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kuva tuotteesta on linkki tuotesivulle: Darkest House (HC)
Darkest House (HC)

"That house on the outskirts of town, sitting empty behind a crumbling wall. The one people whisper about. The one that has gone unlived in for years. Sometimes a few hearty souls creep in, it is said, to see what treasures or secrets they can find. Most find nothing—just an empty old house. Some return shaken. A few don’t return at all. You’ve seen this house before. If not in this city, then in some other. You’ve heard the rumors—and if not, well, someday they’ll find you. What happens to a house when it sits alone for so many long years? What jealousies and hatreds does it quietly nurture? What whispers echo through its empty hallways? What waits, crouched within its dark rooms, hungering for the return of life? For you?" The Darkest House is an mega-adventure that takes you into a unique realm of horror. It’s made for the game you’re playing right now, to be integrated into your campaign regardless of the setting or game system. And it's uniquely optimized for a rich, powerful experience that's immersive for the players and easy on the GM—whether you play face-to-face or online. The Darkest House will chill and frighten your players like no other RPG experience. But along the way their characters will have experiences that make them stronger, deeper, richer, and more powerfully bonded as a party. Whether you game face-to-face or online, the unique format of The Darkest House makes the GM's job easy while providing an amazingly immersive experience for the players. Come explore the Darkest House! Taking Root in Any Setting That old house everyone whispers about; that apartment at the end of the hall where no tenant ever stays for long; that strange unit in the station quarters sector, where everything seems a bit off. These are among the many entrances to the Darkest House. Like an invasive vine or a creeping shadow, the House that Hungers insinuates itself into any world. It is a malignant and primal force, unconcerned with the specifics of the worlds it seeps into. The house exists in our world—in your world—in any world. Wherever there is hunger, the Darkest House can gain a foothold. It is perfectly happy to take root in your campaign. The Darkest House includes enough content for many, many sessions of play. It's a mega-adventure of sorts, a challenge and a mystery that enters your campaign perhaps as a single experience, or perhaps as a recurring element. Use it as a spooky interlude, or a major campaign theme, as best fits your game and the experience your players have within its walls. Making Your Game Better The Darkest House is compatible with the game you’re already playing—in fact, it’s specifically made to be integrated into your current campaign. Why? Because the house draws upon characters' memories and personal fears. It challenges their very notions of morality, family, friendship, love, and truth. You can run The Darkest House with new characters, but it really shines when played with characters that already have history, personality, and shared bonds. Those characters will emerge from the house with greater insight into their world, their companions, and most of all themselves. The Darkest House was really built to be added to your existing campaign—and by deepening your PCs, it will make that campaign even better! The House System easily converts characters from the game rules you’re currently using (it takes about five minutes), and then lets you return to your normal character sheets when your PCs emerge from the house. The House System is a sort of RPG Rosetta Stone, allowing easy translation from any game system—and even letting you bring characters from different games together. Your regular, ongoing game will be better after you’ve experienced the Darkest House. PCs emerge more deeply developed. Parties emerge more cohesively, with stronger bonds. The hefty (296-page) hardcover makes GMing a face-to-face game easy. Each room is presented as a two-page spread, eliminating page-flipping. A shortlink and QR code for each room let you quickly download and share player-facing maps, room images, handouts, and even sound files. You can use the book for virtual play—in fact, it's great for that, too—but sharing resources will involve a few more clicks. * The many dozens of rooms of the house itself. * Scores of narrative props, maps, illustrations, and other resources, all designed to be easily downloaded, copied, or otherwise shared with the players, with minimal effort on the GM’s part. * Secrets of the House, a GM’s guide detailing the house’s background, conversion rules, and the House Rules set you’ll use as your PCs explore, and try to escape from, the Darkest House. * Crossing the Threshold, which gives players the character conversion rules and everything they need to explore (and try to escape from) the Darkest House. * Character sheets, GM and player reference sheets, and other components to streamline play. The Darkest House hates you. The Darkest House wants you. Hardcover, 296 pages

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60.00 €
kuva tuotteesta on linkki tuotesivulle: Devil’s Dandy Dogs
Devil’s Dandy Dogs

