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Ruutunäkymän liikennevaloissa vihreä on heti saatavilla, punainen juuri nyt loppu varastosta, keltainen ei vielä ilmestynyt tai huutomerkin kera ei hyllyvalikoimaa, eli me tilaamme sitten, kun sinä olet tilannut meiltä. Saatavuusinfossa kerrotaan tarkemmin saatavuustiedoista.

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WHFRP 4: Enemy Within 5 -Empire in Ruins Collector Edition (HC)
WHFRP 4: Enemy Within 5 -Empire in Ruins Collector Edition (HC)

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"I saw a blasphemous city coming down from the heavens and as it descended, the people cried out in woe! I saw death, madness, and transformation as the Exalted Lord brought his Master’s realm to the Crown of the Empire."

The Enemy Within Collector’s Edition contains the revised and updated Director’s Cut of one of the most highly regarded roleplaying campaigns ever written. This beautifully finished, exclusive Collector’s Edition set includes The Empire in Ruins and the Companion presented in a slipcase featuring the artwork from the standard editions.

Beautifully finished in Silver foil and a lustrous Spot UV finish, the Collector’s Editions covers depict the image of Sigmar Heldenhammer and a manipulative servant of Tzeentch.

As with previous volumes in this series, the books are case bound, and come with an exclusive envelope of player handouts and maps. We love creating these Collector’s Editions, and know that they’ll take pride of place on bookshelves for years to come.

Empire in Ruins is the fifth volume of the revised and updated Director’s Cut of The Enemy Within, one of most highly regarded roleplaying campaigns ever written. After the events of The Horned Rat the heroes have won the respect and trust of many in Middenheim, but before they can capitalise on their renown the Empire descends into the turmoil of civil strife.

In the final part of the five-part series of grim and perilous Warhammer Fantasy Roleplay adventures, a number of threats that the Characters may have thought far behind them reassert their influence. Icons of authority and leadership are found wanting, and the greatest nation in the Old World appears destined to shake itself to pieces. Only by undertaking a dangerous journey can the Characters prevent the ruination of all they hold dear.

Empire in Ruins Includes:
* The fifth part of The Enemy Within campaign, conceived by legendary WFRP writer Graeme Davis with contributions by a team of talented WFRP writers.
* The schemes of the Altdorf cell of the Purple Hand, whose plots place those of Karl-Heinz Wasmeier and the Middenheim cell in the shade.
* The ambitions of a certain Magister Impedimentae, how they coincide with the grand designs of the Purple Hand, and how they diverge.
* A culmination of controversies that have featured in adventures over the past few years. The true architect of the Ubersreik takeover, the rouser of Beastmen and mutants, the inspiration of Daemonologists and heretics, shall be revealed.
* Memorable villains such as the Madcraw tribe, the Threshers, and the multifarious departments of the remaining Purple Hand.

Empire in Ruins Companion includes:
* Alternative Empires, features the ramifications of the fulfilment of the ambitions of Yann Zuntermein, Karl-Heinz Wasmeier, or the late Kastor Lieberung.
* More Madcraw, the Night Goblins and their depredations return with more details on this extraordinary remote tribe, including several new tribe members that might trouble any adventurers who stray into their territory.
* The Place of the Shining Rock, more details and fascinating lore on this sacred site holy to both Sigmar and Ulric, its storied past and geography.
* Altdorf in Chaos, highlights the several unusual phenomena that could occur in the Crown of the Empire as the Enemy Within nears its thrilling climax.
* The Imperial Ostlanders, who are these brave frontier folk, ably commanded by Reikhardt Mathis Sievers, and what part might they play in Empire in Ruins?
* The Nordland Question, during the Turmoil that shakes the Empire, many provincial areas make a play for greatness at this time. Nordland’s history and notable personalities show rebellion was inevitable sooner or later.
* The Siege of Diesdorf, under the looming threat of the Red Crown, can the Diesdorf Council keep their town in good order?
* The Bigger They Are… An Ogre as a judicial champion means most trials are decided before they begin.
* The Triumph of the Gravelord: Will the Gravelord (everyone’s favourite self-obsessed Necromancer) who has stalked the Characters since Death on the Reik, achieve supremacy?

