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Cypher System: Godforsaken (HC)
Cypher System: Godforsaken (HC)

A fantasy hardcover sourcebook and complete setting all in one.

Dragons. Magic wands. Singing swords and flying carpets. And above all... heroes!

What fantasy worlds inspire you? The classic high fantasy of Tolkien, Zelazny, or Jordan? Modern fantasy like the Harry Potter series, The Dresden Files, or Buffy the Vampire Slayer? Paranormal romance? The whimsy of settings like Discworld or The Dark Crystal? Wuxia, swords and sorcery, or gritty, low-magic settings?

Fantasy—tales of heroes, monsters, and magic—is arguably the oldest genre of human fiction. It’s also the genre that first inspired us to step into imaginary worlds through roleplaying games, and it remains the most popular type of RPG setting. Godforsaken takes the Cypher System on a deep dive into the infinite variety of fantasy realms, with rules, character options, gear, and a complete, ready-to-use setting that makes the most of the fantasy genre.

Whatever fantasy setting you envision, the Cypher System can take you there. Godforsaken includes:

* Rules for treasure, traps, magic, and other topics particular to fantasy gaming.
* New playable species, along with new foci, guidelines for adapting existing foci to fantasy use, and advice for building common fantasy character types in the Cypher System.
* Dozens of fantasy creatures and NPCs, including the basilisk, lich, manticore, elementals, wyvern, and more. Plus scores of new cyphers and artifacts.
* Discussion of the many varieties and subgenres of fantasy, along with resources for inspiration.
* The complete Godforsaken setting. Characters seek glory and wealth as they venture into the Godforsaken Lands, leaving behind the protection and blessings of their gods—but there is more to these dimensions than they can possibly be prepared for.
* Two full-length adventures for use in the Godforsaken setting or your own campaign, plus three Cypher Shorts.

Includes a double-sized poster map!

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60.00 €
D&D 5: Arcana of the Ancients -Beasts of Flesh and Steel (HC)
D&D 5: Arcana of the Ancients -Beasts of Flesh and Steel (HC)

The lacaric courier single-mindedly delivers strange devices to ancient ruins, sometimes traveling great distances and facing incredible hardships to do so. Why? What’s the significance of the cargo or the destination? Nobody knows—but don’t get in its way!

Like a hermit crab seeking out empty shells, the kalyptein crab makes its home in ancient devices. It often gains unexpected and powerful abilities from its dwelling, making it an unpredictable foe.

The silvery liquid namnesis communicates by swapping memories—literally stealing those of its target while implanting its own startling thoughts. It changes form rapidly, even splitting into multiple attackers, and can sometimes steal a character’s abilities to use against them...

Add an element of the truly unexpected to your Fifth Edition game with this fantastic assortment of science-fantasy creatures born in the Ninth World—the award-winning, critically acclaimed setting created by legendary game designer Monte Cook.

Beasts of Flesh and Steel contains:
* 140 fascinating, dangerous new monsters that bring a science-fantasy element to your encounters. Beware the carnivorous color, a predator unlike anything from our dimension; the awakened ruin that breaks from its original location to prowl the landscape; and the shadowy clicker, which hunts any creature that makes sound.
* CRs ranging from 1 to 25, so you always have loads of challenges for parties at every level.
* Stunning artwork that shows off each of these weird and wondrous creatures, and a convenient layout that makes this book uniquely easy to use in prep and at the game table.
* A complete bestiary with everything you need to bring these monsters to your game table. These creatures complement Arcana of the Ancients, but you don’t need that book to use this one. Add these creatures to any 5e game!

This hardcover includes well over 100 new monsters based on or around the strange technology of the ancients. These science-fantasy monstrosities add a whole new level of weirdness and imagination to your existing game of Arcana of the Ancients.

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54.00 €
D&D 5: Arcana of the Ancients -Where the Machines Wait
D&D 5: Arcana of the Ancients -Where the Machines Wait

A vast underground ruin, filled with dangers and treasures unlike any seen before!

They call it the Grave of the Machines. An underground mausoleum of the Ancients, filled with their wondrous devices and strange magic. Those bold enough to venture into its depths (and capable enough to return) spin tales of sights and encounters so astonishing they could not possibly be boasts or mere fiction. And they say its riches are as vast and unfathomable as its depths.

Venture into the Grave of the Machines, if you dare, for adventure unlike any you’ll find in typical ruins or dungeons. Who knows what you’ll discover? Strange creatures? Riches beyond measure? Powerful artifacts? Perhaps all of that—and perhaps terrors that have lain dormant for aeons, dreaming of the day when they’ll be awakened to again walk the surface of the world.

