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13th AGE Glorantha (HC)
13th AGE Glorantha (HC)

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13th Age Glorantha is the merge of the F20 systems and the fantasy world of Glorantha, creating a new and exciting take on the game world made famous with RuneQuest.

Join us in Glorantha, Greg Stafford’s classic fantasy world of richly imagined cultures, ferocious combat, and colliding mythologies.

Create your group’s unique Gloranthan campaign using 13th Age: the d20-rolling game of heroic fantasy, escalating combat, One Unique Things, and limb-ripping owlbears!

For Game Masters, 13th Age Glorantha includes:
* More than 80 pages of monsters and enemies fully compatible with any 13th Age campaign, including Chaos priests, dragonsnails, scorpionmen, Crater Makers who call down the Moon, and the awesome Chaos demon known as the Crimson Bat.
* More than 60 pages of ready-to-run adventures and heroquests—venture into myth to refight the battles of the gods and gain their cosmic powers!
* A distinctive setting that will entertain longtime fans but is aimed at gamers who've never heard of Glorantha.

If you’re a 13th Age player you’ll find:
* 5 new classes, including the hell mother who summons Darkness spirits and giant spiders; the swordmaster Humakti who wields Death; and the trickster who (in theory!) funnels your bad luck onto your enemies.
* 5 new class variants, including the wind lord, a fighter with magical storm-related exploits; and the rebel, a rogue with the supernatural ability to get where he’s not supposed to be.
* 2 new PC races, the trolls and ducks, plus Gloranthan humans with new cultural traits.

IF YOU DON’T FIGHT, WE ALL DIE!

This is not a complete rule system! The 13th Age Core Rules are required to use this book.

Developed by Rob Heinsoo and Jonathan Tweet.

466 Pages Hardcover

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66.00 €
Alone Against the Dark
Alone Against the Dark

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Defying the triumph of the ice

Alone Against The Dark is an adventure for one player, set in the fall of 1931. Your goal is to solve strange disappearances and to forestall a calamity about to beset the world. You will journey from New York City to Greece, Egypt, Germany, and Antarctica.

Beginning with the theft of a priceless relic, four friends are drawn one by one into a dark web of mystery and horror. As the darkness grows, only you can hold out against the dying of the light. The fate of the world is in your hands.

As Louis Grunewald, a quiet linguistics professor from the Miskatonic University, you will confound the forces of darkness before time runs out—but should Professor Grunewald be eliminated for some reason, you can successively assume the identity of a new investigator. There are four ready-made investigators provided for this purpose, enabling you to take on differing roles as circumstances change in your search for the truth: Louis Grunewald, a linguistics professor from the Miskatonic University, Lydia Lau, a story-seeking reporter for the New York Sun, Devon Wilson, a sailor on leave from the US Navy, and Ernest Holt, a wealthy industrialist.

This adventure is guaranteed dangerous. But, no matter how skillfully you avoid death or madness, your investigators will fail if they do not prevent the turning of the world and the freeing of the City of the Old Ones from the ice.

Armed with a copy of the Call of Cthulhu Rulebook, a pencil, and some roleplaying dice you are all set for the twists and turns of this epic world spanning adventure. Sit back, get comfy, and prepare to be Alone Against The Dark!

First released over thirty years ago, this new edition has been completely revised and updated for Call of Cthulhu 7th edition, with new illustrations and player aids.

96 pages

Written by Matthew Costello & Mike Mason

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18.00 €
Alone Against the Frost
Alone Against the Frost

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Solitaire Adventure in Canada's Wilds

Alone Against the Frost is a solo horror adventure for one player, set during a research expedition to Canada’s Northwest Territories during the 1920s. Here, you choose your own path as you navigate through the story, your choices will determine whether you find success or failure!

You take on the role of Dr. L. C. Nadelmann, an anthropologist from the renowned Miskatonic University in Arkham, MA. Accompanied by three of your most gifted and practical graduate students, as well as an experienced local guide, you set off into the fabled valley of the North Hanninah in search of the anthropological discovery that will make your career and bring you fame. Or, so you hope.