A roleplaying game about magic, mystery, teamwork, and the desires that drive us All games ask a question. The question this game asks is: How can we create the best story? Best is, of course, subjective, so that leads to further questions, like, “What does it mean to tell the best story? You are one of the Devil’s Dandy Dogs, a creature made of the Devil’s shadow, and as such you are tasked with one thing: collecting souls. You’ll face myriad people, places, creatures, experiences, and conundrums—not to mention temptations. And when you’re done, the Devil will want a rousing story of your exploits. Collaborate with the rest of your pack and the Diviner to create the conflict, characters, and resolutions to your tale. Special dice and a tarot-style deck generate interesting twists and turns. This no-prep, rules-light narrative roleplaying game is filled with mystery, magic, and the unforeseen. And a pack of supernatural dogs trying their best to be oh-so-good. Beautiful stories This is not the Devil you know. They are neither good nor evil. What they are is smart, wily, debonair (when they want to be), wicked, and mostly willing to play by the rules. They are a natty dresser, a cunning conversationalist, a fierce and loyal protector of their dogs—and a lover of great stories. You are their emissary. Their shadow. Their soul collector. Their good dog. But you are also your own dog. You have dreams. A plan, perhaps. At the very least, a shimmering of hope, faint and far away as a morning star. Every story begins at the end—when you have returned from your adventure. You have succeeded—that is never in question—but your story is about how you succeeded. You and your packmates will unfold your tale, intertwining the events of your mission with your personal moments of temptation. Plays quickly with zero prep! While it’s useful for everyone to have a basic understanding of the how the game works, there’s no additional preparation necessary—or even possible—to play The Devil’s Dandy Dogs. Everything that happens in your adventures is decided during the game session, either collectively by the group, by the Diviner (the gamemaster), or by the cards and dice. A typical game session takes three hours or so, all-inclusive. The rules and characters are easy to get started with. Playing takes no more time or preparation than a board game! A beautiful game The Devil’s Dandy Dogs is an astonishingly beautiful production, filled with components that make every aspect of play a delight. The compact box includes: * The Devil’s Dandy Dogs rulebook * The Devil’s Playbook reference book * The Soul’s Arrow cloth playmat * 11 character sheets * 4 custom dice * Over 100 cards, including Temptation, Trick, Pact of the Pack, Devil’s Door, and Fate’s Folly cards, plus the stunning 36-card Diviner’s Deck

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84.00 €
kuva tuotteesta on linkki tuotesivulle: Diamond Throne
Diamond Throne

A flock of gulls settles down on the rocks as the waves crash in around an ancient idol, the only remaining relic from a temple now forgotten by the descendants of those who built it. Down the coast lies a bustling city, heedless of the complex past, each individual living life as easily and as peacefully as possible. Giant ship captains, standing 12 feet high, issue commands to the black-furred, bestial sibeccai sailors aboard fantastic craft like those that once, hundreds of years ago, crossed the Great Eastern Sea. Cautious, brown-maned litorian warriors watch those around them closely, while diminutive faen and even tiny sprytes dart about, on their way to some great adventure. Stoic, vinaceous-skinned verrik and draconic-featured mojh stand among the human dockworkers, conscious of their difference—but silent. In this noble, giant-ruled land, explore the reaches of the Floating Forest. Discover the incomparable beauty of the magical Crystal Fields. Learn the secret of the God-King of the verrick people. But beware the military might of the chorrim and the fiendish powers of the shadow trolls... Diamond Throne Unearthed Unearthed brings you the wonders of the Land of the Diamond Throne and provides the inspiration and guidance to spark your imagination and live fantastic adventures in the world of Serran. In this book you will find: * Details about the world of Serran, its history and geography * Information about the Diamond Throne—its unique locations, cities, and destinations * Pages of GM advice and guidelines for building adventures and campaigns; rules and tools to bring the world of Serran to life * A rich bestiary of new creatures and NPCs * Hundreds of cyphers, artifacts, and relics Diamond Throne Evolved Evolved is the essential reference for every Monte Cook’s Diamond Throne player. It includes everything you need to create characters and venture into the world of Serran. Use this book to create awesome characters from unique ancestries and paths. Chose your type, focus, and descriptors to forge the next hero in the Land of the Diamond Throne. Powered by the award-winning Cypher System, in this book you’ll find: * Complete, streamline rules for a past-paced, story-based tabletop roleplaying game experience * An intuitive, concept-driven character generation system, with score of options for building just the character you imagine. * Rules for magic, and many spells you can chose from, with a lot of options for every spellcaster The Slipcase Set As a set, these two print books come in a beautiful and sturdy slipcase. Unearthed explores the Diamond Throne setting and beyond with detailed information for every GM. Evolved details character creation steps and rules for every player. Together, these two books spell out unlimited possibilities for adventures within the Land of the Diamond Throne!

