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Doctor Who: Secrets of Scaravore
Doctor Who: Secrets of Scaravore

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In the time before humanity, even before the rise of Gallifrey, Scaravore was imprisoned for its crimes. Last of a long dead species, it slumbered, sending its influence out into the stars. Now it seeks to rise again, to extend its evil dominion over the galaxy.

The Secrets of Scaravore is a collection of four new adventures that can be played as standalone episodes, or as a series of connected stories that lead the characters to the Wild West and distant worlds, encountering Draconians, Silurians, Zygons, and more, before finally facing the terrifying Scaravore itself.

* Discover the dark secrets of a technology advanced Paradise occupied by seemingly prehistoric people, and unwind the tragic plot of a Dalek plague in Paradise Lost.
* Marooned on a strange planet where advanced technology doesn’t work, your Team TARDIS will have to unravel the mysteries of an apparently magical mediaeval society and solve an interplanetary diplomatic crisis in A Kind of Magic.
* Travel the Oregon Trail with a wagon train filled with refugee aliens in Westward Bound, and protect their secrets from a sect of deadly bounty hunters.
* Buried deep beneath the streets of modern day London, a nightmarish creature stretches its malign influence across space and time... only a team of terrific time travellers can stop it in The Mandala of Scaravore!

      ei vielä ilmestynyt odotettavissa toukokuu 2024
42.00 €
Doctor Who: Sixty Years of Adventure Book 2
Doctor Who: Sixty Years of Adventure Book 2

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It’s a big year for Doctor Who as the series reaches its sixtieth anniversary this November! We are delighted to announce that Cubicle 7 will mark the occasion with the release of TWO roleplaying game books celebrating the Doctor’s adventures!

Book Two covers 2005-2023, from the War Doctor to the revelations of the Fugitive Doctor and beyond. From the Eighth Doctor’s surprising regeneration into an incarnation more suited to the battle against the Daleks, becoming the War Doctor – through to the Thirteenth Doctor’s regeneration into an unexpectedly familiar face. From the War Doctor’s appearance ‘Day of the Doctor’ and his return as the Ninth Doctor, to ‘The Power of the Doctor’ and beyond, relive the Doctor’s adventures and meet their most trusted companions. It offers a wealth of information for Gamemasters, players, and fans, to celebrate the anniversary of the world’s longest-running science fiction television series

In addition, each Doctor has a new adventure that mysteriously interweaves to create an epic multi-Doctor experience that spans millennia and additional guidance for regeneration. Book Two is the perfect companion to Book One, which looks at the series’ beginnings in 1963, from the First Doctor, through to the Eighth Doctor.

      ei vielä ilmestynyt odotettavissa toukokuu 2024
48.00 €
Doctors and Daleks (5e): Collector's Edition
Doctors and Daleks (5e): Collector's Edition

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Doctors and Daleks brings the epic adventures of the Universe’s most famous Time Lord to the world’s most popular roleplaying game. Running parallel to the award winning Doctor Who: The Roleplaying Game, Doctors and Daleks is a new line of products that brings Doctor Who adventures to your table using 5th Edition rules.

The exclusive Doctors and Daleks Collector’s Edition Set contains the Player’s Guide, The Keys of Scaravore, Alien Archive and the Gamemaster’s Screen.The three books are beautifully finished, featuring stylish artwork that is instantly recognisable as Doctors and Daleks, with spot UV highlights.

While the book content remains the same as the standard editions, this exclusive Collector’s Edition presents all three books, plus the Gamemaster’s Screen, in a stunning slipcase intricately designed to reflect the exterior of the Doctor’s TARDIS.

We love creating Collector’s Editions, and know that this one will take pride of place on bookshelves for years to come!

The Rulebook:
The wild adventures of everyone's favourite Time Lord come to the world's most popular roleplaying game in Doctors and Daleks.

Take your gaming group into the TARDIS and travel anywhere, anywhen. Want to meet Leornado da Vinci? Or see what life is like in the year 3,000? What about another planet entirely? All of space and time is your Venusian macro-oyster, but keep your wits about you! there's a lot of danger in the vastness of eternity.

