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Runequest II Clockwork & Chivalry -Kingdom and Commonwealth 2
Runequest II Clockwork & Chivalry -Kingdom and Commonwealth 2

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The third and fourth adventures of the epic Kingdom & Commonwealth Campaign, fully revised and updated for the Renaissance rules for Clockwork & Chivalry 2nd Edition.

Volume III: No Man’s Land
In most of England, an uneasy peace holds – but in the Debatable Lands on the outskirts of Birmingham, the conflict continues. Cavaliers and Roundheads are bogged down in muddy trenches fighting over every inch of blasted ground. Clockwork death machines grind across the landscape; magickally created disease miasmas drift on the breeze and settle in the craters left by the incessant cannon barrages. And in the despoiled wastelands round about, rival gangs on iron horses fight over scarce resources, obscure points of theology and access to the winding stations that they need to keep their vehicles running.

Somewhere in this bloody chaos, the renegade clockwork alchemist, Lady Arabella Blackwood is up to no good. Can the adventurers find her before she achieves her nefarious aims?

Volume IV: Quintessence
...to boldy venture where no gentleman has previously ventured.

It’s the talk of the town in the London cofee houses – how everyone’s buying shares in the Company of Gentleman Adventurers Trading into the Moon! In the London docks a ship is being built, designed by clockwork genius John Wilkins, a ship that can fly. It will be the first vessel ever to leave the shores of Earth and venture to another world – whatever it brings back, the profits will be enormous. Only the Adventurers, their mission aboard the moon-ship a secret at the highest levels, know that they will not be the first to visit the Moon – their nemesis is ahead of them, and up to no good as usual. As the party face ship-board skullduggery, meet wonders between the worlds and face first contact with an ancient civilisation, the race is on to find the secret of the fifth element – Quintessence!

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36.00 €
Runequest II Clockwork & Chivalry -Quintessence
Runequest II Clockwork & Chivalry -Quintessence

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...to boldly venture where no gentleman has previously ventured

It’s the talk of the town in the London coffee houses – how everyone’s buying shares in the Company of Gentleman Adventurers Trading into the Moon! In the London docks a ship is being built, designed by Clockwork genius John Wilkins, a ship that can fly. It will be the first vessel ever to leave the shores of Earth and venture to another world – whatever it brings back, the profits are sure to be enormous.

When the Enterprise flaps its mighty wings and ascends into the empyrean, it seems like a perfect example of the superiority of Parliamentarian Clockwork over their Royalist rivals’ Alchemy. Only the Adventurers, their mission aboard the moon-ship a secret at the highest levels, know that they will not be the first to visit the Moon – their nemesis is ahead of them, and up to no good as usual.

As the party face ship-board skullduggery, meet wonders between the worlds and face first contact with an ancient civilisation, the race is on to find the secret of the fifth element – Quintessence.

Quintessence can be played as a stand-alone adventure, but is also the fourth episode in the epic Kingdom & Commonwealth Campaign. Requires the RuneQuest II Core Rulebook from Mongoose Publishing and the Clockwork & Chivalry Core Worldbook from Cubicle 7.

Size: 128 page softcover
Interior Art: black and white
Authors: Peter Cakebread & Ken Walton

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30.00 €
Savage Worlds: Necropolis 2350 Adventure Compendium 1
Savage Worlds: Necropolis 2350 Adventure Compendium 1

Necropolis 2350 Adventure Compendium 1 contains a fantastic set of adventures for the sci-fi horror RPG Necropolis 2350 and is based in a fictional 24th century. In these dark days, mankind, divided into two main camps, stands on the brink of extinction. The Third Reformation Church are locked in desperate battle against "undead" invaders known as the Rephaim. While the heroes of humanity use advanced weapons and can call upon the power of faith, the twisted Rephaim are masters of necromancy and wield vile technology created from living tissue.

The Long Sleep
Deep in the Desert Something is stirring! An overdue routine communication from an archaeological team operating deep in the Ruber Desert requires investigation, and the Knights are given the task. What might have been a technical fault caused by recent solar storm activity turns out to be something far worse.