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90.00 €
kuva tuotteesta on linkki tuotesivulle: Invisible Sun RPG: Black Cube
Invisible Sun RPG: Black Cube

Roleplaying reimagined! Surreal fantasy, secrets, and magic that is truly magical. Invisible Sun is the most ambitious RPG product in decades, perhaps ever, not just in its physical form but also its unique setting and groundbreaking new form of play. Do you think you live in the real world? You don`t. This world you see around you is Shadow - a world illuminated only by the Grey Sun. You think it`s your home, but that`s because you have forgotten your true self. Awaken, and return to the Actuality and Satyrine, the city under the Indigo Sun. You are a vislae, a wielder of fabulous powers and capabilities, a shaper of reality itself. You sought shelter in Shadow to escape the war, but the war is now over and your home has called you back. Wield fabulous powers as you uncover the secrets of reality itself in Invisible Sun, a roleplaying game of surreal fantasy, secrets, and magic that is truly magical! Gameplay and setting are as rich, sophisticated, and beautiful as the physical product. Surreal fantasy setting that’s truly unique. Unlike any previously published RPG. Purchase includes an app that facilitates between-session play. Invisible Sun may look like a collector’s item, but this game does more than any RPG to facilitate actual play in today’s hectic world. A not-to-be-missed piece of gaming history from Monte Cook, the RPG world’s most celebrated designer! The Black Cube contains: * four hardcover tomes totaling over 500-pages of game and setting content * The Sooth Deck, a beautiful, tarot-themed deck that`s instrumental to game play * The Path of Suns game board, used with the Sooth Deck * The Testament of Suns, a resin-cast figure that displays the currently ascendant Sooth Card * plus a wide variety of tokens for tracking game info * a set of custom Invisible Sun dice * two cloth maps * a GM`s notebook * character tomes for all four orders, plus apostates * a character grimoire pad * five pregenerated characters * loads of in-setting handouts and props

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315.90 €
kuva tuotteesta on linkki tuotesivulle: Magnus Archives Roleplaying Game (HC)
Magnus Archives Roleplaying Game (HC)

