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Warhammer Fantasy Roleplay 4th Edition Starter Set
Warhammer Fantasy Roleplay 4th Edition Starter Set

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The perfect introduction to Warhammer Fantasy Roleplay, this boxed set includes an introductory scenario designed to teach new players how to play, includes beautiful character portfolios, a guide to the town of Ubersriek and two ten-sided dice. All at a great beginner-friendly price.

The WFRP Starter Set contains everything needed to bring the grim and perilous world of Warhammer Fantasy Roleplay to life. Whether roleplaying for the first time or preparing for your next epic campaign, this box is for you.

With over a hundred pages of adventures, rules, and setting, as well as maps, handouts, custom dice from Q WORKSHOP, Advantage tokens, rules references, ready-made Characters, a simple GM Screen, and more, this boxed set is the perfect starting point for anyone interested in WFRP.

The Adventure Book invites players of all experience levels into the rich, roleplaying playground of Ubersreik. For beginners, the starter adventure, Making the Rounds, introduces the harsh realities of life in the troubled fortress-town and takes you step-by-step through the rules. For more experienced hands, there are 10 scenarios aimed to expand your WFRP games, offering new locations, new characters, and new horrors to uncover. Coming in at 40 pages, The Adventure Book is the ideal launching point for any new campaign, and can keep your WFRP group busy for several months.

The 64-page A Guide to Ubersreik highlights the bloody history and recent invasion of Ubersreik, examines more than 70 locations in the troubled town, details the surrounding fiefdoms, and introduces a wide array of antagonist cults at large in the area. In addition, each entry comes with two adventure hooks, meaning every location, character, and political pitfall the book presents has examples of how to use them on your games of WFRP.

Two-part 8.5"x11" box:
* full colour soft cover booklets (64 Page Adventure Book, 48 Page Guide to Ubersriek)
* handouts
* dice

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36.00 €
Warren RPG
Warren RPG

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The Warren is a tabletop role-playing game about intelligent rabbits trying to make the best of a world filled with hazards, predators and, worst of all, other rabbits. It is a game about survival and community.

There are many creatures, humans included, that are bigger, stronger, meaner, or more numerous than rabbits. The seasons and the elements do not care that rabbits are only little things. Rabbits cannot hope to meet these threats head on. Only through speed, wits, and keeping a cool head can rabbits bypass the dangers of the outside world.

The Warren is designed for 3-5 players and can be played in a single 2-hour session or over multiple sessions. Campaign play follows the passing seasons and focuses on changing generations of new rabbits each with their own stories.

This game takes inspiration from classic rabbit tales such as Watership Down, Fifteen Rabbits, and Peter Rabbit. It uses a heavily-modified version of the game mechanics from Vincent Baker’s Apocalypse World.

One of the major mechanical differences is the use of a shared pool of character moves, making character creation quick and easy. This reinforces the generational aspect of play, as rabbits are born and later lost or retired from play.

The system is tightly-focused on a set of core moves that reflect the realities of rabbit life –rabbits don’t fight, but they are fast and clever. The rules allow for player-created custom moves, letting them find new, inventive solutions to problems.

6×9 Softcover, 135 pages

by Marshall Miller

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30.00 €
WHFRP 4: Enemy Within 1 -Enemy in Shadows Collector Edition (HC)
WHFRP 4: Enemy Within 1 -Enemy in Shadows Collector Edition (HC)

Osta tämä tuote Fantasiapeleistä ja saat Enemy in Shadows, Enemy in Shadows Companion ja WFRP Enemy Within Dev Diaryn PDF-versiot kaupan päälle!
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Cubicle 7 Entertainment is proud to announce the Enemy Within Collector’s Edition, a magnificent 10-book set presented in 5 gloriously illustrated slip cases.

"At the appointed time, we shall rise from our secret places and thrown down the towns and cities of the Empire. Chaos will cover this land, and we, the Chosen Servants, shall be exalted in HIS eyes. Hail to Tzeentch, Changer of the Ways! Njawrr’thakh ‘Lzimbarr Tzeentch!’ "

The Enemy Within Collector’s Edition contains the revised and updated Director’s Cut of one of the most highly regarded roleplaying campaigns ever written. It also includes five bonus Companion volumes filled with commentaries, additional material, new subplots and characters, and so much more.