Your expedition members are:

Dr. L. C. Nadelmann, an academic obsessed by early North American prehistory, myths, and legends, particularly in the Big Woods region.

Bernard Ebstein, a cherubic-looking native New Yorker, eager to experience life in the wilds before his upcoming marriage to his sweetheart, Catherine.

Sylvia Davidson, the latest in a long line of Boston Brahmins, destined for academic greatness thanks to her dedication and determination.

Norman Falkner, a mature, largely self-taught student whose calm nature acts as a steadying influence on those around him.

Charlie Foxtail, a cautious Tsuut’ina professional wilderness guide, hired to lead the expedition safely through the North Hanninah.

But such a journey is fraught with difficulties, from dangerous white water to the superstitious beliefs of the region’s inhabitants—not to mention the wildlife!

Will you manage to survive every challenge this hostile environment throws at you? Will your companions? Can you return with your reputation, and your sanity, intact? Only time will tell.

Armed with a pencil, some roleplaying dice, and a copy of the Call of Cthulhu Rulebook or the Call of Cthulhu Starter Set, you are ready to brave the remote wilderness as one of MU’s youngest ever professors! Dare you take on the challenge? If the answer is yes, then don’t forget to wrap up warm! It can get mighty cold out there...

Originally released over 30 years ago, this new edition of Alone Against the Frost has been completely revised and updated for Call of Cthulhu 7th edition—over 650 entries, complete with new illustrations and an afterword by the original author. Will you survive, alone against the frost?

120 pages,Paperback

By Glen Rahman and Gavin Inglis

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24.00 €
Alone Against the Tide
Alone Against the Tide

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Solitaire Adventure by the Lakeshore!

A Flooded Town
What has Professor Harris’ research got to do with the strange green fog enveloping the town? Who are the menacing, dark-suited men that arrived on the ferry with your investigator? And, why is a Buddhist monk visiting Esbury, a town more used to entertaining New England’s wealthy elite?

Take on the role of an investigator traveling to a remote lakeside town where strange things are happening. Decide your path through the story, and the fate of the citizens of Esbury!

A flooded Town
Alone Against The Tide is a solo scenario. All you need is this book, and your copy of the Call of Cthulhu Starter Set or Keeper Rulebook, some dice and pencils, and you’re ready to begin your horrific trip to the lakeside town in Massachusetts!

New or Old Investigators
Create your own investigator, or bring one along for the ride! Perhaps your character from Alone Against The Flames can continue their solo adventure! Otherwise, you can play as the pregenerated investigator Dr. E. Woods, a professor of archaeology from Miskatonic University in Arkham.

Multiple Endings, Multiple Paths
With several hundred passages, there are innumerable pathways through Along Against the Tide. Play the scenario through multiple times to find all the endings, and explore the choices you didn’t make the first time!

Introduce Call of Cthulhu to a Friend
Solo Call of Cthulhu scenarios are perfect for playing with a friend or partner who is new to roleplaying. Read the story aloud, make choices, roll dice, and explore the story together!

Page Count: 86
Author: Nicholas Johnson

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18.00 €
Arkham (HC)
Arkham (HC)

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On the streets of Arkham, the threat of the Cthulhu Mythos is ever-present. A quiet town in New England—home to the prestigious Miskatonic University—Arkham’s underbelly hides criminals, speakeasies, and a witch-cursed history.

Contains:
* Call of Cthulhu: Arkham is the definitive guide to the signature setting of Call of Cthulhu.
With 290 locations detailed across 9 neighborhoods, Call of Cthulhu: Arkham is the perfect supplement for a sandbox-style campaign. The book also contains Gossip & Rumors to use as scenario seeds, and over 80 fully-detailed NPCs with their own secrets to discover—investigators will never be without a lead to follow up on!

* New Rules & Game Aids
The book contains two Arkham city map posters (one designed for players, and one marked with hidden information for the Keeper!), as well as a poster-sized copy of the front page of the Arkham Advertiser—the perfect prop for any game set in Arkham. Call of Cthulhu: Arkham also introduces new rules and skills for Arkham investigators.

