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Age of Treason: Iron Companion
Age of Treason: Iron Companion

Sooner or later every wandering Adventurer finds his way to Sorandib, whether the aim is to hide out from authority, find work as a sell-sword or simply to loot its treasures.

Sorandib is an ancient city in catastrophic decline. While there are districts where law and order hold sway, no single force exercises control over the whole city and outside its walls there is near anarchy to the West, while Taskan soldiers maintain some order in the East to keep the road to the imperial heartlands open.

Sorandib has been kept alive by two things: its control over the trade in Fengo, a drug harvested from the weeds that choke lake Barur to the North; and the creations of the Guild of Artificers, a centuries-old association of sorcerer-scientists who are famous for their inventions, feats of engineering and practical devices – many of which are built into the very fabric of the city.

Just as the Emperor owes his immortality to magic provided by the king of Sorandib, the city will surely play a role in his final ascension to the heavens. The cult of Thesh in Taskay has its eye on direct control not only of the Artificers but of the fire-demon Sorantar who is the city’s god. The Iron Simulacrum himself looks to Sorandib as the place he will discover his fate when the Emperor departs the physical plane, where he might be unmade in such a way as to find the key to a continued existence as an independent soul. Sorandib could be the scene of Treason on a world-shattering scale. Age of Treason: The Iron Companion provides a comprehensive view of this famous city, including maps, floor plans, NPCs, cults, scenarios and rules for creating Artifice.

Also in this book are new spells, price lists, new rules for training, henchmen and hirelings, running a business and using Passion traits in the setting. Comprehensive Spirit Magic rules synthesise the Legend rules and the Setting rules into a single document and statistics are provided for Elementals, including the bizarre Flesh Elemental, the Blemmye.

In addition to the fully detailed scenarios set in Sorandib, the Companion describes six major treasonous plots to form the backdrop for further adventures, as well as suggested plotlines for scenarios set on the wild frontiers of Marangia and Kitan.

Pages: 128, black and white, Softcover
Author: Jonathan Drake

      ei vielä ilmestynyt odotettavissa syyskuu 2012
27.50 €
Chthonian Stars (HC)
Chthonian Stars (HC)

It is a good time to be alive. The nations of the world still exist, but they have become more civilized. Countries resolve their disputes through the forum of the United World Council. Colonies of mutual cooperation exist throughout the solar system. We have stretched to the edge of our known world.

But, alas, it is not to be our time.

Something approaches, a thing on an orbit from far away. Seemingly a large shard of dark matter, this object is known in obscure prophecy as the Chthonian Star. It is a thing that has been travelling through the universe on its oblique trajectory for millions, if not billions, of years. It is a part of the natural cycle of things, on its eon-long orbit. The Chthonian Star is the thing that caused the end of the dinosaurs, among other things. Now, again, it is awakening things long thought lost or dead, things that have slumbered awaiting its return.

Created by WildFire, the team behind the award-winning CthulhuTech, Chthnonian Stars is an original setting for Traveller. It brings a Lovecraftian flair to the Traveller family of products, in a near future setting where mankind has expanded out into our solar system, where old things are beginning to awaken.

This is the core setting book, with everything a new players needs (other than the Traveller Core Rulebook). It includes robust setting material, including a look at the planets and colonies of our solar system, new technology and starships, and a peek behind the curtain at the occult history of our part of the galaxy. It also includes new optional rules for character generation, including point allocation and half-terms, and new rules for psychology and combat.

Size: 220 pages, Hardback
Interior Art: Full Colour
Author: M J Dougherty

      ei vielä ilmestynyt odotettavissa huhtikuu 2011
55.00 €
Cities of Legend: Skarr -City of Orcs
Cities of Legend: Skarr -City of Orcs

Osta tämä peli Fantasiapeleistä ja saa välittömästi sen PDF -versio kaupan päälle!
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Home to over 25,000 rampaging orcs, Skarr is a city of pure brutality, a place of nightmare that even the bravest Adventurer will fear to tread. Built from the ruins of an ancient dwarven stronghold the orcs themselves destroyed, the hordes of Skarr range for miles in every direction, bringing slaughter and misery to any community unfortunate enough to be within range of their predations.

Inside You Will Find:
* City History: Discover how the dwarves of Ironhallow Hall lost their home in a dramatic battle with the orc hordes.

* Government: Despite being run by orcs, Skarr has a convoluted government with several factions all vying to wrest control from the warlords and City Master.

* Daily Life: For most of the orcs and goblins that dwell within Skarr, life is a misery beset by poverty and brutality. Yet they continue to thrive, posing an ever present threat to every civilised nation within range of the rampaging hordes.

* Religion: The gods of Skarr hold sway over vast segments of the unruly population, their priests guiding the hordes into predetermined paths to serve an, as yet, hidden purpose.

* Tour of the City: Walk the burnt out streets and dank caverns of Skarr, avoiding the most dangerous regions in an effort just to survive in this most violent of civilisations.

* Movers and Shakers: Full details are given on the inhabitants of Skarr, from the barkeep Gireous Phlog, through to the infamous City Master, Cylus Groon and the Demon Lord Kharkus. Watch orcs rise through the ranks of the Silver Tusks and spread throughout the Disciples of the Asphibyiex or the Mended Ones.