Sounds great! But what is the Enemy Within campaign?
Originally printed over 30 years ago, the Enemy Within campaign is the sequence of WFRP adventures that inspired an entire generation of gamers. It frequently tops polls of the best campaigns ever written, and is widely regarded as one of the most influential roleplaying modules ever written.

We are bringing this classic adventure up-to-date for WFRP 4th edition. To do this, one of the original authors, WFRP legend Graeme Davis, is creating a Director’s Cut of the entire campaign, adding three decades of playtesting and commentary to the existing adventure. He is also revisiting the last two adventures of the campaign, and rewriting them to match his original intentions for how the campaign should conclude.

Great! So, what does this Collector’s Edition offer?
This super limited, very special edition of the Enemy Within bundles together the five campaign books alongside the five new companion books into an almighty 10-volume Collector’s Edition.

This extraordinary set is presented in 5 high-quality slipcases printed with the standard edition cover art. Each of the books has a special ‘Tarot Card’ cover designed solely for the Collector’s Edition by WFRP artists Sam Manley and Andy Law.

The first two books, Enemy in Shadows and the Enemy in Shadows Companion are illustrated by the Morrslieb and Ace of Hammers cards, and are redolent with imagery relevant to the campaign.

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180.00 €
WHFRP 4: Enemy Within 2 -Death on the Reik Collector Edition (HC)
WHFRP 4: Enemy Within 2 -Death on the Reik Collector Edition (HC)

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Cubicle 7 Entertainment is proud to announce the Enemy Within Collector’s Edition, a magnificent 10-book set presented in 5 gloriously illustrated slip cases.

"At the appointed time, we shall rise from our secret places and thrown down the towns and cities of the Empire. Chaos will cover this land, and we, the Chosen Servants, shall be exalted in HIS eyes. Hail to Tzeentch, Changer of the Ways! Njawrr’thakh ‘Lzimbarr Tzeentch!’ "

The Enemy Within Collector’s Edition contains the revised and updated Director’s Cut of one of the most highly regarded roleplaying campaigns ever written. It also includes five bonus Companion volumes filled with commentaries, additional material, new subplots and characters, and so much more.

Sounds great! But what is the Enemy Within campaign?
Originally printed over 30 years ago, the Enemy Within campaign is the sequence of WFRP adventures that inspired an entire generation of gamers. It frequently tops polls of the best campaigns ever written, and is widely regarded as one of the most influential roleplaying modules ever written.

We are bringing this classic adventure up-to-date for WFRP 4th edition. To do this, one of the original authors, WFRP legend Graeme Davis, is creating a Director’s Cut of the entire campaign, adding three decades of playtesting and commentary to the existing adventure. He is also revisiting the last two adventures of the campaign, and rewriting them to match his original intentions for how the campaign should conclude.

Great! So, what does this Collector’s Edition offer?
This super limited, very special edition of the Enemy Within bundles together the five campaign books alongside the five new companion books into an almighty 10-volume Collector’s Edition.

This extraordinary set is presented in 5 high-quality slipcases printed with the standard edition cover art. Each of the books has a special ‘Tarot Card’ cover designed solely for the Collector’s Edition by WFRP artists Sam Manley and Andy Law.

The first two books, Enemy in Shadows and the Enemy in Shadows Companion are illustrated by the Morrslieb and Ace of Hammers cards, and are redolent with imagery relevant to the campaign.

  !   tilattava tuote
180.00 €
WHFRP 4: Enemy Within 3 -Power Behind the Throne Collector Edition (HC)
WHFRP 4: Enemy Within 3 -Power Behind the Throne Collector Edition (HC)

Buy this game from Fantasiapelit and get a free PDF to accompany it!
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At the appointed time, we shall rise from our secret places and thrown down the towns and cities of the Empire. Chaos will cover this land, and we, the Chosen Servants, shall be exalted in HIS eyes. Hail to Tzeentch, Changer of the Ways! Njawrr’thakh ‘Lzimbarr Tzeentch!’

