pat Harrigan.
* The Chinaman's Screen: An Arcane Artifact by Adam Gauntlett.
* The Forgotten: An Arcane Artifact by Dan Harms.
* The Art Show: A Tale of Terror by Nick Grant.
* House of Hunger: A Tale of Terror by Monte Cook.
* Mr. Popatov: A Tale of Terror by John Scott Tynes.
* Slight Return: A Tale of Terror by Pat Harrigan.
* Tales of Nephren-Ka: A history of particularly Lovecraftian pharaoh by James Haughton.
* The Chapel of Contemplation: A look at the cult behind the very first scenario for Call of Cthulhu, by Dan Harms.
* Black Sunday: A visit to the deadly heart of the Depression-era dustbowl, by George Holochwost and C.A. Suleiman.
* Dog Will Hunt: A Call of Cthulhu adventure in 1920s Cajun country, by Richard Becker.
* The Word: A Message in a Bottle by Shane Ivey.

The Unspeakable Oath 18 features art by Toren Atkinson, Dennis Detwiller and Todd Shearer, and page design by Jessica Hopkins. It was edited by Adam Crossingham, Dan Harms, Shane Ivey, James Knevitt, Greg Stolze, and John Scott Tynes.

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12.00 €
Unspeakable Oath 19
Unspeakable Oath 19

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The Unspeakable Oath is a quarterly magazine dedicated to tabletop roleplaying games that are based on the Cthulhu Mythos -the creations of horror author H.P. Lovecraft, the writers who inspired him, and the writers who followed him.

Created and published by game designers, writers and artists who love Cthulhu Mythos gaming, every issue provides ideas, inspiration, tools and techniques to make your games more horrific than ever.

The Unspeakable Oath 19 includes:
* The Dread Page of Azathoth - This issue’s foreword by editor-in-chief Shane Ivey.
* The Eye of Light and Darkness - Reviews of games, books and movies that are of special interest to Cthulhu Mythos gamers.
* Cthulhu Saves the World, reviewed by Brian Sammons.
* Death in Luxor, reviewed by Matthew Pook.
* The Freeport Trilogy, reviewed by Matthew Pook.
* The H.P. Lovecraft Literary Podcast, reviewed by Brian Sammons.
* The Last Lovecraft: Relic of Cthulhu, reviewed by Brian Sammons.
* Lovecraftian Tales from the Table, reviewed by Matthew Pook.
* Monsters, reviewed by Brian Sammons.
* Shadows of Yog-Sothoth, reviewed by Matthew Pook.

Tales of Terror- Short descriptions of disturbing situations, each with three possible ways the game moderator could have them unfold in play.

“Property Values,” by Adam Gauntlett—when a house is not a home but a horror.

“Sawbucks,” by Monte Cook—wealth that really is a burden.

Arcane Artifacts - Deadly objects ready to be added to your games.

“Dollars of Dagon,” by Bobby Derie—a numismatist’s dream that can quickly turn nightmare.

Mysterious Manuscripts - Tomes of forbidden knowledge, ready for play.

“Henry Darger’s Second Novel,” by Pat Harrigan—long after his death, the famous recluse again redefines “outsider art.”

“Joy Shusterman’s Basement,” by Jeffrey Moeller—in which you can learn a lot from isolation.

“The Twelfth Book of Moses,” by Adam Gauntlett—a New Age classic that would be better to stay underground.

Feature Articles:
“Bernice Cartfield,” by Greg Stolze—a modern-day occultist who’s a perfect Friendly or foil for Delta Green.

“Cheating Madness,” by Brennan Bishop—tips for livening up your trips to the mental ward.

“Paramour of Y’golonac,” by Oscar Rios—a seductive new monster.

Scenarios:
“The Brick Kiln,” by Adam Gauntlett—a Trail of Cthulhu adventure set in rural 1930s England.

“Suited and Booted,” by Adam Gauntlett—a Call of Cthulhu adventure set in the grimy side of 1920s London.

Message in a Bottle - A short, self-contained vignette of Cthulhu Mythos horror.

“Dying Sunlight,” by David Jacobs—a glimpse at the life of a photographer who took more than pictures.

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12.00 €
Unspeakable Oath 20
Unspeakable Oath 20

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The Unspeakable Oath is an award-nominated quarterly magazine dedicated to tabletop roleplaying games that are based on the Cthulhu Mythos -the creations of horror author H.P. Lovecraft, the writers who inspired him, and the writers who followed him.