The Doctors and Daleks Player's Guide includes:
* Streamlined character creation rules to quickly bring to life a new time travelling adventurer. Create a new Companion for the Doctor, or build your own Time Lord! Do you want to do a bit of time tourism as part of Team TARDIS? Or will you create a group of Time Agents to fight back against pesky paradoxes?
* Rules for playing fast-paced, combat-light sci-fi adventures using the world's most popular roleplaying game system. Fight like the Doctor with non-lethal weapons, manoeuvres, gadgets, and the power of emotional and logical arguments - or just run away really fast!
* A time traveller's treasure trove of technological marvels, including sonic screwdrivers, psychic paper, and time machines.
* Rules for using and customising the TARDIS, as well as creating and piloting any other kind of time travel device to adventure from the dawn of history to the very ends of the universe.
* Advice on making every Doctors and Daleks adventure feel like you're living in an episode of the legendary Doctor Who TV series.
* An expansive look at the history of the Doctor's Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time, including profiles for Daleks, Cybermen, Weeping Angels, and a host of other aliens and oddities ready to be played!

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180.00 €
Double Tap
Double Tap

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With all the Conspiracies, the intrigue, the danger, it’s hard to know what exactly is and isn’t on your side. When every shadow from the back alleys of Bucharest to the back benches of the parliament could hide an inhuman enemy, it’s hard to tell what solid ground you can stand on. What can you depend on? Can you make a difference? Trust no one and nothing except the silver bullets in your Glock. To make a difference, aim true.

Even then, sometimes that first shot isn’t a killer. Sometimes you need a double tap.

Double Tap: The Night’s Black Agents Expansion Book includes:
* Sample clues, special spend benefits, and a model Tactical Fact-Finding Benefit for each Investigative ability, along with information, tips, and best practices from cloning a cell phone to hosting a seance to the slang of spycraft!
* For the General abilities, lists of sample clues if they can be used investigatively and more key information and best practices. A new optional Mastery rule keeps your dice hot on every roll — plus over 25 new Cherries!
* 20 new maneuvers, from Alibi to Thrown Clear by the Blast, plus 60 Achievements to add flavor, focus, and flexibility to your play.
* Adaptive Tradecraft and the Cartagena Rules let you low-tech your way out of trouble — and high-action your way back into it!
* More spytech for any mode, from custom face masks to RFID sniffers to jetpacks to EMP weapons — and the “Q Rule” for that laser watch you’ve always wanted!
* Because you demanded it — a big list of guns, customized for 22 clandestine, military, and police groups from SEAL Team Six to the Swiss Guard. Plus eight Gun Cherries — never waste another 6! — and lots more gun gadgets from the CornerShot to UV-emitting bullets to net grenades!
* New rules for adapting the acclaimed night’s black agents Thriller Chase rules to contests of hacking, sneaking, and tracking — plus Manhunt rules for agents hunting monstrous masterminds.
* For Directors, 26 Cameos give you living, breathing NPCs complete with their own clues, and 26 Establishing Shots give you exciting settings to put them — and your agents — into.
* Discover the horrific secrets of the chupa, the ekimmu, the homunculus, and the penanggalan — and recoil from the nosferatu, a complete vampire build straddling the line between biotech and blasphemy. A complete list of vampiric powers lets you build your own bloodsuckers faster than ever.
* Finally, the Suspyramid models war within a Conspiracy, tips for solo-agent play let you lay on the Burn, and variant builds send your campaign to the Victorian Era, WWII, or the depths of the Cold War!

So consider this the next level, a higher pay grade and higher-than-double-0 clearance. It’s time to take the fight to the Conspiracy.

This time, it’s not just a headshot. Better go for the double tap.