The Enemy Within Collector’s Edition contains the revised and updated Director’s Cut of one of the most highly regarded roleplaying campaigns ever written. The beautifully finished, exclusive Collector’s Edition set includes Power Behind the Throne and the Companion presented in a slipcase featuring the artwork from the standard editions.

The white elements of the design are imprinted in silver foil – items such as the borders, skulls, the grasping arms of the dead, and so on will have a really vibrant finish.

The printed elements have been kept to a minimum tonal palette in keeping with WFRP’s distinct style, and will have a Spot UV finish layered over them, so they’ll have something of a special finish as well.

As with Volume 1&2, the books are case bound, with a few extra little surprises tucked in that we won’t spoil here. We really enjoy creating these Collector’s Editions, and know that they’ll take pride of place on our own bookshelves for years to come as well.

Welcome to part three of the revised and updated Director’s Cut of the Enemy Within, one of the most highly regarded roleplaying campaigns ever written!

Power Behind the Throne, arguably the best WFRP adventure ever written, carries on from where Death of the Reik left off, taking your brave heroes from Altdorf to the city of Middenheim, a towering city-state in the north of the Empire where trouble brews and a play for power is made.

Power Behind the Throne Includes:
* The next adventure of the Enemy Within campaign: Power Behind the Throne, which is revised and updated by Graeme Davis, legendary WFRP author, and one of the original writers of the campaign. This adventure is significantly expanded, making it the largest adventure so far in the Enemy Within campaign, and an unmissable experience for any roleplaying fan.
* A wide selection of ‘Grognard Boxes’ that add entirely new ways to play through the adventures, ensuring even those who have played the Enemy Within campaign before will find Power Behind the Throne fresh and new.

The Enemy Within is the campaign all roleplayers should play at least once in their lives, making Power Behind the Throne an essential purchase for all gamers.

The Power Behind the Throne Companion is the third of our five-part series of companion volumes to the Enemy Within campaign. It is packed with supplementary material to not only expand Power Behind the Throne but also support any WFRP games set in the Empire.

Power Behind the Throne Companion Includes:
* Guest Commentaries: A eulogy to the incomparable Carl Sargent, the original author of Power Behind the Throne, and a commentary from Derrick Norton, the original developer of the 1st edition.
* Deleted Scenes: The Graf’s Garden Party, The Wine of Madness, Watch the Birdie, and Down Among Deadmen, each offering updated and expanded scenes.
* The Ritual: An adventure that foreshadows the worst of what’s to come in the Enemy Within part 4, The Horned Rat!
* Flying Death Skulls: A new updated adventure based upon Carl Sargant’s WFRP 1st edition adventure The Grapes of Wrath.
* The Cult of Ulric: A close examination of the most influential cult in the north of the Empire.
* Familiar Faces: A guide to bringing NPCs from earlier in the campaign back into your adventures.
* The Jade Sceptre: A GM’s Guide: complete breakdown of the Jade Sceptre, one of the largest Slaanesh cults of the Empire,
* An entirely new selection of major NPCs to add to the Power Behind the Throne, or any adventure in Middenheim.
* Golthog the Ogre: An expanded and updated version
* The Changeling: How to use the sinister Tzeentch Daemon, the Changeling, in your games – it can completely change the Enemy Within campaign!

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178.80 €
WHFRP 4: Enemy Within 4 -The Horned Rat Collector Edition (HC)
WHFRP 4: Enemy Within 4 -The Horned Rat Collector Edition (HC)

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"My Friends in Change, we have sown glorious chaos but to bring the Time of Changes we must act as one under a Champion In Shadows."

The Enemy Within Collector’s Edition contains the revised and updated Director’s Cut of one of the most highly regarded roleplaying campaigns ever written. This beautifully finished, exclusive Collector’s Edition set includes The Horned Rat and the Companion presented in a slipcase featuring the artwork from the standard editions.

Beautifully finished in Silver foil and a lustrous Spot UV finish, the Collector’s Editions covers depict a great Tower central to many myths of the Skaven, and the looming presence of The Keep, a corrupt fastness at the heart of the Empire.