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180.00 €
WHFRP 4: Horned Rat Companion (HC)
WHFRP 4: Horned Rat Companion (HC)

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The Horned Rat Companion is the fourth of our five-part series of companion volumes to the Enemy Within campaign. It is packed with supplementary material to not only expand The Horned Rat but also support any WFRP games which feature the skulking Skaven as a foe.

Power Behind the Throne Companion Includes:
* More lore and information on the Skaven, their history and society, and the terrible God to which they give praise.
* A huge selection of new equipment, spells, weapons, and contraptions to outfit your Skaven NPCs with.
* New encounters in the city of Middenheim and the Middle Mountains, perfect to drop into The Horned Rat, or any Skaven focused campaign.
* A GM’s guide to The Yellow Fang, an insidious cult that both worships the Skaven and seeks to outdo them.
* A new career, the Dwarf Ironbreak, perfect for a stout dwarf seeking to face down the loathsome ratmen in the tunnels beneath the Old World.
* Two classic adventures, revised and updated for WFRP 4th Edition — Horror in the Dark, featuring a terrible encounter in a twisting mine, and A Little Help From My Friends, a kidnapping case beyond any but the greatest, shortest detective in all of Middenheim.
* The Return of the Gravelord: Everyone’s favourite self-obsessed Necromancer returns to harry the Characters throughout the events of The Horned Rat. Is it paranoia if everyone really is out to get you?

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42.00 €
WHFRP 4: Imperial Zoo (HC)
WHFRP 4: Imperial Zoo (HC)

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"Frau Vera Warnicke — It is with great pleasure that I write to inform you that I have at last received funding to commission the expeditions of which we lately spoke. Indeed, I expect that our patron should extend his largess to pay for not one, but three trips into the wild places of the Empire and beyond in pursuit of knowledge. I trust that those individuals you spoke of are available, and that they should be just as competent as you promised. I mean no mere foray into the hinterlands, to be back in time for supper in the University. These shall be true explorations of the deepest depths there are, for only the most impressive specimens could hope to excite those jaded academics of the Imperial Zoo."

The Imperial Zoo is a bestiary and travelogue of three daring expeditions into the Old World, ranging from the heights of Karak Kadrin to the city of Miragliano in the southern land of Tilea. It includes profiles for over 60 unique creatures, beasts and monsters of the Old World perfect to challenge even the most competent of adventurers.

Also included are six new pregenerated Characters, each with their own skills, talents, and shady past, perfect to pick up and dive into a campaign focused on the truly mammoth threats that stalk the Old World.

The Imperial Zoo includes:
* A thrilling narrative following the exploits of a group of adventurers as they make their way across the Old World in search of knowledge, and less savoury glories.
* Dozens of creatures, including unique named beasts that threaten any who cross their paths, from the unusual but lethal Preyton to the devastating dragon Caledir, the Scythe of Fire.
* New creature traits to ensure every group finds a challenge in these pages.
* Rules for preserving and selling alchemical ingredients harvested from creatures, especially those touched by the winds of magic.
* A quick reference chart of creature traits, to keep gameplay flowing during combat.
* Six pregenerated characters, giving you everything you need to kick off your adventures right away.

The Imperial Zoo is a novel mix of bestiary and narrative, packed with ideas and in character commentary that illustrates how horrors such as Araknaroks, Chimeras, and Cockatrice are viewed by the denizens of the Old World. It is ideal to drop in to any ongoing campaign that could use some fresh encounters, or as a starting point for a group interested in tackling the horrendous beasts of the Old World for profit.

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48.00 €
WHFRP 4: Imperial Zoo Collector's Edition (HC)
WHFRP 4: Imperial Zoo Collector's Edition (HC)

The Imperial Zoo Collectors Edition is designed to be as in-universe as possible, with a faux leather cover, embossed details, Spot UV to highlight even more detail and texture, and a gold foil stamp that would make the finest print presses in Altdorf proud.

The spine of the book is rounded with raised hubs, and the paper edges are deckled, giving them a distressed look reminiscent of the sort of dusty tomes one might hide in the attic from prowling witch hunters.