128pg Perfect Bound

Author: Kenneth Hite, John Adamus, Will Hindmarch, Kevin Kulp, Christian Lindke, James Palmer, Will Plant & Rob Wieland
Artist: Alessandro Alaia, David Lewis Johnson, Phil Reeves

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30.00 €
Dracula Dossier: Director's Handbook (HC)
Dracula Dossier: Director's Handbook (HC)

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A Secret History Unearthed. A Legendary Horror Walks Again.

Presenting an epic improvised campaign for Night’s Black Agents Roleplaying Game. Do your Agents have what it takes to face the Lord of the Undead himself?

The Dracula Dossier follows in the fully improvisational path of the award-winning Armitage Files campaign. Players follow up leads in the margins of Dracula Unredacted, a rare edition of Bram Stoker’s masterpiece that reveals the terrifying truth behind the fiction. They’ll chase down the real characters from Stoker’s novel, their descendants in the present, and the British agents caught in the backblast.

Directors combine these leads and notes with pre-prepared elements in the Director’s Handbook, including:

* Conspiracy nodes, eerie locations and vampiric beasts
* More than 40 supporting characters in vampiric, heroic, or in-between versions
* Different versions of the real Mina Harker, Abraham van Helsing, and the other stars of Stoker’s novel — and their modern-day successors, descendants, and survivors — who can drive the story in any direction the players look.

Players choose which leads to track, which scarlet trail to follow. The Director, using the clear step-by-step techniques in this book, improvises a suitably blood-soaked thriller in response to their choices. Clear advice to players and Directors on improvisation, with extensive examples and guidelines, helps you set the scene. Together, you will read and write your own unique version of the Dracula Dossier.

Follow the clues to end the story once and for all, and close Project EDOM forever. You will find, hunt, and kill Dracula, the king of the vampires.

If you survive.

The Director's Handbook, together with Dracula Unredacted, comprises The Dracula Dossier, an epic improvised, collaborative campaign for Night's Black Agents, our award-winning vampire spy thriller RPG.

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60.00 €
Dragonbane Core Set
Dragonbane Core Set

Mirth & Mayhem Roleplaying
Dragonbane is a classic fantasy tabletop roleplaying game full of magic, mystery, and adventure. It is designed from the ground up to facilitate fast and furious play, with very little prep time and adventures that are a breeze to run. This is a game with room for laughs at the table, while still offering brutal challenges for the adventurers. We call this playstyle “mirth and mayhem roleplaying” – great for long campaigns, but also perfect for a one-shot.

Dragonbane is a translation of Drakar och Demoner, Scandinavia’s first and biggest tabletop RPG, originally launched in 1982. This new and reimagined edition has one foot firmly planted in the heritage of decades of Swedish gaming and the other in the modern and innovative game design for which Free League Publishing is known worldwide.

THE GAME
Dragonbane comes with all of the fantastical creatures that you’d expect plus a few more – not least the duck-like mallards!

The game uses a skill-based D20 system that is very easy for new players to learn. Each skill is rated from 1 to 18, and the player needs to roll equal to or lower than the skill level to succeed. That’s right – in this game you want to roll low. Rolling a natural 1 is called rolling a dragon, and triggers powerful special effects.

The core Dragonbane game has ten professions, including the classic Fighter, Mage, Hunter and Thief, but also the more unorthodox Artisan, Merchant, Mariner and Scholar. The profession will impact a player character’s starting skills and give it a starting heroic ability, but after the game starts the player is free to further develop their character in any way they choose, unbound by any class restrictions.

THE SETTING
Dragonbane is a game of fast-paced fantasy adventures. The core game presents a core mythology of this fantasy world, focused on the eternal struggle between dragons and demons. The ruins of fallen kingdoms, worshiping either of these rival godlike creatures, beckon brave adventurers with the lure of hidden treasures.

Rather than describing entire continents, the core game focuses on the Misty Vale, a hidden mountain valley until recently overrun by orcs and goblins. In recent years, the orcs have retreated into the mountains, leaving the land open for explorers, settlers and adventurers of other kin such as humans, dwarves, elves, halflings, mallards, and wolfkin. The land lies open for adventure.