Deep within the archives of the Magnus Institute dark things are stirring... An odd figure beckons drunken pubgoers into an alleyway—never to be seen again. A meat grinder somehow compels its users to merrily feed it their own limbs. A late-night subway train burrows itself into the earth, all but crushing its lone occupant. Your records are filled with disparate statements of bizarre occurrences—usually with a very chilling edge. Statements discuss people (or creatures?) such as an odd figure that beckons drunken pubgoers into an alleyway—never to be seen again; items like a meat grinder that somehow compels its users to merrily feed it their own limbs; events like a late-night subway trip in which the train burrowed itself into the earth, all but crushing its lone occupant. And books with extraordinary power, such as The Boneturner’s Tale, which seems to give one who reads it the grisly power to rearrange the bones of others. An astonishing number of these books seem to trace back to a particular private library, owned by the enigmatic Jurgen Leitner. Your organization is dedicated to cataloging and researching these incidents—not fighting or confronting the supernatural. But it’s becoming clear these events aren’t as disparate as they first appear. There are connections between them—connections that suggest existential dangers to the world as we know it. How will you combat them, when simply coming to understand these dark forces threatens to bring you under their influence? If you're new to The Magnus Archives, you'll get a great introduction with Episode One of the podcast. A Different Kind of Existential Horror The threats in The Magnus Archives Roleplaying Game start small, but lead big places. Investigations initially focus on singular events—weird, creepy, and even dangerous, but also minor and localized. A real estate agent found herself trapped in an endless corridor behind a door that hadn’t been there before. A young man took possession of a coffin from which weird sounds emerged. Another man had an encounter with what seemed to be a vampire. (Speaking of vampires, The Magnus Archives offers a fresh take on the supernatural. The stories—and your adventures—are filled with both enigmatic, original concepts, and recognizable elements that play out in cool and unexpected ways.) Working together at the Magnus Institute, or a similar organization, brings the party together (though characters may have different backgrounds, perhaps as law enforcement, or amateur supernatural sleuths, that bring them into the fold). The PCs have a common purpose from the start. The Magnus Archives Roleplaying Game really shines as your campaign builds. Connections form between the individual adventures, and other records in the archives, involving the PCs with powerful Entities that underlie the strange events. At the same time, the characters are affected by their investigations. Ultimately, these effects can damage the PCs, or give them important advantages for facing the Entities—it’s up to the players to find a balance between the rewards and the very perilous risks... This game is based on the entirety—all five seasons—of The Magnus Archives podcast. For those of you who have experienced every episode, you know that there are secrets unveiled all the way up to the very end. Speaking of which... AN INTRIGUING ADAPTATION ON THE CYPHER SYSTEM The Magnus Archives Roleplaying Game is a hefty hardcover book. It contains the full rules of the game, a detailed character creation system, lots of game advice, a comprehensive look at the characters, artefacts, and entities of The Magnus Archives, and entire adventures (called investigations, instigated by statements) ready to play. It's also loaded with informative lore and great art that every fan of The Magnus Archives is going to love, even if you never sit down to play. The Cypher System is renowned for its flexibility, narrative focus, and fast pace. It’s the perfect system for a story- and character-oriented campaign. And its mechanics are easily adapted to the needs of a particular genre or style of play. The Magnus Archives Roleplaying Game has the Cypher System at its core, specifically tailored to portray the horror and the action of The Magnus Archives. You’ll find changes to the damage system, new ways characters can advance, and special mechanics that escalate the tension as your adventure progresses. And an innovative process for creating the witness statements at the root of each adventure—a process that deeply invests the entire gaming group into the investigations. And in particular, a whole new set of mechanics portraying the fear and stress of these stories is woven throughout every aspect of the game. Stress not only measures the toll of these terrible encounters, but can translate, over time, into the remarkable changes to a character. Those crossing paths with the entities of this setting come away psychically scarred, but also sometimes with mysterious, supernatural abilities. Using such abilities might save your life, but it might also send you further into the clutches of the entities at the heart of such powers. A character might even eventually become an avatar of one of the Entities... but is that a good thing? You’ll have to discover that for yourself. Work alongside Jonathan and Martin, Basira, Daisy, and the rest of the staff of the Magnus Institute, or create your own branch of investigators. Encounter the NotThem, the Anglerfish, or The Man Upon the Stair. Learn the truth of the books of Jurgen Leitner, the coffin that is also a pit, and The People’s Church of the Divine Host. Like most tabletop roleplaying games, this game is played with and in the shared imaginations of a group. One player takes on the role of the Game Master (GM) who crafts the adventure and controls the world in which it is set. The other players take on the roles of fictional characters within that world, describing—and occasionally rolling dice to resolve the outcomes of—the actions of their characters. The Magnus Archives Roleplaying Game includes: * Complete rules tailored for a story-based tabletop roleplaying experience in the eerie world of the popular The Magnus Archives horror podcast. * An innovative process for creating witness statements to launch each adventure, investing the entire gaming group and creating an entirely new experience each session. * Unique mechanics for handling fear and Stress, and for the remarkable changes that dealing with dark forces can inflict on a character over time. * Dozens of creatures and NPCs to encounter, including beloved and feared NPCs from The Magnus Archives podcast such as Jonathan Sims, Elias Bouchard, and Jurgen Leitner. Designer: Monte Cook & Bruce R. Cordell Format: Hardcover Page Count: 384 Cover Artist Roberto Pitturru Skip This Section If You Want to Avoid Spoilers! If you’ve listened all the way up through the end of the podcast, you know that all the supernatural and esoteric happenings are due to the entities of fear, and this game goes into this in depth. Moreover, you know that in the universe of the podcast, the entities are no longer present, thanks to the sacrifices made by Jon, Martin, and the rest of the team. So for the game, we have decided that each GM will create their own reality that has been exposed to the freed entities. That means you’re free to use anything from the podcast, and free to change anything you wish. Is the Magnus Archive in London or does it lie elsewhere (perhaps with a different name and history)? Is Jonathan Sims the head archivist, or is it someone else—even a PC? The game will provide all the guidance you need to create a setting and a campaign that mirrors as much or as little of the podcast as you want.