"Frau Vera Warnicke — It is with great pleasure that I write to inform you that I have at last received funding to commission the expeditions of which we lately spoke. Indeed, I expect that our patron should extend his largess to pay for not one, but three trips into the wild places of the Empire and beyond in pursuit of knowledge. I trust that those individuals you spoke of are available, and that they should be just as competent as you promised. I mean no mere foray into the hinterlands, to be back in time for supper in the University. These shall be true explorations of the deepest depths there are, for only the most impressive specimens could hope to excite those jaded academics of the Imperial Zoo."

The Imperial Zoo is a bestiary and travelogue of three daring expeditions into the Old World, ranging from the heights of Karak Kadrin to the city of Miragliano in the southern land of Tilea. It includes profiles for over 60 unique creatures, beasts and monsters of the Old World perfect to challenge even the most competent of adventurers.

Also included are six new pregenerated Characters, each with their own skills, talents, and shady past, perfect to pick up and dive into a campaign focused on the truly mammoth threats that stalk the Old World.

The Imperial Zoo includes:
* A thrilling narrative following the exploits of a group of adventurers as they make their way across the Old World in search of knowledge, and less savoury glories.
* Dozens of creatures, including unique named beasts that threaten any who cross their paths, from the unusual but lethal Preyton to the devastating dragon Caledir, the Scythe of Fire.
* New creature traits to ensure every group finds a challenge in these pages.
* Rules for preserving and selling alchemical ingredients harvested from creatures, especially those touched by the winds of magic.
* A quick reference chart of creature traits, to keep gameplay flowing during combat.
* Six pregenerated characters, giving you everything you need to kick off your adventures right away.

The Imperial Zoo is a novel mix of bestiary and narrative, packed with ideas and in character commentary that illustrates how horrors such as Araknaroks, Chimeras, and Cockatrice are viewed by the denizens of the Old World. It is ideal to drop in to any ongoing campaign that could use some fresh encounters, or as a starting point for a group interested in tackling the horrendous beasts of the Old World for profit.

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96.00 €
WHFRP 4: Lustria (HC)
WHFRP 4: Lustria (HC)

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Far from the shores of the Old World, across the Great Ocean, is the mysterious continent of Lustria. Tales tell of troves of golden treasure and repositories of arcane lore ready for the taking by those bold enough to risk it. Each week it seems that another ship full of hopeful adventurers departs to this new world on a voyage of exploration.

But those who make landfall on the shores of Lustria find themselves in an environment that is wholly inimical to warm-blooded life. The jungles seethe with venomous snakes, carnivorous lizards, poisonous flora, and deadly disease. The few precarious settlements that cling to the coast arouse the ire of Lustria’s oldest inhabitants, the Lizardmen, who sally forth from their temple-cities to destroy all who encroach on their territory.

This book contains all players and GMs of Warhammer Fantasy Roleplay need to set their adventures in the mysterious continent of Lustria.

The book contains articles on:
* The history of Lustria, from the coming of the enigmatic Old Ones and the height of Lizardman civilization, to the present day, when the plans of the Old Ones are disputed by those who seek to carry them out, and younger warm-blooded species seek to rob Lustria of its wealth.
* The great temple-city of Tlaxtlan, home to a multitude of Lizardmen and centre of devotions to the impassive and unshakeable Old One Tlazcotl.
* The ruined temple-city of Quetza, an old lair of the Skaven of Clan Pestilens that houses many terrible secrets and brooding plagues.
* Skeggi, a Norse foothold of raiders and traders to the north of Lustria where adventurers may get rich quick, but more likely die trying.
* The Citadel of Dawn, a High Elf fortress and port on the southern cape, threatened by the ambitions of the notorious Dark Elf corsair Lokhir Fellheart.
* The Vampire Coast, a marshy morass of mangrove swamp within which Arch-Commodore Luthor Harkon holds his court of the undead and plots to expand his realm.
* Great new rules for explorer careers, founding and managing a settlement, Lizardmen of several different species, events and endeavours, parasitic diseases, monstrous creatures of the Lustrian jungle, and fully playable Skink Characters.