Dragonbane is a classic fantasy tabletop roleplaying game full of magic, mystery, and adventure. It is designed from the ground up to facilitate fast and furious play, with very little prep time and adventures that are a breeze to run. Dragonbane is a game with room for laughs at the table, while still offering brutal challenges for the adventurers.

The box includes:
* Rulebook with fast and effective D20-based game rules for character creation, skills, combat, magic, and travel
* Adventures book with eleven complete adventures, to be played separately or tied together in the epic Secret of the Dragon Emperor campaign
* The booklet Alone in Deepfall Breach letting you play Dragonbane solo, without the need for a Gamemaster
* Huge full-color map of the Misty Vale adventure setting
* Illustrated playing cards for combat initiative, improvised weapons, adventures, and treasure
* Ten transparent polyhedral dice, including two D20s with a custom design
* Five pregenerated characters to play
* Five blank character sheets
* Cardboard standees representing various characters and monsters
* Double-sided battle mat

      loppu varastosta
47.30 €
Dreamhounds of Paris (HC)
Dreamhounds of Paris (HC)

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Follow the Trail of Cthulhu into the Dreamlands

From the 1920s to the coming of the Occupation, a new breed of artist prowled the fabled streets of Paris. Combative, disrespectful, irresponsible, the surrealists broke aesthetic conventions, moral boundaries—and sometimes, arms. They sought nothing less than to change humanity by means of a worldwide psychic revolution. Their names resound through pop culture and the annals of art history.

But until now, no one has revealed what they were really up to.

In this comprehensive campaign guide for Trail of Cthulhu, you recreate their mundane and mystical adventures as you stumble onto the Dreamlands, a fantastical realm found far beyond the wall of sleep. At first by happenstance and later by implacable design, you remake it in the fiery image of your own art. Will you save the world, or destroy it?

Choose your player character from a roster of 19 visionaries and madmen.

* Put up your dukes as two-fisted filmmaker LUIS BUÑUEL.
* Flee a formless entity as Dada impresario TRISTAN TZARA.
* Photograph tentacled entities as American expat MAN RAY.
* Personify the joy and decadence of the city as chanteuse KIKI DE MONTPARNASSE.
* Wield the magic cane that will end the world as theater of cruelty inventor ANTONIN ARTAUD.
* Or arrive in Paris as fresh-faced young painter SALVADOR DALÍ, who has come to tear the movement all down and rebuild it in his image.

The Dreamlands are as strange as you can imagine.

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42.00 €
Dulce et Decorum Est
Dulce et Decorum Est

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This collection of adventures considers the Great War, 1914-18, from the perspective of Trail of Cthulhu.

From the conflict in the air, to the depths of the sea, the home front and the different battle fronts, the Great War affects the lives of countless millions of people. It also brings humanity into conflict with elements of the Mythos, and in particular the Charnel God Mordiggian who, for the first time in centuries, may actually have more to devour than it can stomach.

The forces of the Gods do not take kindly to being disturbed, and nor do they usually play favourites; unless your players are careful, they may find themselves attacked and wiped out in an instant, caught in an otherworldly crossfire they can only hope to survive, not understand.

Dulce et Decorum Est – Great War Trail of Cthulhu contains the following scenarios:

Vaterland
The once-mighty Vaterland is a prisoner of politics. She is trapped in New York Harbour, as war rages in Europe. Her crew and Commodore are just as much prisoners as the ship herself, though they are making the best of their captivity by hosting concerts in support of the German relief effort. You’ve come aboard at the behest of John Rathom, editor of the Providence Journal, in hopes of uncovering a German plot.

Dead Horse Corner
The protagonists discover that a trench which ought to have been occupied by their fellow soldiers has been abandoned. Twenty men vanished without a trace, food still on the table and coffee cooling in their mugs. Was it an enemy attack, or something less ordinary?