As with previous volumes in this series, the books are case bound, and come with an exclusive envelope of player handouts and maps. We love creating these Collector’s Editions, and know that they’ll take pride of place on bookshelves for years to come.

The Horned Rat is the fourth volume of the revised and updated Director’s Cut of the Enemy Within, one of most highly regarded roleplaying campaigns ever written. Building on the dramatic events at the end of Power Behind the Throne, recruiting your brave heroes into the service of the city of Middenheim for more drama and intrigue.

In the penultimate volume of the five-part series of grim and perilous Warhammer Fantasy Roleplay adventures, the tables are turned as enemies that have pursued the Characters since the beginning of the epic campaign are forced to defend themselves. The time is right to uncover their schemes and break apart their organisation. The Characters cannot afford to relax their guard and celebrate their victories, as a new threat emerges from beneath their feet.

The Horned Rat Includes:
* The fourth part of the Enemy Within campaign, conceived by legendary WFRP writer Graeme Davis with contributions by a team of talented WFRP writers.
* A toolkit to exploring Middenheim’s complex undercity, a vast environment filled with hazards and intrigues.
* A series of investigations dealing with the implications of the action in Power Behind the Throne and leading to the realisation of a new threat, far greater than anything the Characters have faced in their previous adventures.
* Descriptions of an ongoing and deepening crisis in the Empire, to be resolved in the final instalment of the Enemy Within campaign.

The Enemy Within is the campaign all roleplayers should play at least once in their lives, making The Horned Rat an essential purchase for gamers.

The Horned Rat Companion is the fourth of our five-part series of companion volumes to the Enemy Within campaign. It is packed with supplementary material to not only expand The Horned Rat but also support any WFRP games which feature the skulking Skaven as a foe.

Power Behind the Throne Companion Includes:
* More lore and information on the Skaven, their history and society, and the terrible God to which they give praise.
* A huge selection of new equipment, spells, weapons, and contraptions to outfit your Skaven NPCs with.
* New encounters in the city of Middenheim and the Middle Mountains, perfect to drop into The Horned Rat, or any Skaven focused campaign.
* A GM’s guide to The Yellow Fang, an insidious cult that both worships the Skaven and seeks to outdo them.
* A new career, the Dwarf Ironbreak, perfect for a stout dwarf seeking to face down the loathsome ratmen in the tunnels beneath the Old World.
* Two classic adventures, revised and updated for WFRP 4th Edition — Horror in the Dark, featuring a terrible encounter in a twisting mine, and A Little Help From My Friends, a kidnapping case beyond any but the greatest, shortest detective in all of Middenheim.
* The Return of the Gravelord: Everyone’s favourite self-obsessed Necromancer returns to harry the Characters throughout the events of The Horned Rat. Is it paranoia if everyone really is out to get you?

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180.00 €
WHFRP 4: Enemy Within 5 -Empire in Ruins Collector Edition (HC)
WHFRP 4: Enemy Within 5 -Empire in Ruins Collector Edition (HC)

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"I saw a blasphemous city coming down from the heavens and as it descended, the people cried out in woe! I saw death, madness, and transformation as the Exalted Lord brought his Master’s realm to the Crown of the Empire."

The Enemy Within Collector’s Edition contains the revised and updated Director’s Cut of one of the most highly regarded roleplaying campaigns ever written. This beautifully finished, exclusive Collector’s Edition set includes The Empire in Ruins and the Companion presented in a slipcase featuring the artwork from the standard editions.

Beautifully finished in Silver foil and a lustrous Spot UV finish, the Collector’s Editions covers depict the image of Sigmar Heldenhammer and a manipulative servant of Tzeentch.

As with previous volumes in this series, the books are case bound, and come with an exclusive envelope of player handouts and maps. We love creating these Collector’s Editions, and know that they’ll take pride of place on bookshelves for years to come.

Empire in Ruins is the fifth volume of the revised and updated Director’s Cut of The Enemy Within, one of most highly regarded roleplaying campaigns ever written. After the events of The Horned Rat the heroes have won the respect and trust of many in Middenheim, but before they can capitalise on their renown the Empire descends into the turmoil of civil strife.