      ei vielä ilmestynyt odotettavissa toukokuu 2024
60.00 €
WHFRP 4: Lustria Collector's Edition (HC)
WHFRP 4: Lustria Collector's Edition (HC)

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The Lustria Collector’s Edition comes wrapped in faux leather cover textured like the scales of a huge reptilian beast and coloured in the cool teal associated strongly with the Lizardmen. Embossed details picked out in gold foil and dramatic dark green details illustrate a decoration associated with the Solar Engines of the Old One Chotek. The spine of the book is rounded with raised hubs, and the paper edges are edged in gold, giving the impression of a prized tome that may contain the notes of an adventurer to the hostilecontinent of Lustria.

Far from the shores of the Old World, across the Great Ocean, is the mysterious continent of Lustria. Tales tell of troves of golden treasure and repositories of arcane lore ready for the taking by those bold enough to risk it. Each week it seems that another ship full of hopeful adventurers departs to this new world on a voyage of exploration.

But those who make landfall on the shores of Lustria find themselves in an environment that is wholly inimical to warm-blooded life. The jungles seethe with venomous snakes, carnivorous lizards, poisonous flora, and deadly disease. The few precarious settlements that cling to the coast arouse the ire of Lustria’s oldest inhabitants, the Lizardmen, who sally forth from their temple-cities to destroy all who encroach on their territory.

This book contains all players and GMs of Warhammer Fantasy Roleplay need to set their adventures in the mysterious continent of Lustria.

The book contains articles on:
* The history of Lustria, from the coming of the enigmatic Old Ones and the height of Lizardman civilization, to the present day, when the plans of the Old Ones are disputed by those who seek to carry them out, and younger warm-blooded species seek to rob Lustria of its wealth.
* The great temple-city of Tlaxtlan, home to a multitude of Lizardmen and centre of devotions to the impassive and unshakeable Old One Tlazcotl.
* The ruined temple-city of Quetza, an old lair of the Skaven of Clan Pestilens that houses many terrible secrets and brooding plagues.
* Skeggi, a Norse foothold of raiders and traders to the north of Lustria where adventurers may get rich quick, but more likely die trying.
* The Citadel of Dawn, a High Elf fortress and port on the southern cape, threatened by the ambitions of the notorious Dark Elf corsair Lokhir Fellheart.
* The Vampire Coast, a marshy morass of mangrove swamp within which Arch-Commodore Luthor Harkon holds his court of the undead and plots to expand his realm.
* Great new rules for explorer careers, founding and managing a settlement, Lizardmen of several different species, events and endeavours, parasitic diseases, monstrous creatures of the Lustrian jungle, and fully playable Skink Characters.

      ei vielä ilmestynyt odotettavissa 2024
120.00 €
WHFRP 4: Middenheim -City of the White Wolf (HC)
WHFRP 4: Middenheim -City of the White Wolf (HC)

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Famed for its impregnability, set atop the mighty Fauschlag, struck flat by Ulric’s fist, Middenheim commands authority over all who stand beneath its towering presence. Hewn from living rock by peerless Dwarf skill, it is a striking fortress city where Ulric, the God of War, Winter and Wolves, reigns supreme. The sacred Eternal Flame burns pure and bright, in the heart of a city famed throughout the Old World, riven by dark cults, clambering merchants, and seditious schemers. Middenheim has little room for heroes, and less time for wasters, but for canny opportunists with the will and grit to carve a small piece of something better? Well, they might stand a chance.

Middenheim: City of the White Wolf takes players out of the familiar Grand Province of the Reikland, and drops them in the centre of Ulrican influence and power in the Old World. Middenheim sits at the heart of the Empire’s Northern expanse, and is the perfect setting for endless grim and perilous adventure!

Each district of the expansive city is carefully detailed, with locations, plot hooks and NPCs too numerous to list. A beautifully illustrated map, provided with both GM and Player versions, shows off the city in exquisite detail. Need an Inn in the Altmarket? A Pawnbroker in The Kleinmoot? Details on the Kisvilite Embassy? Middenheim has everything you require.