* The Definitive Guide To Arkham
Call of Cthulhu: Arkham is more than just a supplement for the Call of Cthulhu roleplaying game. With a richly described history of both Arkham and the famous Miskatonic University, street and neighborhood maps, and hundreds of locations, this book is perfect for fans of mythos fiction, as well as any board games, card games, or stories set in the fabled city of Arkham.

This supplement is part of the Arkham Unveiled line and is designed for use with both the Call of Cthulhu roleplaying game and the Pulp Cthulhu supplement, both available separately.

Page count 272

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72.00 €
Basic Roleplaying: Universal Game Engine (HC)
Basic Roleplaying: Universal Game Engine (HC)

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Create. Explore. Play.

Basic Roleplaying (BRP) is a system of core rules for tabletop roleplaying. Whether you’re a seasoned roleplaying veteran or new to the hobby, Basic Roleplaying has everything you need for years of entertainment.

What's Inside?
Basic Roleplaying: Universal Game Engine is the complete guide to BRP—the same system that powers Call of Cthulhu, RuneQuest, Pendragon, Rivers of London, and countless others. BRP’s Universal Game Engine is available royalty-free for personal and commercial use under the ORC license. Use these rules, and focus on creating your worlds, scenarios and even books to sell!

This book contains the core system rules, as well as character creation, advancement, monsters and antagonists, as well as GameMaster advice.

A Seamless Core Mechanic
In BRP, success and failure are always determined by the roll of a D100. Comparing that roll to the relevant Skill, Characteristic, Ability, or Power, you succeed if you roll under the target number.

This means every stat on your character sheet clearly indicates to you the likelihood of success.

Natural Character Growth
Characters in a BRP game evolve based on what they do in-game. If you fire a gun, that skill may increase.

If you want your character to learn magic, get better at driving cars, lassoing horses, or even repairing a spaceship, then your character will do so by using those skills!

Deadly & Tactical Combat
The core BRP rules present easy-to-learn and equally easy-to-teach combat mechanics that allow players to react to attacks—you don’t just have to wait for your turn in order to have an impact on combat!

Conflict in BRP can be deadly, and every roll (attacking, fighting back, dodging or otherwise) is integral. This makes for a thrilling, high-octane experience with a system that does not slowdown the overall flow of play.

Build The Game You Want
With mechanics for magic, psychic powers, mutations, superpowers, weapons, equipment, and vehicles applicable to any setting and genre, Basic Roleplaying: Universal Game Engine is adaptable to any world of your choosing—either previously established, or created from scratch.

264 pages, Full color hardcover

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60.00 €
Berlin: The Wicked City (HC)
Berlin: The Wicked City (HC)

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Unveiling The Mythos in Weimar Berlin

The Wickedest City on Earth
In the aftermath of the Great War, Berlin maintains a reputation for licentiousness. A place where anything can be had for the right price. It is a city of both hedonism and business; its streets overflow with disabled veterans, prostitutes, destitute immigrants, and political agitators, all rubbing shoulders with buttoned-down businessmen, scholars, and artists. The gutters run with the blood of political assassinations, where Communists and völkisch Nationalists clash with each other and the police. Long into the evenings, Berlin’s world-famous cabarets offer music, dance, and titillating entertainment in stark contrast to the gray buildings that run on for endless miles along the sprawling city’s byways.

Into this bubbling stew, Berlin The Wicked City introduces the weird elements of the Cthulhu Mythos, a hotbed of secret organizations, siinister cults, and half-whispered lore. Amid the wicked air of the world’s capital of sin, the very nature of what it means to be human is questioned. And as the city hurtles toward its inevitable dark destiny, the oppressive atmosphere pushes the sanity of investigators to its breaking point.

This book presents an overview of 1920s Berlin as it would be experienced by visitors and residents of the time. Guidelines are presented for creating investigators for Berlin-centric campaigns, as well as investigator organizations to help bind groups together. Find notable personalities, key locations, and a system for generating details of the urban landscape on the fly. With the city’s crime and punishment, underworld, and high culture detailed, the tools provided help the Keeper gain an understanding of what makes Berlin unique, and dangerous.