In the final part of the five-part series of grim and perilous Warhammer Fantasy Roleplay adventures, a number of threats that the Characters may have thought far behind them reassert their influence. Icons of authority and leadership are found wanting, and the greatest nation in the Old World appears destined to shake itself to pieces. Only by undertaking a dangerous journey can the Characters prevent the ruination of all they hold dear.

Empire in Ruins Includes:
* The fifth part of The Enemy Within campaign, conceived by legendary WFRP writer Graeme Davis with contributions by a team of talented WFRP writers.
* The schemes of the Altdorf cell of the Purple Hand, whose plots place those of Karl-Heinz Wasmeier and the Middenheim cell in the shade.
* The ambitions of a certain Magister Impedimentae, how they coincide with the grand designs of the Purple Hand, and how they diverge.
* A culmination of controversies that have featured in adventures over the past few years. The true architect of the Ubersreik takeover, the rouser of Beastmen and mutants, the inspiration of Daemonologists and heretics, shall be revealed.
* Memorable villains such as the Madcraw tribe, the Threshers, and the multifarious departments of the remaining Purple Hand.

Empire in Ruins Companion includes:
* Alternative Empires, features the ramifications of the fulfilment of the ambitions of Yann Zuntermein, Karl-Heinz Wasmeier, or the late Kastor Lieberung.
* More Madcraw, the Night Goblins and their depredations return with more details on this extraordinary remote tribe, including several new tribe members that might trouble any adventurers who stray into their territory.
* The Place of the Shining Rock, more details and fascinating lore on this sacred site holy to both Sigmar and Ulric, its storied past and geography.
* Altdorf in Chaos, highlights the several unusual phenomena that could occur in the Crown of the Empire as the Enemy Within nears its thrilling climax.
* The Imperial Ostlanders, who are these brave frontier folk, ably commanded by Reikhardt Mathis Sievers, and what part might they play in Empire in Ruins?
* The Nordland Question, during the Turmoil that shakes the Empire, many provincial areas make a play for greatness at this time. Nordland’s history and notable personalities show rebellion was inevitable sooner or later.
* The Siege of Diesdorf, under the looming threat of the Red Crown, can the Diesdorf Council keep their town in good order?
* The Bigger They Are… An Ogre as a judicial champion means most trials are decided before they begin.
* The Triumph of the Gravelord: Will the Gravelord (everyone’s favourite self-obsessed Necromancer) who has stalked the Characters since Death on the Reik, achieve supremacy?

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180.00 €
WHFRP 4: Lustria (HC)
WHFRP 4: Lustria (HC)

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Far from the shores of the Old World, across the Great Ocean, is the mysterious continent of Lustria. Tales tell of troves of golden treasure and repositories of arcane lore ready for the taking by those bold enough to risk it. Each week it seems that another ship full of hopeful adventurers departs to this new world on a voyage of exploration.

But those who make landfall on the shores of Lustria find themselves in an environment that is wholly inimical to warm-blooded life. The jungles seethe with venomous snakes, carnivorous lizards, poisonous flora, and deadly disease. The few precarious settlements that cling to the coast arouse the ire of Lustria’s oldest inhabitants, the Lizardmen, who sally forth from their temple-cities to destroy all who encroach on their territory.

This book contains all players and GMs of Warhammer Fantasy Roleplay need to set their adventures in the mysterious continent of Lustria.

The book contains articles on:
* The history of Lustria, from the coming of the enigmatic Old Ones and the height of Lizardman civilization, to the present day, when the plans of the Old Ones are disputed by those who seek to carry them out, and younger warm-blooded species seek to rob Lustria of its wealth.
* The great temple-city of Tlaxtlan, home to a multitude of Lizardmen and centre of devotions to the impassive and unshakeable Old One Tlazcotl.
* The ruined temple-city of Quetza, an old lair of the Skaven of Clan Pestilens that houses many terrible secrets and brooding plagues.
* Skeggi, a Norse foothold of raiders and traders to the north of Lustria where adventurers may get rich quick, but more likely die trying.
* The Citadel of Dawn, a High Elf fortress and port on the southern cape, threatened by the ambitions of the notorious Dark Elf corsair Lokhir Fellheart.
* The Vampire Coast, a marshy morass of mangrove swamp within which Arch-Commodore Luthor Harkon holds his court of the undead and plots to expand his realm.
* Great new rules for explorer careers, founding and managing a settlement, Lizardmen of several different species, events and endeavours, parasitic diseases, monstrous creatures of the Lustrian jungle, and fully playable Skink Characters.