Snatch and Grab
In this adventure the Knights are ordered to secure unusual Rephaim specimens for scientific study. Alone in a hostile city, the Knights need to act quickly and quietly.

A Cardinal Error
Cardinal Vespasian, head of the Office of Agriculture, has been kidnapped by separatists seeking to join the Union of Corporations. To ensure a safe rescue, and make other kidnappers think twice about daring to use force against the Church and its officials, the Pope has personally ordered the Sacri Ordines to conduct a televised rescue mission. The orders for this quick adventure are brutally simple—rescue the prisoners, kill the kidnappers.

Three Short Adventures
When someone higher up the chain of command makes a mistake, it’s left to the Knights to appear live on the Church’s home-shopping channel to sell merchandize! Aiding another Preceptory, the Knights are assigned to walk the beat and police the streets. Have they got what it takes to deal with the public without resorting to violence? In the third adventure, a rescue mission leads to a terrifying discovery.

The Last Word
The Ordo is launching a recruitment drive at the Shrine of St. Malachy, a famous visionary from Earth’s history, and the Knights are ordered to win over hearts and minds. In addition to the recruitment operation, the Knights must also liaise regarding security of the shrine with its permanent guardians, the militant nuns of the Sisters of Bradamante. What should be a quiet mission quickly breaks down into violence and mayhem. The theft of a precious relic by a force more powerful than anything the Knights have faced before leads them on a desperate mission.

The Broken Seal
Dark times call for dark measures! When the Preceptor Master summons you to his office in the middle of the night and swears you to secrecy before giving the mission briefing, you know this isn’t going to be a routine operation. A secret order of monks, long forgotten by the leaders of the Third Reformation Church, keeps eternal watch over a powerful force, a creature of absolute evil. After centuries of dormancy the evil has awakened, for a prophesized time has finally come.

Addional Material
* WM Appendix: Contains a quick system for creating non-combat missions, and additional Mission Tables to give the WM more choice in the sorts of combat adventures he runs.

* Bestiary Update: Every stat you need to run the adventures is included to reduce book-flipping during play! Includes two new forms of Rephaim and two variants on the zombie stat block—sniper and grenadier.

Size: 160 page softcover
Interior Art: B&W
Author: Paul 'Wiggy' Wade-Williams

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24.00 €
Savage Worlds: Necropolis 2351-55 Update
Savage Worlds: Necropolis 2351-55 Update

Hell Just Got Worse!

The 2351-55 Update is an expansion for the Necropolis 2350 setting and expands the Necropolis timeline beyond the core book.

Designed for both players and War Masters, each chapter covers one core aspect of the epic struggle. Much of the new material is designed to be drip-fed into your ongoing campaign, allowing players to witness the ongoing struggle to gain battlefield superiority.

The 2351-55 Update contains:
* Three new Sacri Ordines and a new form of specialist Knight.
* New Edges and Hindrances, including Ordo-specific Edges.
* New litanies.
* New Church armor, mundane gear, and weapons, including ten new types of grenade and six new forms of artillery warhead.
* Eleven new Church vehicles.
* Setting rules for impaling foes, preset artillery coordinates, a new artillery piece, the devastating Unchained Angel call sign, and more.
* Sections on the Ordines’ battle flags, an overview of the various types of Lances, a sample Preceptory, and an expanded glossary.
* Expanded Church background information.
* A Corporate update with alternate artillery and air support tables, a new Arcane Background, and new vehicles.
* A Rephaim update detailing necromantic cysts, fanes, new necromantic armor, weapons, and gizmos, new spells, and a new special ability for necromancers.
* Thirteen additional heresies and secret projects.
* An overview of the major conflicts between 2351 and 2355.
* Nine Savage Tales.
* An expanded bestiary covering Church, Union, and Rephaim forces.
* Gamma Front—a complete campaign setting.