Created and published by game designers, writers and artists who love Cthulhu Mythos gaming, every issue provides ideas, inspiration, tools and techniques to make your games more horrific than ever.

The Unspeakable Oath 20 includes:
* The Dread Page of Azathoth This issue's foreword by editor-in-chief Shane Ivey.
* The Eye of Light and Darkness Reviews of games, books and movies that are of special interest to Cthulhu Mythos gamers. Reviewed in this issue: Musica Cthulhiana, Cthulhu's Dark Cults, Curse of the Yellow Sign Act 1, Machine Tractor Station Kharkov-37, Marble Hornets: The Complete First Season, The Watchers in the Sky, Cthulhu Invictus, Halloween Horror and Murder of Crows.
* The Plot Thickens A Tale of Terror by Adam Gauntlett.
* She Just Couldn't Stay Away A Call of Cthulhu scenario by Jeffrey Moeller.
* The Arm in the Green Box An Arcane Artifact for Delta Green by Bret Kramer.
* The Monongahela Carver Cipher A Mysterious Manuscript by Dan Harms.
* The Eye of Daoloth An Arcane Artifact by Dion Clark.
* The Assassins A fascinating historical feature by Dave Hardy with Adam Scott Glancy.
* Directive from A-Cell A Delta Green feature by Adam Scott Glancy.
* Let's Learn Aklo! A Call of Cthulhu scenario for Delta Green by James Haughton. (Winner of the annual Delta Green Mailing List Shotgun Scenario Competition.)
* Signs Short fiction by Greg Stolze.

The Unspeakable Oath 20 features cover art by Todd Shearer, interior art by Toren Atkinson, Rob Mansperger Jr., and Bradley McDevitt, and page design by Jessica Hopkins. It's edited by Shane Ivey with Adam Crossingham, Dan Harms, Greg Stolze and John Scott Tynes.

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12.00 €
Unspeakable Oath 22
Unspeakable Oath 22

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Arc Dream Publishing is proud to present The Unspeakable Oath, a more-or-less quarterly digest of tools, scenarios, and reviews to make your Cthulhu Mythos games more terrifying than ever.

The Unspeakable Oath 22 includes:
* “The Dread Page of Azathoth,” an editor’s column. Guest columnist Kenneth Hite pays tribute to Lynn Willis.
* "The Saffron Book," a Mysterious Manuscript by Bobby Derie.
* "Malyutin's Nightmare Matryoshkas," an Arcane Artifact by Daniel R. Robichaud.
* "China Dolls: Children of Madam Yi," a new monster by Jo Kreil.
* "Die High," a scenario for Call of Cthulhu, Trail of Cthulhu, or Cthulhu Dark, by Greg Stolze.
* "The Found Phone," a Tale of Terror by Greg Stolze.
* "St. Michael's Gate," a Tale of Terror by Adam Gauntlett.
* "Starting Your Call of Cthulhu Campaign," a feature by Daniel
* "Bargain Hunting," a Tale of Terror by Adam Gauntlett.
* "Atlas of Arkham 1911," a Mysterious Manuscript by Bobby Derie.
* "Remember, Remember," a Trail of Cthulhu scenario by Adam Gauntlett.
* "Smedley House," a Tale of Terror by Ben Riggs.
* "Alphonse's Axioms for Agents," a Directive from A-Cell by Adam Scott Glancy.
* "The Thing In the Box," a Message in a Bottle by Ross Payton.

The Eye of Light and Darkness, with reviews of:
* Blood! The Roleplaying Game of Modern Horror, a game by James "Grim" Desborough, et al, reviewed by Matthew Pook.
* The Book of the Smoke, a Trail of Cthulhu sourcebook by Paula Dempsey, reviewed by Chase Beck.
* Building an Elder God: A Game of Lovecraftian Construction, a game by Ben Mund, reviewed by Matthew Pook.
* Call of Cthulhu: The Wasted Land, a video game by Tomas Rawlins, reviewed by Matthew Pook.
* The Dance in the Blood, a Trail of Cthulhu scenario by Graham Walmsley, reviewed by Matthew Pook.
* Live at the Gilman House, an album by Ogham Waite and the Amphibian Jazz Band, reviewed by Brian Sammons.
* Pickman's Muse, a film directed by Robert Cappalletto, reviewed by Brian Sammons.
* Tatters of the King, a Call of Cthulhu campaign by Tim Wiseman, reviewed by Matthew Pook.
* The Whisperer in Darkness, a film directed by Sean Branney, reviewed by Brian Sammons.