      ei vielä ilmestynyt odotettavissa toukokuu 2024
60.00 €
WHFRP 4: Up in Arms (HC)
WHFRP 4: Up in Arms (HC)

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The Old World is a dangerous place. With the Empire fractured within and threatened by enemies without, it is only wise to learn the skills of a soldier, or to employ those who already have. Some may say that to live by the sword is to die by the sword, and there is truth to this. But in the wilds of the Empire, to refuse to live by the sword is to die by the sword even sooner.

Up in Arms provides options and guidance for Warhammer Fantasy Roleplay Characters who follow warrior careers. It focuses on abilities that players and GMs can make use of to add variety and expertise to the fighting folk of the Old World.

This 144 page book contains:
* A discussion of the Cult of Myrmidia, giving the most comprehensive guide yet published to the beliefs and practices of those who worship the Goddess of Strategy.
* Soldiers of all Stripes, detailing the experience of the rank-and-file members of the Empire’s glorious state troops, and providing new careers such as the handgunner, halberdier, and greatsword.
* A history of the role of mercenaries in the wars of the Old World, including background and rules to support playing Tilean Characters and other dogs of war.
* A guide to the renowned knightly orders of the Empire, with options for joining secular orders, templar chapters, or going it alone as a freelance knight.
* An expanded list of weapons and armour, from basic arms such as swords and axes, to exotic specialised equipment such as weighted nets and pavises.
* Rules for taking cover within vehicles and buildings — and counterpart rules for blowing vehicles and buildings up with devastating artillery.
* Detail on the employment of hireling NPCs, including a system for generating individual quirks and work ethics.
* Optional and additional rules covering new Endeavours, alternative approaches to Critical Injury, mounted combat, uses of Advantage, Pursuits, and Talents.

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48.00 €
World War Cthulhu: SOE Handbook
World War Cthulhu: SOE Handbook

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The Special Operations Executive were tasked with some of the most daring and dangerous covert actions of the Second World War, from sabotaging power plants to establishing resistance cells in occupied Europe. Yet for the agents of Network N, fighting the Nazis is just one part of their war.

Drawing from real Special Operations Executive training materials and catalogues, the SOE Handbook for World War Cthulhu presents players and Keepers with a wealth of information about combat techniques, tradecraft, the ungentlemanly art of sabotage and the sometimes bizarre weapons and equipment developed for Britain's secret war. Plentiful sidebars translate these techniques and items into Call of Cthulhu game mechanics. The book is also peppered with notes from the mysterious N, steering members of his network through the added complications of applying this knowledge to battles with more eldritch foes.

The SOE Handbook also presents details of a selection of SOE training facilities and the sometimes eccentric personalities who may be encountered there. This allows the Keeper to include mission-specific training, along with the occasional side mission on home soil, as part of their campaign.

128 pages, softcover, black and white interior.

Written by Scott Dorward and Martin Dougherty, illustrated by Jon Hodgson and Scott Purdy.

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30.00 €
Würm RPG (HC)
Würm RPG (HC)

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Core rulebook for roleplaying in the Ice Age

Würm is a system-lite RPG set in the last period of the Ice Age 35,000 years ago. Characters don’t have Attributes or even Skills, but they are instead described by Strengths like Secret of the Bear or Eye of the Panther and Weaknesses such as Fearful or One-Eyed. The nature of the game is at your discretion — you may play a game that’s more historically accurate or you may decide to incorporate fantastical elements like magic and the spirit world that are discussed in the rules.

In Würm you will find adventure in the prehistoric past of our own world. In this long-forgotten time, many powerful creatures roamed a vast territory covered in steppes and taiga, reaching from the white mountains to the raging sea: mammoths, aurochs, bison, giant deer, cave bears and cave lions. Among these huge creatures, two species of humans live in small communities of hunter-gatherers: the robust Bear Men (Neanderthals) and the taller Long Men (Cro-Magnon, or Cavemen).