Sisters of Sorrow
The crew of German U-boat UC-12, is sent on a standard mission; penetrate the North Sea defensive zone, make their way to Tyneside, lay their mines and return. But nothing in the Great War is that simple. While underwater, the crew start to hear a strange, muffled booming noise, ringing like a sequence of church bells. It’s not whales. It’s not enemy forces. Something else is down here. While settled on the sea floor to get some much-needed rest, the crew starts to act suspiciously. Someone is up to no good. The ship’s cat disappears and a strange weed is found growing on board.

Then the tapping on the hull begins...

Pages: 112 page perfect bound

Author: Adam Gauntlett
Artist: Jérôme Huguenin, Leah Huete, Phil Reeves

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24.00 €
Dune: Adventures in the Imperium RPG -Agents of Dune
Dune: Adventures in the Imperium RPG -Agents of Dune

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ARRAKIS IS YOURS

Your House is to become the new governor of Arrakis in an alternate “What if?” scenario, where you must ensure the supply of the vital spice melange to the Known Universe. With the eyes of the entire Imperium watching your every move, can you retain control of Arrakis? Or will this appointment spell the destruction of your House?

The Agents of Dune Campaign Experience Box Set offers a complete introduction to the world of Dune and the Dune: Adventures in the Imperium roleplaying game. The box contains everything you need to start playing, with no preparation required. Even if you are new to Dune or roleplaying games, this set guides you through an epic story where your characters are the heroes.

The Agents of Dune box set contains:
* A complete 116-page adventure with step by step guidance as you play!!
* 5 character folios for the members of House Nagara.
* Two 50-card decks detailing NPCs, Assets, and Traits for use during play.
* A complete spice harvesting system to keep track of your successes or failures in running Arrakis.
* 3 Handouts and 4 zone maps that bring the experience of Arrakis to your gaming table.
* 54 tokens and 2 Trackers for Momentum, Threat, Determination.
* Five custom D20s featuring the symbol of the great sandworms of Arrakis.
* Also included in the box is a code to receive a free digital copy of the Dune: Adventures in the Imperium Core Rulebook to expand your campaign even further after play.

      loppu varastosta
97.20 €
Dune: Adventures in the Imperium RPG -Masters of Dune
Dune: Adventures in the Imperium RPG -Masters of Dune

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THE BATTLE FOR ARRAKIS BEGINS

Your House has claimed the wealth of Arrakis but can they hold onto that power when so many want to take it from them? You have already uncovered a deadly enemy, but plenty more covet what you have worked so hard to control. You are going to need allies, but who can you trust? The mysterious Bene Gesserit, the elusive Spacing Guild, or perhaps even the Emperor himself. But each faction has their own agenda, and a knife in the shadows lies behind every smile.

Continuing the alternate “What if?” scenario begun in Agents of Dune, the stakes become higher as deadly enemies seek the downfall of your House to claim Arrakis and the power of spice for themselves. The player characters must leave the desert world of Arrakis and travel across the Imperium to get the support they need to fight their enemies. As each section of the campaign can be played through in any order, it is very much up to the players to decide on the best plan of action and lead their House into glory or destruction.

Masters of Dune is an epic 166 page campaign that can be run on its own or as a continuation of the Agents of Dune boxed set. Play as the renowned House Nagara or create a new House of your own to tame Arrakis.

Over the campaign’s nine explosive chapters your characters will:
* Seek out the elusive Fremen to gain their trust and allegiance, if you can navigate their mysterious customs and rituals.
* Engage in exciting space battles on behalf of the mysterious Guild, taking on lethal pirates in the void between worlds.
* Visit the deadly House Harkonnen on the industrial hellscape of Giedi Prime where poison and treachery lie behind every corner.
* Mine spice on Arrakis to quench the insatiable need of the Imperium, even though it can never be enough to satisfy the hunger of the Known Universe.
* Discover the wisdom of the secretive Bene Gesserit if you can pass their deadly tests and prove yourself worthy of the Sisterhood’s trust.
* Politic on Kaitain against the Emperor and the Landsraad council, where you might play one side against another if you have the cunning and skill for such deceit in the ultimate game.
* Travel from Arrakis across the Imperium to seek new allies, resources and favors that might tip the balance of power in the universe.