Middenheim: City of the White Wolf distils the best of previous writing on the chosen city of Ulric, and combines it with new creatures, new NPCs, new locations, and rules to create the ultimate sourcebook for groups wishing to adventure in Middenheim and its surrounds. Full rules for creating Middenheimer, Middenlander and Nordlander Characters are included, along with a new career for true devotees of Ulric.

A stand-alone book, Middenheim: City of the White Wolf also makes an excellent supplement for those intending to run Power Behind the Throne, part three of The Enemy Within campaign. While the companion content is very focused on the events of Power Behind the Throne, this book provides more details on the city for GMs who are happy to let their groups explore more widely. It details Middenheim around 2512 IC, prior to the events of The Enemy Within, but includes an appendix with updates on how future events are set to alter the city.

Middenheim: City of the White Wolf includes:
* A History of Middenheim: A timeline of events leading up to the present day, detailing the cities past as a stronghold of the Ulrican faith and one time home to the usurper Wolf Emperors
* A Visitors Guide: Eighty pages of detailed locations, NPCs and plot hooks set throughout the city’s many districts
* Dark Cults of Middenheim: A run down on the cults and conspiracies that make Middenheim their home, any one of which could threaten the very fabric of political, cultural, or religious life in the city
* The Duchy of Middenheim: Middenheim is more than just a city — it also commands the territories that surround it, as far away as coastal Nordland. The Duchy of Middenheim provides details on regions directly within ambit of the city, as well as the often fractious nobility that control them
* Bestiary, Characters and more: Additional beasts, new Character options for creating local adventurers, and the Wolf Kin career for those willing to embody the spirit of Ulric in all things.

Middenheim: City of the White Wolf is an excellent and entertaining addition to any gaming table. Packed with lore, NPCs, and exciting adventure hooks, it will kickstart your next adventure in Warhammer Fantasy Roleplay.

160 pages

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48.00 €
WHFRP 4: Power Behind the Throne Companion (HC)
WHFRP 4: Power Behind the Throne Companion (HC)

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The Power Behind the Throne Companion is the third of our five-part series of companion volumes to the Enemy Within campaign. It is packed with supplementary material to not only expand Power Behind the Throne but also support any WFRP games set in the Empire.

Power Behind the Throne Companion Includes:
* Guest Commentaries: A eulogy to the incomparable Carl Sargent, the original author of Power Behind the Throne, and a commentary from Derrick Norton, the original developer of the 1st edition.
* Deleted Scenes: The Graf’s Garden Party, The Wine of Madness, Watch the Birdie, and Down Among Deadmen, each offering updated and expanded scenes.
* The Ritual: An adventure that foreshadows the worst of what’s to come in the Enemy Within part 4, The Horned Rat!
* Flying Death Skulls: A new updated adventure based upon Carl Sargant’s WFRP 1st edition adventure The Grapes of Wrath.
* The Cult of Ulric: A close examination of the most influential cult in the north of the Empire.
* Familiar Faces: A guide to bringing NPCs from earlier in the campaign back into your adventures.
* The Jade Sceptre: A GM’s Guide: complete breakdown of the Jade Sceptre, one of the largest Slaanesh cults of the Empire,
* An entirely new selection of major NPCs to add to the Power Behind the Throne, or any adventure in Middenheim.
* Golthog the Ogre: An expanded and updated version
* The Changeling: How to use the sinister Tzeentch Daemon, the Changeling, in your games – it can completely change the Enemy Within campaign!

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42.00 €
WHFRP 4: Rough Nights and Hard Days (HC)
WHFRP 4: Rough Nights and Hard Days (HC)

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A collection of new and classic adventures that take seemingly innocuous locations and situations and involves the Characters just as events spiral out of control.

Five Grim and Perilous Scenarios by Graeme Davies

Rough Nights & Hard Days offers five interlinked scenarios for Warhammer Fantasy Roleplay written by series veteran, Graeme Davis. These can be played as stand-alone adventures, or combined into an epic five-part campaign, where the Characters become embroiled in a bitter dispute between two of the Empire’s quarreling noble houses. Rough Nights & Hard Days also introduces an entirely new playable species, and presents a variety of pub games to amuse and confuse your customers.