When you play Würm, it will be up to you to imagine what life was like for our ancestors, and explore your own vision of this time. During your adventures, whether simply surviving or going on perilous hunts or legendary quests, your characters will gain strength, wisdom and prestige by exploring unknown territories, daring to enter the darkness of mysterious caves, seeking out the powers of ancient spirits, or challenging the creatures of the night.

All the rules you need to play Würm are included in the core rulebook, detailed over nine chapters. These rules were designed to be simple and clear. For the most part, they only require a few 6-sided dice. Most of all, they were designed to be well adapted to the atmosphere of the Stone Age. For example, to develop the characters, you won’t need skills and stats, but a number of Strengths and Weaknesses that are connected to specific totems. Additionally, Talents and Secret techniques represent the abilities that a character may learn, such as painting, shamanism or certain combat techniques.

The game rules have been developed to be as close as possible to established archeological sources, carefully relaying what we know of the technical knowledge, the environment and part of the culture of our ancestors. However, the world of Würm also leaves room for a touch of fantasy and adventure: you will therefore find rules that allow you to play with the real powers of totem spirits, as well as a whole range of fantastical creatures living along side the mammoths and the cave bears, such as fire spirits, witches and glacier giants.

So you may dive right into the prehistoric adventure of the world of Würm, the core rulebook ends with four introduction scenarios, each one offering a specific atmosphere, including adventure, investigation, melancholy, or humor. One scenario is designed to introduce younger players to the game.

Prepare your flint or ivory-tipped spears, and make certain your clan and your totem spirits are behind you. The adventure begins the moment you step outside your camp…

176 pages, full-color, hardcover
English edition of the French RPG.

Written by Emmanuel Roudier

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48.00 €
Yellow King RPG: Missing and The Lost
Yellow King RPG: Missing and The Lost

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A novel by Robin D. Laws

Imperial America has fallen.
Emperor Castaigne, who ruled the nation with secret police and even more secret sorcery, has fled. The portals that connected him to his rumored source of power, the alien realm of Carcosa, have been destroyed.

After a century of tyranny, democracy has returned to the USA, if those who fought for it have what it takes to keep it.

Along with his loyal crew, the man they called the Technician helped win the struggle. Now he seeks a return to civilian life.

Specifically, he wants to eliminate his job. He repairs the suicide machines known as the Government Lethal Chambers.

His determination to decommission these instruments of death brings him to the People’s Hall. There a generation of political pioneers works to jumpstart a disarrayed provisional administration into a fairly and freely elected government.

But when the body of a murder victim shows up in flagship Lethal Chamber in Washington Square, the Technician sees that the skill set of his crew hasn’t quite gone out of fashion.

The ensuing investigation takes him on a journey through the secrets of the old regime, with fugitive war criminals, haunted hide-outs, urban firefights and dread parageometrical rituals along the way.

Read The Missing and the Lost as a thrilling, thought-provoking mystery of a dread-drenched alternate reality.

Or use it as a model for your sessions of The Yellow King Roleplaying game when you play in its mind-bending Aftermath setting.

      ei vielä ilmestynyt odotettavissa 2023
22.10 €
Yellow King RPG: Slipcase Set (HC)
Yellow King RPG: Slipcase Set (HC)

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The book has been written.
The book has been read.
Now it rewrites you.
Across time it spreads, creating dread new realities.
And you’re in all of them.

Written and designed by GUMSHOE master Robin D. Laws, YKRPG takes you on a brain-bending spiral through multiple selves and timelines.

The core game. Four books in 6" x 9" format, grouped together in a gorgeous slipcase: Paris; The Wars, Aftermath, and This Is Normal Now. Core rules appear in the Paris book, with brief setting-specific rules sections in the other three. The beautiful and ingenious slipcase includes a GM screen.

Inspired by Robert W. Chambers’ influential cycle of short stories, it pits the characters against the reality-altering horror of The King in Yellow. This suppressed play, once read, invites madness or a visit from its titular character, an alien ruler intent on invading and remolding our world into a colony of his planet, Carcosa.