Size: 112 pages, Softcover
Interior Art: B&W
Author: Paul 'Wiggy' Wade Williams & Jeffery Womack

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25.00 €
Savage Worlds: Savage Suzerain (HC)
Savage Worlds: Savage Suzerain (HC)

Suzerain is an Origins Award Nominee from the Talisman Studios design house (who brought you Shaintar and Gamescapes, and are Origins Award winners for Deadlands Reloaded). This edition of Suzerain is written for the Savage Worlds rule system (SW:EX rulebook required), expanding the core rules in a number of key ways – a new approach to races is just the beginning.

Suzerain takes characters from one world to another or even to another time. History and fantasy, past present and future – they are all your playground now. Gaming groups just became...

...a pantheon in the making.

Inside the covers you’ll find:
· All the universe background you’ll need to run games in any time, any place.
· Over 50 new edges, hindrances and powers.
· Stats for over 100 new NPCs and monsters to use as allies and adversaries.
· A vastly expanded system for characters once they hit Heroic rank, with plenty of emphasis on the Legendary experience, and introducing a whole new rank – Demigod.
· 30 scenarios including a full plot-point campaign spanning the three main eras of a character’s development – Novice, Heroic and Demigod.

Where most Savage Worlds settings finish their campaigns, Suzerain is just getting started. With Suzerain a Novice character can expect to battle his way up to being a true Hero of the universe, to meet deities, and finally to become a god himself!

Size: Hardback book, 8.5" x 11", 144pp
Interior Art: Full colour
Author: Zach Welhouse, Aaron Rosenberg, Clyde Clarke, Richard Mendenhall.

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42.00 €
Savage Worlds: Suzerain -Shanghai Vampocalypse (HC)
Savage Worlds: Suzerain -Shanghai Vampocalypse (HC)

Welcome to 2048 and one of the greatest cyberpunk cities in the near-future – Shanghai. The government has infected a hundred villages with a vampire virus to create the perfect super-soldiers, but the peasants revolted and a virus that was supposed to be sterile is spreading with every neck they bite.

Unless the characters can keep the mysterious scientist Doctor Wu alive for twelve hours, Shanghai will be just the first snack on the way to vampire domination of all mankind. Shanghai Vampocalypse is the first setting book for characters who reach the new Demigod rank Suzerain introduced to Savage Worlds.

Because one vampire is a challenge, but eight million are an apocalypse… and a suitable challenge for demigods!

Inside the covers you’ll find:
* All the knowledge you’ll need to run games in Shanghai 2048.
* Many new character options including new Edges, Hindrances and Powers.
* Rules for turbo-charging characters to play the campaign instantly, including hooks into the ancient local gods like Dragon of the Bund and Crane on Mountaintop.
* Ancient mystical magic meets cybertech – all manner of supernatural martial arts and high tech equipment explained in detail.
* 30 scenarios including a full plot-point campaign taking characters through Demigod rank all the way up to godhood!

Size: Hardback book, 8.5" x 11", 144pp
Interior Art: Full colour
Author: Jennifer Brozek, Alan Bundock.

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42.00 €
Savage Worlds: Wonderland No More
Savage Worlds: Wonderland No More

Wonderland No More?

In 1865, Lewis Carroll introduced the world to the delightful nonsense of Alice’s Adventures in Wonderland, and followed up with Through the Looking-Glass, and What Alice Found There in 1871 These tales present us with a world of whimsy and absurdity, and maybe just the tiniest hint of danger and adventure.

But what if there really was an Alice who visited Wonderland and what if it didn’t vanish as soon as she left? What if Wonderland’s childlike charm tarnished just a bit with the years, and it warped under the weight of its own nonsense? Maybe it’s all just a dream—or a nightmare—but it’s all very real for anyone trapped within.

Wonderland No More provides a setting for adventures within a realm of fantasy and the unexpected, a madcap ride that bounces between humor and horror Here, when the Queen of Hearts cries, “Off with their heads!” it usually happens!

Take on the roles of wooden Chessmen, two-dimensional Cards, talking Animals, mobile Plants, Tweedle, or even the occasional Human Knights quest for blessed artifacts of Alice, Little Girls master the deadly Queen’s Croquet, Haberdashers have a few tricks under their caps, and Gourmancers create magical foods and drinks (helpfully labeled “Eat Me” or “Drink Me” for those who can’t figure it out on their own)

Lighthearted or sinister, it’s all what you make of it in Wonderland—because we’re all mad here.