Rough Nights & Hard Days includes:
* A Rough Night at the Three Feathers: a quiet evening at the riverside inn becomes very eventful indeed.
* A Day at the Trails: a much-awaited trial-by-combat becomes memorable for all the wrong reasons.
* A Night at The Opera: an evening of cultured opera descends into farce and horror.
* Nastassia’s Wedding: a celebrated society wedding does not go according to plan.
* Lord of Ubersreik: competing factions gather for a ball that quickly becomes a battlefield.
* Pub Games: one learns of the many pleasant pastimes of which one can partake in the local tavern.
* Gnomes: a mysterious, new playable-species is added to Warhammer Fantasy Roleplay.

Rough Nights & Hard Days is the perfect addition to any game of Warhammer Fantasy Roleplay as it can be used to start a new campaign, to support the design of exciting locations, or to enhance an ongoing story with exciting new adventures and rules.

96 pages

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42.00 €
WHFRP 4: Salzenmund -City of Salt and Silver (HC)
WHFRP 4: Salzenmund -City of Salt and Silver (HC)

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Whilst the chaos of the Turmoil subsides, an invigorated Empire seeks to leave civil strife behind and look towards the future. All eyes turn to Salzenmund in hope that it may provide opportunity and secure the Empire’s coastline. It is a city of significant riches, for the nearby Silver Hills are abundant in precious metal and trade flows in from the Sea of Claws to the north. Cosmopolitan and vibrant, the cults of Sigmar, Manann and Ulric flourish here in relative harmony.

Salzenmund promises opportunity and excitement to adventurous souls. Explorers depart from the city to trade with fur-clad Norscans or brave the wide sea to Lustria. But the ruling Gausser family, newly installed and ambitious, threaten the stability of the Empire. The head of the family talks of a reconquest of the Wasteland and defiance of their old masters in Middenheim. In the taverns by the docks, vicious and crooked folk conspire in smuggling and piracy. Worse still, the honeyed whispers of forbidden cults entice the truly desperate into the worship of Chaos.

Salzenmund contains:
* A guide to the history of this important port in the Empire’s north.
* The makeup of Salzenmund’s government and their intrigues.
* A detailed look at the most important locations and landmarks in the city.
* Mysteries of Salzenmund, including a council of ghostly past rulers and an entity thought to be made of pure Chamon.
* Details of how to manage smuggling operations and mining concerns in Warhammer Fantasy Roleplay.
* Articles on the mysterious Spites that haunt the forests of Nordland, and the Goblins who infest abandoned mines and tunnels.
* Player options for Characters from the city and surrounding region.

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48.00 €
WHFRP 4: Sea of Claws (HC)
WHFRP 4: Sea of Claws (HC)

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To the north lies the bitterly cold and tempestuous Sea of Claws. The sea separates the Empire from the lands of Norsca, where Marauder tribes beseech the forces of Chaos for glory and power and vast monsters make their lairs in the fjords. The coastal provinces of the Empire, desperate to escape the stranglehold of Marienburg, scramble to construct mighty navies and sea defences. Sailors, explorers, pirates, and wreckers all rub their hands in thought of the wealth to be won — but whilst a life on the ocean waves can reap great rewards, the risks are greater still.

Sea of Claws is a guide to adventuring on the seas of the Old World.

This 160 page book contains:
* A trip around the coast of the Sea of Claws, from the Marches of Couronne, to the blighted shores of the Troll Country, to the frozen territory of the Bjornlings.
* A guide to manning an ocean-going vessel, ship-to-ship combat, and new approaches to trade.
* A bestiary of sea creatures from the diminutive Gymmcrab to the colossal Black Leviathan.
* The Seafarer Class – eight careers for those who live on the ocean or by the coast.
* Rules for exciting events, worthwhile endeavours, and deadly encounters during long sea voyages.
* Information on the Cult of Manann, and the worship of Stromfels.
* Famed seafarers such as Arch-Sealord Vrisk Ironscratch, Wulfrik the Wanderer, Jago Roth, and Long Drong, providing profiles for these great captains, and guidance on how they might influence adventures.