Four books, served up together in a beautiful slipcase, confront your players with an epic journey into reality horror:

* Belle Époque Paris, where a printed version of the dread play is first published. Players portray American art students in its absinthe-soaked world, navigating the Parisian demimonde and investigating mysteries involving gargoyles, vampires, and decadent alien royalty.
* The Wars, an alternate reality in which the players take on the role of soldiers bogged down in the great European conflict of 1947. While trying to stay alive on an eerie, shifting battlefield, they investigate supernatural mysteries generated by the occult machinations of the Yellow King and his rebellious daughters.
* Aftermath, set later in the same reality, in present day North America. A bloody insurrection has toppled a dictatorial regime loyal to Carcosa. Players become former partisans adjusting to ordinary life, trying to build a just society from the ashes of civil war. But not all of the monsters have been thoroughly banished—and like it or not, they’re the ones with the skills to hunt them and finish them off.
* This is Normal Now. In the present day we know, albeit one subtly permeated by supernatural beings and maddening reality shifts, ordinary people band together, slowly realizing that they are the key to ending a menace spanning eras and realities.

New GUMSHOE features include:
* A completely new player-facing combat system.
* A fresh, evocative approach to wounds, physical and psychic, inspired by the innovations of GUMSHOE One-2-One.
* Linked character creation across multiple settings.

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120.00 €
Zalozhniy Quartet
Zalozhniy Quartet

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The Zalozhniy Quartet is a series of four linked adventures from acclaimed RPG writer Gareth Hanrahan, and designed by Night’s Black Agents creator Kenneth Hite.

This operation is a Bourne-style “run and gun.” It starts off as a conventional investigation, but rapidly becomes a lesson in why crossing the Lisky Bratva is a very bad idea. When an investigation goes wrong, the agents are pursued by Russian mafiya assassins. Their only hope of survival is to make it to the safe city of Vienna. Keep the pressure up at all times as you chase the agents across Eastern Europe. Make that red line on the map a trail of blood…

The operation is divided into five smaller ops, each centred on a different city. They’re linked in a chase across Eastern Europe in Running Hot.

* Odessa, Ukraine! The agents work with Donald Caroll to investigate a smuggling ring in The Odessa Job. They break into a warehouse, where they’re ambushed by Lisky Bratva goons ambush them and force them to flee. Caroll’s assassinated by a zalozhniy, but he does give the agents the location of his safehouse in Vienna. If they get to Vienna, they’ll be safe. The road to Vienna leads through Tiraspol.
* Tiraspol, Transnistria! A country run by gangsters, and one of the biggest markets for illegal weapons in the world. The Lisky Bratva aren’t in charge here – if the agents can convince the local warlords to give them safe passage, they can get ahead of their pursuers. In Transnistrian Nights, the agents must sabotage a soccer star’s debut to win the favor of a criminal gang leader. He points them at the Lisky Bratva’s operations in Transylvania, and at a young journalist in Debrecen.
* Transylvania, Romania! Why are the Lisky Bratva shipping people to an isolated village in the middle of Transylvania? And what happens when the agents get involved? Shadow of the Vampire brings the agents to an ancient monastery where they come face to face with the Conspiracy. If the agents survive this optional detour, they come away with vital intelligence about the vampires.
* Debrecen, Hungary! The Lisky Bratva trade guns and girls for heroin and cash in this post-Soviet city. In The Debrecen Gambit, the agents learn that a journalist, Agi Kozorus, knows about the Lisky Bratva’s operations in the city. After tracking her down and rescuing her from assassins, Kozorus gives the agents two potential targets – a human trafficking slave camp and a vital drug deal. Hitting either hurts the Lisky Bratva and reduces the forces chasing the agents.
* Vienna, Austria! Vienna’s neutral territory in the criminal underworld. Once the agents are inside Vienna itself, the Lisky Bratva dare not touch them. All the agents have to do is make The Vienna Run - the gauntlet of those last few miles.

Pages: 144pg, Perfect Bound

Author: Gareth Hanrahan
Artist: Alessandro Alaia, Phil Reeves

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32.40 €

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