The wealth of Arrakis may be yours, but you are going to have to fight to keep it. Every choice you make will determine the future of your House, for good or ill. Will you fall to ruin on the sands of Arrakis, or are you strong enough to survive and become true Masters of Dune?

While Masters of Dune is a complete adventure, you need access to the game rules to play. The Dune - Adventures in the Imperium Core Rulebook has these rules in their most complete form. However, the Agents of Dune campaign box set also contains all you need to play.

      loppu varastosta
50.70 €
Dune: Adventures in the Imperium RPG (HC)
Dune: Adventures in the Imperium RPG (HC)

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ARRAKIS. DUNE. DESERT PLANET.

The Dune: Adventures in the Imperium roleplaying game takes you into a far future beyond anything you have imagined, where fear is the mind killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics, and mysterious abilities, noble Houses politic constantly for power, influence, and vengeance in a universe where a blade can change the fortunes of millions. Build your House, carve your place in the universe or rebuild an ancient lineage and fight for the Imperial throne.

Take your characters on a journey through the storied worlds of Frank Herbert's sci-fi masterpiece, inhabit elite agents working for noble Houses where Mentats, Swordmasters, Spies, Bene Gesserit Sisters, Devious Advisors, or even desert Fremen join together to follow your banner.

Whoever you choose to be, remember that those that control the spice control the universe.

The Dune: Adventures in the Imperium core rulebook contains:
* Everything you need to create your own stories of intrigue and adventure on the sands of Arrakis as agents of a powerful noble House.
* A brand new version of the 2D20 System adapted specially for the Dune
* An extensive look at the Imperium, its society, factions, history, technology, culture, faith and more.
* Guidelines for novice and experienced gamemasters on how to run Dune-themed adventures and campaigns of intrigue and adventure for the elite agents of a noble House.
* Rules for creating a noble House of your own, from House Minor to Major House, detailing its holdings, areas of expertise and agenda.
* Systems for architect play, where you become the puppet masters, moving agents to your designs to serve your House.
* An introductory adventure designed to quickly get you and your fellow players involved in the byzantine plots of the Imperium on Arrakis.

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53.10 €
Edom Field Manual
Edom Field Manual

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Drink from the chalice, and join the ranks of the unseen immortals.

You’re on the inside now.
You know what must be done to defend Queen and Country, to defend everything we’ve built, everything we stand for. You deserve access to the innermost sanctum, and this is your key – the EDOM FIELD MANUAL. It will tell you everything you need to know about Operation Edom – what we do, how we do it, and what we’re working towards. It will also teach you how to handle our special assets, and how to put them down if they go rogue.

For more than a century, the top-secret operation within MI6 codenamed ‘Edom’ has defended the United Kingdom from the machinations of the Un-Dead. This book describes the operation’s history, methods, and tradecraft, initiating you into the innermost secrets of the British vampire program.

For players – create your own Edom officers and hunt vampires with the sanction and backing of the British government! Immerse yourself in the clandestine world with eyes-only documents and briefings. Call on Dukes for aid and counsel, gather intel with the aid of Edom’s networks of informants, and gear up with specialised anti-vampire weapons and tactics. Use the Fields of Edom campaign frame to play the spies hunting for the stolen Dracula Dossier, or defy your masters and complete the original mission by taking Dracula down for good.

For Directors – Build your own Edom with a guide to the operation’s structure and methods. Two dozen non-player characters give you a supporting cast for Edom-centred games. Explore Edom’s secret history and render its shadowy present in vivid detail. Advice and campaign options help you bring the operation to a thrilling conclusion – or a bloody catastrophe. So watch for the cup-and-blaze mark and the hand signal. Keep your kukri close, and remember your training. Four generations of agents have passed the cup on to you – do not falter at the last!

The Edom Field Manual stands alone as a guide to a vampire hunting program. Combine it with the other books in the Dracula Dossier series for insight into Edom its machinations.

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21.60 €

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