Sea of Claws is the perfect starting point for a new campaign set on the high seas, or the ideal book for those interested in taking an ongoing campaign out of the Empire and to distant lands across the seas.

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48.00 €
WHFRP 4: Ubersreik Adventures I (HC)
WHFRP 4: Ubersreik Adventures I (HC)

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Welcome to the Duchy of Ubersreik, where the crisp march of State Soldier’s boots ring from the cobbled streets, while behind closed doors old loyalties are tested. Opportunities abound, behind each door.

Six Grim and Perilous Scenarios in the Duchy of Ubersreik
Ubersreik Adventures offers six scenarios for Warhammer Fantasy Roleplay set in the Duchy of Ubersreik, the setting established in the Warhammer Fantasy Starter Set. These can be used as single stand alone adventures, slotted into an existing campaign, or combined to form a campaign exploring the Duchy of Ubersreik.

These scenarios were originally individual digital only releases, but in response to customer demand we have combined the full line into a capstone, printed release. This includes the existing five scenarios, plus The Guilty Party, a tale of sabotage, intrigue and betrayal that can be used to transition an existing party out of Ubersreik and into The Enemy Within.

As an added bonus, selected tips, tricks, and outright threats are included to help link the adventures together. Options for more experienced Characters are also included, making these Grim and Perilous adventures all the more deadly.

Ubersreik Adventures Anthology includes:
* If Looks Could Kill: legends claim the Beast of Orschlamm stalks the marshes near Ubersreik, but few believe the tales...
* The Mad Men of Gotheim: the village of Gotheim lies in ruins, and the villagers struck with lunacy. Heart of Glass: a power noblewoman sets the PCs on the trail of a mysterious murder, an insidious cult and a relentless Witch Hunter.
* Slaughter in Spittlefeld: a vile sickness spreads through the rookeries of Ubersreik.
* Bait and Witch: Cordelia Wessenlingh needs a distraction. Luckily a few volunteers just wandered into her apothecary.
* The Guilty Party: someone is sabotaging coaches, and a local investigator thinks he knows who.

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48.00 €
WHFRP 4: Up in Arms (HC)
WHFRP 4: Up in Arms (HC)

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The Old World is a dangerous place. With the Empire fractured within and threatened by enemies without, it is only wise to learn the skills of a soldier, or to employ those who already have. Some may say that to live by the sword is to die by the sword, and there is truth to this. But in the wilds of the Empire, to refuse to live by the sword is to die by the sword even sooner.

Up in Arms provides options and guidance for Warhammer Fantasy Roleplay Characters who follow warrior careers. It focuses on abilities that players and GMs can make use of to add variety and expertise to the fighting folk of the Old World.

This 144 page book contains:
* A discussion of the Cult of Myrmidia, giving the most comprehensive guide yet published to the beliefs and practices of those who worship the Goddess of Strategy.
* Soldiers of all Stripes, detailing the experience of the rank-and-file members of the Empire’s glorious state troops, and providing new careers such as the handgunner, halberdier, and greatsword.
* A history of the role of mercenaries in the wars of the Old World, including background and rules to support playing Tilean Characters and other dogs of war.
* A guide to the renowned knightly orders of the Empire, with options for joining secular orders, templar chapters, or going it alone as a freelance knight.
* An expanded list of weapons and armour, from basic arms such as swords and axes, to exotic specialised equipment such as weighted nets and pavises.
* Rules for taking cover within vehicles and buildings — and counterpart rules for blowing vehicles and buildings up with devastating artillery.
* Detail on the employment of hireling NPCs, including a system for generating individual quirks and work ethics.
* Optional and additional rules covering new Endeavours, alternative approaches to Critical Injury, mounted combat, uses of Advantage, Pursuits, and Talents.

      loppu varastosta
48.00 €
WHFRP 4: Winds of Magic (HC)
WHFRP 4: Winds of Magic (HC)

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From the shattered warpgates at the poles of the world raw energies of Chaos flow into the world, powering works of sorcery and sustaining Daemonic entities. This is magic in a pure but unstable form. Thanks to the wise counsel of Teclis, greatest of the High Elf Mages, Human wizards have learned to draw upon a single facet to work with a form of sorcery which is relatively safe, but still capable of feats of vast power. These isolated strands of raw magical energy are known as the Winds of Magic.