Where the Machines Wait is a mega-adventure for 5e for characters of roughly 5th level. It can be played as a series of short ventures into the Grave of the Machines, easily placed between other adventures in your campaign. Its deeper plotline can be introduced at any time—or you can ignore it and just explore the ruin. Where the Machines Wait includes new creatures, new items, and a new playable species of mechanical, construct-like characters: the surk.

Numenera players can also delve into the Grave of the Machines; Where the Machines Wait includes complete conversion notes for Numenera and the Cypher System.

96-page softcover
By Bruce Cordell

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36.00 €
D&D 5: Path of the Planebreaker (HC)
D&D 5: Path of the Planebreaker (HC)

Preview.

A cursed moon hurtles through the multiverse, crashing from one plane to the next, never at rest, forever fleeing a catastrophe that predates existence itself. Behold the Planebreaker!

The Planebreaker visits all planes, all demiworlds, and all dimensions. Some are known to sages and planar travelers. But in a multiverse stretching across epochs, the number of previously uncatalogued planes is vast. The Planebreaker races through all of them, in time, and the Path that trails behind it creates a route that links them all.

Path of the Planebreaker for 5e introduces this enigmatic interplanar object that unlocks access to the planes for characters of all levels.

Think the planes are just for high-level characters? The Planebreaker opens the way to characters of all levels. You can even begin your campaign on the Planebreaker, with character species and subclasses from the Planebreaker itself and the many realities it has visited. Inkarnates, for example, are tied to another dimension of being. Unlike genasi and assimar, that connection isn’t to a specific extraplanar race, but rather to a particular concept, such as uncertainty, belief, or being. Inkarnate are winged, their wings literally formed by glyphs representing this concept—glyphs that power their special abilities.

Another example is the traveler, a character born of another species but somehow planetouched at birth. Travelers are marked by a fragment of a cosmic map, etched tattoo-like on their skin. This is a source of power, but also of an unending yearning to explore.

Characters of any species can adopt planar subclasses such as the defacer wizard (who calls upon nightmares to gain terrible powers and an aberrant familiar); the shadow-stitched rogue (who has traded their own shadow for that of an extraplanar creature); the chaos blade fighter (who wields a weapon drawn from elemental chaos); or the cosmic judge warlock (whose pact is made with the spirit of the multiverse itself!).

Path of the Planebreaker opens the full range of planar exploration to low-, mid-, and high-level characters.

This book includes:
* The Planebreaker and its fascinating city of Timeborne—home to refugees, planar travelers, and residents from across the planes. Base an entire campaign in Timeborne, or experience its intrigues as you pass through.
* Dozens of exotic planes to explore. Venture into the Citadel of the Fate Eater, get lost in the Grove of Crows, or find despair in the Tomb of Tomorrow. They’re all connected by the Path, a sort of interplanar road that trails behind the Planebreaker.
* New creatures, NPCs, magic items, and spells for the DM to introduce. Plus two exciting, plane-hopping adventures that make it easy to introduce PCs to the Planebreaker and planar travel.
* New playable species, feats, subclasses, and spells for players. Play a changeable chimeran, a Shadow-Stitched rogue, or a cleric of the Multiverse domain!

By Bruce R. Cordell, Sean K. Reynolds, and Monte Cook

240-page hardcover

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66.00 €
D&D 5: Planar Character Options (HC)
D&D 5: Planar Character Options (HC)

Create awesome characters altered, or formed, by the planes!

Planar natives, multiverse explorers, and those touched by mysterious forces leaking through from the planes: these characters are shaped by backgrounds and experiences unlike those found in more conventional environs. From the Way of the Amethyst Fist monk, who channels power through a psionically resonant prosthetic, to a traveller character with a mysterious cosmic map imprinted on their skin, to a character with the Limbo Touched feat, who can change objects at will—characters with ties to the planes are just a bit different.

This book is brimming with new material and new choices to create and advance 5E characters shaped by contact from beyond, including:

* Six new character species. Play a lava elf, born from dimensional warfare, or a machinelike surk—who wasn’t born at all!
* 16 new subclasses, such as the Unearthly Gleaner sorcerer, the Gun Jack rogue, and the Oath of the Angelic Perfection paladin.
* The cosmic rambler, crossplane refugee, and reformed fiend backgrounds.
* 14 new feats, nearly 50 new spells, and dozens of new magic items from, or related to, the planes

This is an inspiring companion to Path of the Planebreaker, but you don’t need that book to enjoy everything this tome offers. This book duplicates some material from Path of the Planebreaker (so players can find all character-related content in a single place), but most of this book’s content is new and not duplicated from that title.

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36.00 €
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 €

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