Three scenarios, spanning the history of Berlin between the end of the Great War and the rise of Adolf Hitler and the Nazi Party, contain colorful details of Berlin and its inhabitants, and may be run as stand-alone adventures or linked together to form a mini-campaign.

In The Devil Eats Flies, Germany teeters on the brink of economic ruin and political chaos. The ghost of a madman stalks the city, turning its own citizenry against itself. To stop a demonic spirit and save a Russian princess in exile, the investigators must strike a bargain with other sinister forces and ask themselves: who else are we prepared to see die in order to save the city?

Dances of Vice, Horror, and Ecstasy takes place in the city’s golden years, when Berlin becomes superficially stable and prosperous again. A bungling sorcerer, a debauched dancer, and a strange cult of gnostic Saturn-worshippers threaten to put all of that to an end and turn Berlin into a pit of madness and depravity.

Schreckfilm sees Berlin racing toward its grim future. The investigators come face to face with a shadowy cabal of the city’s movers and shakers, determined to turn the city’s world-famous film industry toward ill ends. Trapped in a labyrinth of their own making and hounded relentlessly by dark forces beyond their ken, the investigators must confront the fundamental question of what is real and what is illusion.

For Mature Readers
This book deals with mature themes, including drugs and sex, and is intended for mature players.

This supplement is best used with the CALL OF CTHULHU (7th Edition) roleplaying game and optionally PULP CTHULHU, both available separately.

Hardcover, 272 pages
By David Larkins with Mike Mason & Lynne Hardy

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54.00 €
Call Of Cthulhu Keepers Decks
Call Of Cthulhu Keepers Decks

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Set of Four Card Decks for Call of Cthulhu

Four decks of cards for use with the Call of Cthulhu tabletop roleplaying game. Each deck provides the Keeper and players with handy references and information for use in games. Each card is unique and provides detailed information of an in-game artifact, character, event, or episode of madness, as well as representational artwork or period imagery.

The Phobia Deck
48 cards, each card details the effects and coonsequences of a phobia, mania, or episode of madness. Keepers may use these cards to advise and guide players on the effects of insanity upon their investigator characters’ bouts of madness.

The Curious Characters Deck
48 cards, each providing game characteristics, skills, and backstories for a range of non-player characters who might be encountered during a game of Call of Cthulhu. The characters in this deck also serve to provide ready-made player investigators for those needing a quick replacement character.

The Unfortunate Events Deck
48 cards, with all manner of strange, ill-fated, and disastrous situations that can land the players in deep water in the middle of a Call of Cthulhu game. Each card details an event, situation, or effect that can add drama, intrigue, and trouble to the game.

The Weapons and Artifacts Deck
48 cards, each detailing a hand-to-hand, firearm, or Mythos artifact, which may be found during a game. Each card provides statistics and a profile, as well as some historical text about the weapon or artifact described. May be used during games for quick reference.

Call of Cthulhu Keepers may use these four card decks to supplement their scenarios: as inspiration when designing new encounters and scenarios, for passing a player a secret or important note during a game, and as a handy and quick way to impart information in the middle of a scenario. Use these card decks to enhance story, advance plot, and to introduce friendly or villainous characters. The decks provide a library of events, items, and characters so that the Keeper is never at a loss when running Call of Cthulhu.

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36.00 €
Call Of Cthulhu RPG 7th Edition Keeper Rulebook (HC)
Call Of Cthulhu RPG 7th Edition Keeper Rulebook (HC)

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The Old Ones ruled the earth aeons before the rise of man. Traces of their cyclopean cities can still be found on remote islands, buried amidst the shifting desert sands, and in the frozen wastes of the polar extremes. They sleep now, some deep within the earth or beneath the sea. When the stars are right they shall again walk the earth.