Winds of Magic is a comprehensive guide to the practices and traditions taught by the eight Colleges of Magic. As well as providing background to the development of magic in the Empire it includes details of a multitude of magic practices, creatures, and places.

* Each of the eight lores of magic taught by the colleges is provided with a revised and expanded roster of spells and a separate career for each sort of wizard.
* Rules are provided for rituals, complicated spells that can be used to empower magical sites, create magical creatures, or summon powerful but wild entities.
* Details on the summoning of Incarnate Elementals, the creation of Magical Constructs and how to develop a familiar as either an NPC or a Player Character.
* Details on the properties of magical sites, such as the lines of waystones that drain magic towards the Great Vortex in Ulthuan, and several sites associated with a particular wind.
* Characters can tell the future, read the past, or brew magical potions thanks to rules for the practices of Augury, Psychometry and Alchemy (both magical and mundane).
* A set of new careers allowing Characters to specialize as a Scryer, Mundane Alchemist, Beadle, or Magister Vigilant.
* Eight of the Empire’s pre-eminent wizards, from Balthazar Gelt to Elspeth von Draken, are detailed as potential patrons for Characters.
* Several nemeses are described, such as the Blue Scribes who seek catalogue every spell in existence for the glory of Tzeentch; Egrimm van Horstmann, the greatest Chaos Sorcerer alive; and Mòna Mimn, who wishes to turn all the Old World into a vast fenland.

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48.00 €
WHFRP 4: Winds of Magic Collector's Edition (HC)
WHFRP 4: Winds of Magic Collector's Edition (HC)

The Winds of Magic Collector’s Edition is a veritable Grimoire, with a faux leather cover embossed with the details of Paranoth’s Wheel and the symbols of the Colleges of Magic, Spot UV to highlight even more detail and texture, and a gold foil stamp that would make the finest print presses in Altdorf proud.

The spine of the book is rounded with raised hubs, and the book is reminiscent of the sort of dusty tomes one might hide in the attic from prowling witch hunters From the shattered warpgates at the poles of the world raw energies of Chaos flow into the world, powering works of sorcery and sustaining Daemonic entities. This is magic in a pure but unstable form. Thanks to the wise counsel of Teclis, greatest of the High Elf Mages, Human wizards have learned to draw upon a single facet to work with a form of sorcery which is relatively safe, but still capable of feats of vast power. These isolated strands of raw magical energy are known as the Winds of Magic.

Winds of Magic is a comprehensive guide to the practices and traditions taught by the eight Colleges of Magic. As well as providing background to the development of magic in the Empire it includes details of a multitude of magic practices, creatures, and places.

* Each of the eight lores of magic taught by the colleges is provided with a revised and expanded roster of spells and a separate career for each sort of wizard.
* Rules are provided for rituals, complicated spells that can be used to empower magical sites, create magical creatures, or summon powerful but wild entities.
* Details on the summoning of Incarnate Elementals, the creation of Magical Constructs and how to develop a familiar as either an NPC or a Player Character.
* Details on the properties of magical sites, such as the lines of waystones that drain magic towards the Great Vortex in Ulthuan, and several sites associated with a particular wind.
* Characters can tell the future, read the past, or brew magical potions thanks to rules for the practices of Augury, Psychometry and Alchemy (both magical and mundane).
* A set of new careers allowing Characters to specialize as a Scryer, Mundane Alchemist, Beadle, or Magister Vigilant.
* Eight of the Empire’s pre-eminent wizards, from Balthazar Gelt to Elspeth von Draken, are detailed as potential patrons for Characters.
* Several nemeses are described, such as the Blue Scribes who seek catalogue every spell in existence for the glory of Tzeentch; Egrimm van Horstmann, the greatest Chaos Sorcerer alive; and Mòna Mimn, who wishes to turn all the Old World into a vast fenland.

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120.00 €
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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