The Unspeakable Oath 22 is illustrated by Vicente Silvera Catalá, Matt Hansen, Robert Mansperger Jr., and Bradley McDevitt. Cover art is by Matt Hansen. It is edited by Shane Ivey with Adam Crossingham, Dan Harms, Greg Stolze and John Scott Tynes.

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12.00 €
Weird Words: A Lovecraftian Lexicon
Weird Words: A Lovecraftian Lexicon

Eldritch... cacodaemoniacal... lucubration... Have you ever wondered about the meaning of these and other esoteric words used by Lovecraft and his colleagues? In this Cyclopean dictionary, the product of æons of erudition and research into the most recondite recesses of literature, Dan Clore not only defines thousands of words found in the work of A. Merritt, H. P. Lovecraft, Clark Ashton Smith, Robert E. Howard, and many others in the weird fantasy tradition, but supplies their etymologies and, most impressively, provides parallel usages of the words from centuries of English usage, citing authors ranging from Cotton Mather to Henry Kuttner, from Edmund Spenser to Samuel R. Delany. This is a volume that scholars of English usage, enthusiasts of fantasy and horror literature, and readers who love the beauty of the English language will find richly rewarding... either to read from beginning to end or to dip into as the mood strikes them.

Dan Clore is a free-lance writer and scholar. He has had articles published in Lovecraft Studies, Studies in Weird Fiction, Necrofile: The Review of Horror Fiction, Weird Times, and the anthologies A Century Less a Dream: Selected Criticism on H.P. Lovecraft, The Freedom of Fantastic Things: Selected Criticism on Clark Ashton Smith, and Supernatural Literature of the World: An Encyclopedia. His fiction has appeared in The Urbanite, Deathrealm, Terminal Fright, Lore, Epitaph, Black October Magazine, Cosmic Visions, Cthulhu Sex, Creatio ex Nihilo, The NetherReal, and the anthologies The Last Continent: New Tales of Zothique and Eldritch Horrors: Dark Tales. It was collected inThe Unspeakable and Others, first published in the fall of 2001, undoubtedly the most terrifying incident to occur in the period. A revised and expanded edition of The Unspeakable and Others will appear in 2009.

572p

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32.50 €
World War Cthulhu: Covert Actions
World War Cthulhu: Covert Actions

"The summer of 74 burned hot. I remember being stood on that beach, soaked in blood, the Mediterranean sky wider than you can imagine. The smell of 630 and cypress and burning tyres. I remember turning away from the carnage we’d been ordered to wreak. I remember seeing the Others coming out of the water. I remember a voice louder than God screaming. I don’t remember anything after that."

Agents of Section 46 may be assigned almost anywhere on Earth, to carry out objectives for which they are unprepared, with minimal material support and no official sanction. They may have to perform acts that leave them psychologically scarred, consumed with self-loathing or growing ever-emptier inside, unable to maintain healthy relationships, only connecting with fellow human beings as covers or as preludes to betrayal.

They will be in regular physical danger, evading those who would arrest, torture or kill them, forced in turn to inflict pain and suffering on often-undeserving targets. And then there is the truly unpleasant side to their work…

Covert Actions is a collection of six ready-to-play scenarios for World War Cthulhu: Cold War, the 1970s espionage setting for Call of Cthulhu.

• Puddles become Lakes: A routine, if unpleasant mission to silence a nosy journalist proves more complicated than first thought
• The Forcing Move: Reality crumbles around the 1972 Reykjavik World Chess Championship
• Cadenza: The Turkish Invasion of Cyprus echoes with deep secrets and hard choices
• The Guardians of the Forest: East Timor Descends into bloodshed and atrocity, and agents find themselves forced to decide which enemy they must defeat.
• Operation Header: The Arctic holds more than abandoned Distant Early Warning listening posts.
• The Unclean: The agents are activated to investigate a death cult in Moscow. What could possibly go wrong?

Covert Actions is a 176 page softcover, with black and white interior.

Written by Chad Bowser, Matthew Dawkins, Scott Dorward, Nick Robinson, Matthew Sanderson, Ken Spencer.
Illustrated by Scott Purdy, Jon Hodgson, Sam Manley.

Covert Actions requires the World War Cthulhu: Cold War core setting book and Call of Cthulhu 7th Edition to play.

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42.00 €

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