Call of Cthulhu is a tabletop roleplaying game based upon the worlds of H. P. Lovecraft. It is a game of secrets, mysteries, and horror. Playing the role of steadfast investigators, you travel to strange and dangerous places, uncover foul plots, and stand against the terrors of the Cthulhu Mythos. You encounter sanity-blasting entities, monsters, and insane cultists. Within strange and forgotten tomes of lore you discover revelations that man was not meant to know. You and your companions may very well decide the fate of the world.

This book, the Keeper Rulebook, contains the core rules, background, guidance, spells, and monsters of the game. It is intended for use by the Keeper of Arcane Lore (the Keeper) — that player who will present the adventure to the other players. You must have at least one copy of this book to play Call of Cthulhu.

The rules have been reworked from the ground up to make this edition easier to understand and navigate for new players, while providing veteran players with an easy to reference rulebook filled with cool ideas. Using the foundations of Chaosium’s BRP system, we’ve further developed the rules to build upon the themes in Lovecraft’s stories while also enhancing the tension and excitement you get from playing a horror game. One of our key principles for the new edition was for it to remain compatible with the wide range of Call of Cthulhu scenarios and campaigns. We’ve introduced new chase rules so you can create exciting pursuit scenes like the one from Lovecraft’s “The Shadow Over Innsmouth”. Combat has also been streamlined using opposed skill rolls and new mechanics for fighting maneuvers. Also, there’s new guidance on handling the effects of character insanity, Insane Delusions, and Bouts of Madness.

The new Push mechanic provides an option for players to overcome failed skill rolls but only at the cost of upping the tension and potentially dropping them deeper into trouble. All of the updates to Call of Cthulhu within this new edition remain backwards compatible with all of Chaosium’s previously published source and adventure books for Call of Cthulhu. Redesigned in full color, with stunning new art throughout, packed full of tips and guidance, as well as useful examples of play, it has never been a better time to play Call of Ctulhu.

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66.00 €
Call Of Cthulhu RPG 7th Edition Quick-start Rules
Call Of Cthulhu RPG 7th Edition Quick-start Rules

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Horror Roleplaying in the Worlds of H.P. Lovecraft

The Great Old Ones ruled the earth aeons before the rise of humankind. Originally they came from the gulfs of space and were cast down by even greater beings. Remains of their cyclopean cities and forbidden knowledge can still be found on remote islands in the Pacific, buried amid the shifting sands of vast deserts, and in the frigid recesses of the polar extremes. Now they sleep — some deep within the enveloping earth and others beneath the eternal sea, in the drowned city of R'lyeh, preserved in the waters by the spells of mighty Cthulhu. When the stars are right they will rise, and once again walk this Earth.

Welcome to Chaosium’s Call of Cthulhu 7th Edition Quick-Start Rules, a booklet that collects the essential rules for Call of Cthulhu 7th Edition and presents them in abbreviated form.

This book comprises a complete basic roleplaying game system, a framework of rules aimed at allowing players to enact a sort of improvisational radio theater—only without microphones—and with dice determining whe'ther the characters succeed or fail at what they attempt to do. In roleplaying games, one player takes on the role of the gamemaster (or Keeper, in Call of Cthulhu), while the other player(s) assume the roles of player characters (investigators, in Call of Cthulhu) in the game. The gamemaster also acts out the roles of characters who aren’t being guided by players: these are called non-player characters (NPCs).

From its origin, Call of Cthulhu was designed to be intuitive and easy to play. Character attributes follow a 3D6 curve, and the other Call of Cthulhu mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice. This means that there’s less fiddling with dice of different types, and the concept of a percentile chance of success is extremely easy for beginners and experienced players to grasp.

Use this booklet to play Call of Cthulhu immediately, and to discover the improvements to the system. Games rules, an updated character sheet, and a classic adventure are included.

48 pages
By Sandy Petersen, Mike Mason, Paul Fricker, and Lynn Willis.

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12.00 €
Call Of Cthulhu RPG 7th Edition Starter Set
Call Of Cthulhu RPG 7th Edition Starter Set

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A WORLD OF MYSTERY, HORROR, AND ADVENTURE IN A BOX!