Pages: 128, black and white, Softcover
Author: Wil Upchurch

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22.00 €
Crowded Hours (HC)
Crowded Hours (HC)

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Crowded Hours is a compilation of the classic Avenger Enterprises Traveller adventures, including:

The Windermann Incident: Travelling by airship is supposed to be slow and boring, but this voyage is a lot more interesting than the passengers aboard Handley Aviatrix bargained for. With the passengers in the hands of hijackers, the crew helpless and Handley Avatrix herself on a collision course with destruction, it falls to the travellers to save the airship and themselves. They must confront gunmen, treachery and airsick rodents at high altitude over an arctic sea.

Type S: The Type S Scout/Courier is a tough little ship, regarded in many quarters as virtually unbreakable. When an ex-Scout somehow manages to strand his ship atop a dormant volcano, the travellers are hired to repair and retrieve it. What could possibly go wrong with such a simple task?

Fiddler's Green: Overwhelmed by a revolution, the remnants of the Bularia Mounted Constabulary fight to keep open the only route out of the war zone. With the rebel army closing in on the last train to safety, the travellers can run or try to protect the refugees. Their stand might become a legend, or they may be buying a one-way ticket to Fiddler's Green, the legendary place where all dead troopers dismount.

One Crowded Hour: Aboard a mis-jumped liner, the situation is dire. The ship is out of control and careering towards a gas giant. There are not enough places aboard the shuttle for everyone, so the passengers and crew must take desperate measures to save the ship and themselves. They have little time remaining... one crowded hour of glorious endeavour to save the ship, or sixty minutes of frantic weaseling, conniving and treachery to grab a place on the lifeboat.

Crowded Hours hurls your adventuring group into the middle of desperate, high-pressure situations requiring fast thinking and a variety of skills. Non-combat-oriented groups will find their own solutions, but these are not adventures for the faint-hearted. Grab the controls, chamber a round and ready your best fast talk, because the next few hours are going to be crowded with action.

Size: 240 pages, Hardback
Interior Art: Black & White
Author: Various

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48.00 €
Deus Vult: Shadow Societies
Deus Vult: Shadow Societies

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Most creatures that come to the attention of the Order are lone predators or members of a small pack or cult. They may be dangerous adversaries – red in tooth and claw, or wielding foul sorceries – but they tend to be isolated threats. They lack the co-ordination and resources guardian priests can bring to bear. Such enemies are dealt with swiftly and without mercy.

In recent years, however, it has become apparent to the Masters of the Order that other forces are at work in the world. These are not just mindless monsters or heretical rabbles but organised and purposeful groups whose powers are not to be underestimated and whose goals are dark and fathomless.

As always, the Order must respond. It must adapt and counter these new challenges, in order to see His Will done and Christendom protected.

But can the truth be uncovered in time? And even then, can mortal man hope to stand against such ageless adversaries when, for so long, they have gone about their work undetected?

Presented within this book are details of some of the mysterious groups whose activities threaten not just Christendom but the world itself. Many of these organisations are centuries old, with schemes and ambitions set to play out in the years ahead. They can provide even experienced guardian priests with new and diverse challenges – and move the events of a Deus Vult campaign far beyond the relative safety of northern Europe to the Holy Lands and beyond. For, just as the Order is increasingly aware of these shadowy groups, so they too are taking a greater interest in the warriors of the Mont St. Michel.

These include Malik Dhukan, the exiled King of the Djinn; strange were-races of the Scions of Zeus; and mysterious eastern sorcerers from far Cathay.

But fear not brothers and sisters, for ours is a divine calling and we shall not be alone. Strike out into the darkness.

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24.00 €
Elric: Secrets of the Steppes
Elric: Secrets of the Steppes

North, beyond the vast, arid wilderness of the Sighing Desert lies a distant land that is usually only referred to by boasting merchants seeking to add to the price of their wares or else tellers of tall stories in the taverns of the Young Kingdoms cities. Secrets of the Steppes gives details on the geography, flora and fauna of the Dakwinsi Steppe and the regions which border this vast tundra land. In addition, the unique histories and customs of the nations and tribes who inhabit these areas are provided.

Shad is a civilized Ilmioran City-State whose harbour is often the last port of call by those who chance sailing further up the coast into the colder reaches of the Pale Sea. These northern waters are home to huge whales and colossal icebergs, whilst the bleak coastline of the steppe itself is the realm of the Alofians, a savage tribe of hermaphrodites. Inland, the Bastan nomads roam across the countless leagues of wind swept plains which stretch towards the Unknown East, hunting seals and mammoths. Although snow covers most of the region through its long winters, the margins of the steppe have milder climates and are home to primitive tribesmen. The Limnissi people dwell in the mazelike marshlands whilst the elusive Arbanni are a ghostlike, unseen presence in the tall, silent woodlands of their mountain range.

Rules are presented for the creation of adventurers from the lands described in this volume and also include several new background professions for Young Kingdom characters. Game statistics are given for a variety of animals, men and monsters. Finally 10 scenario seeds, tailored to the locations in this book, are written for use by Elric of Melnibone Games Masters.

Pages: 128, black and white, Softcover
Author: John White

      ei vielä ilmestynyt odotettavissa toukokuu 2012
22.00 €

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