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90.00 €
kuva tuotteesta on linkki tuotesivulle: Neon Rain (HC)
Neon Rain (HC)

Dance on the edge of what it means to be human in a world of gritty streets and slick technology. Holographic ads and fortified skyscrapers loom over the city’s decaying streets. Criminal gangs battle in the alleyways, while above the fray faceless megacorps control political, economic, and military power. Cybernetics are as common as mobile phones—but even so, life on the streets is brutal and short, and the line between survival and anonymous death often hangs on just one more questionable job. Take your Cypher System game into the cyberpunk realm with Neon Rain. Install cybernetic upgrades, use virtual reality to hack into corpo mainframes, and dodge guardians and traps built by hostile AIs. Smuggle designer drugs, or tweak with your own body chemistry and risk addiction and death. Chase and be chased at breakneck speeds on futuristic highways under a night sky. Inside this book you’ll find: * Advice and tools for building your own intense cyberpunk setting, including optional rules (such as hacking and ultimate damage), creatures, cyphers, and artifacts. * New foci, descriptors, and other options—build a Furious Solo who Packs Chromed Heat, an Engram Tech who Explores Cyberspace, or an Addicted Hotshot who Has a Custom Drone. * Steely and mysterious creatures and NPCs ready to be dropped into any encounter; come across android Police Officer Tindal, or send the ruthless assassin Sophie Cantos after your rivals. Visit Theodora Fry in the black market, if you dare, or hire Balaga, the fastest driver in town, for your next heist. * A ready-to-play setting featuring all the iconic cyberpunk elements you’d expect (and possibly some you won’t): cybernetics, megacorporations, street gangs, a weird internet, and ready-to-use encounter locations. * Two complete Adventures usable in Edge City or your own setting: “Seventeeth Floor” and “Needle in The Haystack”!

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59.10 €
kuva tuotteesta on linkki tuotesivulle: No Thank You, Evil!
No Thank You, Evil!

A roleplaying game specifically designed for families and children. Olivia is a Super Smart Princess who Experiments with Science. Rowan is a Cool Robot who Loves Ooey Gooey Things. Their best friend tells them that a dragon has stolen all his chocolate coins. They're the only ones who can enter Storia and save the chocolate, how will they do it? It's all up to them! No Thank You, Evil! is a tabletop game of creative make-believe, adventure, and storytelling. In No Thank You, Evil!, each player creates a character based on a couple of cool, descriptive, imagination-firing traits. The Guide (a special role often played by a parent or older sibling) presents a dilemma, and the players set off on an adventure of the imagination. Along the way they use their character's special skills, companions, and equipment to overcome obstacles. Maybe you'll rescue a friend from Dragonsnot Falls, save the world's biggest adventure park from an ancient curse, or fix Whizbang's broken time machine before it's too late! Whatever you choose, you're sure to solve mysteries, gain friends, confront bad guys, and have a wild adventure! Whereas conventional board games constrain players' actions, No Thank You, Evil! sets kids' imaginations free: Their options are limited only by their creativity. Together, the players create a story as they work together to make their way through the adventure! The game system is based on the Cypher System used in Monte Cook’s Numenara and The Strange RPGs and intended for families with children from ages 5 and up, and features a tiered ruleset that allows players to add complexity as the children grow older. The design intent is to allow older children as young as 11 or 12 take over as gamemaster after playing just a few games. The game uses large-size character sheets, cards and colorful tokens to make the game mechanics more accessible and less math-intensive, while still allowing for a broad variety of character types and playing styles. Games of No Thank You, Evil! will typically play in less than an hour, with longer games and campaigns possible as well. • Kid-focused, family-friendly RPG from the legendary MCG design team • Scalable rules let kids as young as 5 play alongside older kids and grownups, using different levels of complexity but all playing together • Complete boxed set contains rulebook, adventures, easy-to-read dice designed for small hands, character sheets, cards, and tokens (all compatible with small hands), plus loads of great advice for playing adventure games with children!

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52.00 €

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