This Starter Box contains everything you need to start playing Call of Cthulhu—the tabletop roleplaying game of mystery and horror.

Players take on the role of investigators of mysteries, uncovering dark secrets, encountering strange monsters, and thwarting sinister cults. Together, you and your friends create and develop a story in which each of your characters plays a leading role, which could be foiling some dastardly plot or stopping horrors from beyond space and time!

Roleplaying gaming is a social pastime. Everyone works together in a team, each playing an investigator character. One player runs the game—the Keeper of Arcane Lore—who referees the game and presents the adventure plots to the other players. Think of it a bit like acting in a drama, but where there isn’t a script. Dice and the rules of the game determine the success or failure for your character’s actions—all while you are propelled into dramatic and nerve-tingling situations! The emphasis is on having fun.

INSIDE THIS BOX:
* Book 1: Introduction and Alone Against The Flames—a solo introductory adventure, teaching you the basics of Call of Cthulhu as you play through a mystery.
* Book 2: Call of Cthulhu Starter Rules—the essential rules, everything needed for starting play.
* Book 3: Adventures—three starter adventures for your players to explore.
* Ready to Play Investigators—five ready to play game characters.
* Blank Investigator Sheets—ready for creating your own investigators.
* Roleplaying Dice – a set of six polyhedral dice for use in the game.
* Player Handout – a set of ready to use props.
* Adventures!


This box comes packed with four classic adventures for over ten hours of game play:
- Alone Against The Flames
- Paper Chase
- Edge of Darkness
- Dead Man Stomp

Call of Cthulhu is the definitive mystery and horror roleplaying game and has won over 40 awards, including being inducted into the Academy of Adventure Gaming Art and Design Hall of Fame. When you are ready to delve deeper into the game, expand your fun with the 7th edition Call of Cthulhu: Keeper Rulebook and Investigator Handbook.

What’s different about this edition?
* New box art by Lin Hsiang
* New cover design of books
* Updated to include errata
* New format investigator sheets

Boxed set with Dice
by Mike Mason & Friends

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36.00 €
Children of Fear (HC)
Children of Fear (HC)

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1920s Campaign Across Asia

There have long been stories of two rival kingdoms, hidden from the world in ages past. Their names: Agartha, the City of Fear, and Shambhala, the City of Peace. Although their legends have become confused over time, there is one constant: that opening the gates of the hidden kingdoms shall herald the end of this epoch and usher in the new. And, whoever prevails wins the right to shape the new age in their image, for good or ill...

September 1923: an urgent and mysterious telegram from an American adventurer plunges the investigators into an epic journey across China, Central Asia, Northern India, and Tibet. Often following in the footsteps of the famous Chinese Buddhist monk and explorer Hiuen-Tsiang (immortalized in the fantastical Chinese saga Journey to the West), the investigators will encounter looted temples, lost lakes, dusty museums, charnel grounds, venerable monasteries, and hidden secret valleys in an epic quest to prevent the King of Fear and his lieutenants from destroying everything they hold dear.

The Children of Fear is a multi-part campaign, set during the 1920s, exploring some of the fascinating myths and legends of Central Asia and Northern India. The central core of the campaign is designed to be player-led, allowing the investigators to determine the journey they take. In addition, the plot is designed to be flexible, allowing for different scales or types of Cthulhu Mythos involvement, all the way from the Outter Gods themselves down to a more low-key, occult-focused series of adventures. Guidance is provided for the Keeper to tailor the exact nature of the threat to best suit their group’s tastes.

Eight chapters cover the sights, encounters, and dangers to be found in Peking, Sian, the Taklamakan, Peshawar, and Kham, to name but a few of the places visited during the campaign, as it travels from China, through Northern India, and on to Tibet. With detailed appendices covering travel, useful non-player characters, spells, a reference bibliography, and much more.

This book contains:
* Campaign overview, detailing the setting and plot, with suggestions for incorporating existing investigators.
* A plethora of maps, floorplans, and handouts for a host of far-flung locations.
* Six ready-to-use pre-generated investigators.
* A host of non-player characters, all with their own agendas.
* New creatures and monsters, along with a few familiar horrors.
* Guidance for pulp style play.