Wonderland No More is a complete setting book by Triple Ace Games for the Savage Worlds RPG.

Size: 192 page softcover
Interior Art: Black and White
Authors: Kevin L. Anderson, Lansing D. Tryon & Jordan Peacock

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36.00 €
Savage Worlds: Zeeks -Psionics in 2088
Savage Worlds: Zeeks -Psionics in 2088

Source book for Interface Zero

Wanna Play Some Mind Games?
When Hernando Vasquez walked into the North American Coalition embassy in Madrid and torched everything just by glaring at it, everybody knew: zeeks are among us. Some people hate 'em; some people love 'em. And make no mistake about it, tomo, that means most people either want to shoot them or use them to their own ends. But then I suppose that just makes life more interesting, ne?

Have You Got What It Takes?
Zeeks: Psionics In 2088 gives you an opportunity to explore the subculture of zeeks, either as a GM wanting to incorporate them into your game or a player wishing to play a psychic character. Whether you want to have a full-blown campaign focusing on the tumultuous world of psions, or just know what might be lurking back there in the shadows, we've got your back —everything from the Psi-Hunters who stalk zeeks to the fringe cults that worship them.

In this book you'll find:
* Loads of information about psions and how they fit into the world of Interface Zero.
* Rules for creating psionic characters for Interface Zero, including new Edges, Hindrances and Powers.
* A new system for Savage Psionics, without the Power Points – and still Fast, Furious and Fun!
* More occupations for your characters, as well as new goodies from Malmart. Two complete Savage Tales and a half-dozen plot hooks to help bring zeeks into your game.
* Stats for new NPC friends and enemies, as well as stats for a few… other things.

This is an expansion for Savage Worlds Interface Zero, and not a stand-alone setting.

Size: Soft cover book, 8.5" x 11", 144pp
Interior Art: Black and White/Greyscale
Authors: Curtis and Sarah Lyon

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18.00 €
Summerland RPG Revised and Expanded Edition
Summerland RPG Revised and Expanded Edition

A supermarket. Huge tree trunks thrust up from the ground, shattering the floor and tearing down the suspended ceiling and structure beyond, allowing sunlight to penetrate. The aisles are choked with dirt and toppled goods, broken glass bottle half buried in the loamy dirt on the floor, their insides long since picked cleaned of any food. You recognise the frozen section, shattered glass and wrecked freezer doors revealing where the smell of meat once attracted visitors to plunder. There, ahead is the tinned goods aisle, your goal. Rounding the corner you confront a man sitting on the floor, clasping a tin in his hands. His clothes are dirty, ragged and torn. He is so filthy that soil seems to have penetrated his skin - his fingers are cracked and black as he mimics opening the can he holds with a broken stick. He turns to look at you with yellowed, feral eyes as you back away, turn and run back to the others. The noise of scattered tins tells you he's following...

Welcome to Summerland, a role-playing game of desolation and redemption beneath the Sea of Leaves. The time is now. The world has changed. The Event brought the Sea of Leaves into our world, an immense forest that choked cities and drowned civilisation overnight. >From the trees came the Call, a lure to the weak that decimated the population. In the aftermath only pockets of humanity remain, resisting the woods' siren song. In the endless forests lurk the Lost " whose wills were drowned by the Call" and the Wild, who have forgotten they were ever human.

You are one of a select few who can resist the Call. A Drifter, hardened to the lure of the woods by the scars of the past, you cannot let go. Your torment shields you, but drives your isolation. More than anything you crave welcome in a community, but can never be truly accepted without leaving behind your past. To do that, you must confront and defeat the demons that haunt you. What will you risk for redemption? Some paper, pens, friends and a handful of six-sided dice are required to play Summerland, this edition has been expanded with new rules explanations, new art and contains the supplement 'Fallen Leaves'.

Size: 180 pages, softcover, 6"x9"
Interior Art: B&W
Author: Greg Saunders

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36.00 €

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