This campaign is best used with the Call of Cthulhu roleplaying game and, optionally, with the Pulp Cthulhu sourcebook, available separately.

FOR MATURE READERS
This book deals with mature themes and is intended for mature players.

By Lynne Hardy & Friends

416 Pages, Full Color Hardcover/

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63.60 €
Cold Fire Within (HC)
Cold Fire Within (HC)

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Brendan Sterling sought answers in experimental past-life regression. Unfortunately, his mind isn’t the only one seeking answers in the past.

A Cold Fire Within is a campaign for Pulp Cthulhu. Set in 1935, a missing persons case leads to the discovery of a foul plot that could change time itself and bring disaster to the world. A cult intent on unleashing the power of the Great Old Ones leaves a trail through the Catskill Mountains and into the very heart of the planet!Within the subterranean world of K’n-yan, the heroes will encounter forgotten secrets, strange lore, and bewildering inhabitants. Curious cities of gold, ruined temples, and dark forests are just some of the terrors that lurk below the ground. Yet, before the heroes descend into nightmare, they must contend with remnants of ancient worlds, unruly mountain people, and psychic devilry. Along the way, the heroes may find that going back to the end of an ancient city is the only answer! Perhaps in Lomar’s doom shall they unlock the secrets of both past and present.

A complete six-part campaign for Pulp Cthulhu, A Cold Fire Within presents new rules and skills for psychic powers -Parapsychology, Dematterialization, and Telepathy -new spells, details of the peoplee and lands of K’n-yan, as well as a new hero organization, the Open Mind Group. Six ready-to-play heroes are provided. Fearsome monsters, otherworldly designs, and psychic powers all mesh together to present your heroes with an epic and action-packed challenge!

Dare you step into the darkness of lost worlds?

This supplement is best used with the CALL OF CTHULHU (7th Edition) roleplaying game and PULP CTHULHU, both available separately.

Hardcover, 176 pages
By Christopher Smith Adair

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45.60 29.60 €
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Cthulhu Dark Ages Setting Guide, Third Edition (HC)
Cthulhu Dark Ages Setting Guide, Third Edition (HC)

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Cthulhu Dark Ages is a world lit only by fire. The ancient empires collapsed centuries ago, taking their culture and learning with them. It’s dark world and people are right to be afraid of the dark. Apart from the Viking raiders, witches, and outlaws, there are the unquiet dead, ancient horrors, and other malevolent beings stalking the countryside. Dark entities, beyond good and evil, wait hidden in the recesses of time and the angles of space. A few brave souls try their best to resist these horrors and push them back from whence they came. Will you be one of them?

With the 3rd Edition, Cthulhu Dark Ages has been updated for Call of Cthulhu 7th Edition, completely revised and includes a wealth of new setting material. Inside you will find a player’s guide to the Dark Ages, an optional Sanity mechanic for mirroring the medieval mindset, rules for the oral tradition of storytelling and mounted combat, a grimoire of Dark Age spells plus optional rules for Folk Magic, a bestiary of monsters, as well as a fully detailed setting—the Anglo-Saxon community of Totburh in England’s Severn Valley, full of interesting characters, dwelling descriptions, and a multitude of plot hooks for Keepers to use and develop.

This new 3rd edition comes in hardback and full color, with additional material concerning poetry and kennings, the written word, using the Oral Tradition in games, amulets, further use of Sanity in the setting, Paganism, and Norse Paganism.

Chapters:
* Introduction and Foreword
* Anglo-Saxon England
* A to Z of the Dark Ages
* Dark Age Investigators
* Game System
* Investigative Horror in the Dark Ages
* The Cthulhu Mythos in the Dark Ages
* Bestiary
* The Community of Totburh
* Scenarios
* Appendices

Three ready-to-play scenarios introduce players to the world of Cthulhu Dark Ages, building on the tensions, characters, and horrors lurking in Toburh and the lands surrounding the community.

* The Hunt—wherein a terrifying wolf is troubling the community of Totburh and must be dealt with. This short adventure provides the perfect introduction to the Dark Ages setting.
* The Doom That Came to Wessex—all is not well at the Monastery of S. Swithun, with an attack leaving some of the monks dead or injured. Something foul is afoot threatening the very sanctity of the monastery.
* Eseweald—Oswyn, the thegn of Totburh, is concerned about the disappearance of his son, sent on a diplomatic mission to calm tension with a neighboring community, who seems to have vanished without a trace in the dark foreboding Eseweald forest

The book is rounded out with comprehensive appendices containing a Dark Ages Glossary of historical terms, a Timeline covering 950–1054 CE, a Who’s Who of notable historical people, kings, and popes, and a bibliography of texts and sources of inspiration.

Throughout, advice and guidance on running adventures and presenting the world of the Dark Ages is provided.

By Chad Bowser & Andi Newton with Mike Mason & Friends.
272 pages. Illustrated. 8.5 x 11 perfect binding, hardcover.

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54.00 €
Cults of Cthulhu (HC)
Cults of Cthulhu (HC)

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Cthulhu Calls!
At long last, the intricacies of the nefarious Cthulhu cult are revealed!

What’s Inside?
Cults of Cthulhu gives you the rules to inject fully-realized and unique Cthulhu cults directly into your campaigns, and create your own antagonists. The tome also contains three scenarios featuring insidious Cthulhu cults spanning from the Gaslight era to the modern day.

Secrets of the Cthulhu Cults
A detailed history of the various cults of Cthulhu, spanning from the Victorian Era all the way to the modern day - perfect for any era of Call of Cthulhu play. The book also includes five distinct cults, ready for use in your games.

Design Your Own Cult
Detailed guidance on creating your own bespoke Cthulhu cult. Included is a ‘Cults Worksheet’ to track the history of your cult, their inspirations, resources, locations, and much more.

A Suite of Scenarios
Three scenarios concerning Cthulhu cults across time.

Loki's Gift
London, 1896. A tragedy in an upper-class family sees the investigators employed to look into the truth behind a beloved son’s demise.

Angel's Thirst
Los Ángeles, 1923. The search for a missing taxi driver kicks off an investigation tainted by the criminal underworld, and perhaps something darker.

A God's Dream
Chicago, 2021. When a former colleague is found frozen to death and clutching a mysterious artifact, the investigators begin to question the nature of their free will.

Author(s): Chris Lackey, Mike Mason

366 pages

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60.00 €
Cults of RuneQuest: Lunar Way (HC)
Cults of RuneQuest: Lunar Way (HC)

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I believe in the Red Goddess, Mistress of Life and Death

Cults of RuneQuest: The Lunar Way is the player’s guide to the deities of the Red Moon. Each cult dives deep into the mysterious and misunderstood Lunar gods, and provides mechanics for each of their cults to create your RuneQuest adventurer.

* 15 brand new cults, including Jakaleel the Witch,the Goddess of Youth Teelo Norri , the Chaos demon known as the Crimson Bat, and the Red Goddess herself—all playable for the first time!
* An expanded treatment of the cult of the Seven Mothers.
* Rules to create brand-new RuneQuest adventurers belonging to these cults, detailing the skills, passions, spirit magic, and Rune magic each cult offers.
* Details of the unique organization, history, and nature of each cult.
* A new and unique Lunar magic system, plus expanded rules for Lunar sorcery, and the unique way Lunar Rune spells are affected by the phases of the Red Moon.
* Rules for how your adventurer can grow into a God-talker, Rune Priestess, or even a mighty Rune Lord.
* The history of the Lunar gods, the Lunar Empire, the Red Emperor, and details for adventuring on the surface of the Red Moon itself. ‌

This supplement can be used with the RuneQuest core rules, or combined with other Cults of RuneQuest books to create a RuneQuest adventurer belonging to multiple cults.

160 pages, Hardcover

      ei vielä ilmestynyt odotettavissa 22. toukokuuta 2024
48.00 €

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