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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
Welcome to scenic Pitford: Gateway to the Ruins This is your last stop before undertaking a dig in the nearby Great Ruins. Why not enjoy some of the fine services offered in this enclosed town? There are brothels, bars, massage parlors, shops, a casino and even a gladiatorial arena, all here for your delight. After all, this may be your last night in this twisted world, why not make it one to remember? Pitford is like a great immobile tank, stuck on the battle scarred, hostile plains in the shadow of the Great Ruins. This scrap metal enclosure is more than a home base for excavators; it is a dynamic adventure site, where opportunity, riches, espionage, crime, and debauchery await. Herein, game sessions are as challenging and deadly as anything found outside of its junk and concrete shell. The fortress-town stands as a frontier bastion for a hard pressed humanity, providing a retreat from the harsh sand storms and flesh eating mutated beasts of the wilds. With one road leading in at the south and another at the north, it is stopping place for travelers, outlaws, savages, scavs, runaways and most of all, excavators. For over eighty years this fort has served as a base camp for dig teams who loot the boundless ruinscape beyond, where the lucky make it back alive with artifacts of enormous wealth and power. This book is both a game master reference resource, as well as a guide for players whose characters are visiting the bustling, old west style boom town. Included are 56 shops and businesses, 33 streets and alleys, access points to the topside roof, and stairwells to the notorious basement level. In addition, fortress defenses, gatehouses, and town watch details are included, along with a robust section on the municipal jail with encounters for those incarcerated within. Also included are series of adventure hooks, appendices, map collections, the governing Association of Business Owners and the Freehold Scouts. Situated in the north east corner of the Crossroads Region, Pitford figures heavily in upcoming adventures published for The Mutant Epoch role-playing game. While having this book isn't necessary, it would enhance game play and provide details on resources adventurers need to recover, resupply, and recruit new excavators. 200 pages 108 illustrations 5 Maps 122 Locations Encounter Tables Random Rumors Adventure Hooks and much more
The Task: design a complete dungeon in one page. The Complete 2013 Collection. Includes all 72 submissions, plus the 32 winning entries from 2010 and 2011 as a bonus. Check out the official 2013 One Page Dungeon Contest page for free downloads of the submissions.
Kobolds Work a Little Magic The popular and wildly useful Kobold Guide series tackles the biggest subject in fantasy: Magic What makes a fantasy fantastic? Magic, of course Whether it's unearthly beasts, scheming sorcerers, legendary swords or locales that defy logic and physics, a compelling fantasy story needs magical elements. The tricky part is that in order for the story to work, you have to get your reader or player to believe the unbelievable. The Kobold Guide to Magic takes you behind the scenes to learn the secrets of designing and writing about magic from 20 top fantasy authors and game designers. Find out how to create more compelling, more interesting, and more playable magic at your table or in your stories-with the word from some of the most talented creators working today. The topics are wide-ranging, from the secrets of Irish magic to tricks of impractical magic, from how to generate a sense of wonder at the gaming table to how to rejigger the teleport spell for stronger adventures tohow to sell a character's soul and how to run a game with visions and prophecies. There's even sections on the magic of J.R.R. Tolkien and the tools available to a game master for making magic their own. The Essential Guide to Magic in Fiction and Games This essential companion for fantasy gamers and readers alike feature essays by: Wolfgang Baur Clinton Boomer David Chart David "Zeb" Cook James Enge Ed Greenwood Jeff Grubb Kenneth Hite James Jacobs Colin McComb Richard Pett Tim Pratt John Rateliff Thomas Reid Aaron Rosenberg Ken Scholes F. Wesley Schneider Amber E. Scott Willie Walsh Martha Wells Steve Winter This latest volume in the best-selling and award-winning series of Kobold Guides tackles the mystery at the heart of the fantasy genre. Improve your game and expand your magical power with the Kobold Guide to Magic This book ships early in 2014 and will be in high demand. Don't miss out, and get it in print before everyone else
Make your icon rolls-and hope for sixes The Midgard Bestiary: 13th Age Roleplaying Game Compatible Edition is sending 100 weird, warped and unpredictable new monsters your way. This book includes: Adventure hooks for each monster and lists of things you're likely to find on them 9 new player character races including ghouls, gearforged, kobolds and ravenfolk All-new Midgard icons by Wade Rockett Get ready to face deadly foes from every corner of Midgard: the alleys of Zobeck, the empire of the ghouls, the courts of the shadow fey and the magic-blasted Wasted West. The Midgard Bestiary is full of exciting new creatures and NPCs including: Steam golems, ice maidens and fellforged warriors Dwarf mercenaries, marauders and berserkers Elf spellblades, mages and theurges Wizards, warmages and alchemists Iron ghouls, imperial ghasts and spectral wolves 13 icons including the all-new Master of Demon Mountain, Illuminated Brotherhood, and the Beloved Imperatrix of the elves, Regia Moonthorn Kalthania-Reln van Dornig Use these monsters in the Midgard Campaign Setting, or bring them into the fantasy campaign world of your choice. Get the Midgard Bestiary today, and unleash the dire weasels
You are Avenger, a ninja trained in the Way of the Tiger, a lethal master of unarmed combat who must confront ultimate evil to avenge the death of your foster-father. Your foster-father's assassin has stolen the scrolls of Kettsuin. Now, the secret word of power could be used to imprison the great god Kwon in Inferno forever - unleashing the forces of evil throughout the world of Orb. Your quest is to find the assassin before he reaches the Pillars of Change. The fate of Orb depends on your deadly skills and cunning. THE WAY OF THE TIGER is the eighties gamebook adventure classic now revised and expanded for a new generation of fans. You choose the skills and martial arts moves to defeat your enemies, gaining knowledge and honing your abilities to use as your quest progresses. Are you ready for the Way of the Tiger?
A fantastic expansion to the kingdom-building rules for the Pathfinder Roleplaying Game. If your characters are building a kingdom, this is a product you cannot miss Created by the designer of the kingdom-building system presented in "Pathfinder Roleplaying Game Ultimate Campaign" to perfectly complement those rules while expanding them in amazing directions, "Ultimate Rulership" contains a dazzling array of new options including new Edicts for royal commissions and endowments, espionage and festivals, militarism and recruiting new armies. It adds nearly 20 new buildings for your cities from Aeries to Bordellos, Hanging Gardens to Crematoria, with full-color tiles for every building large and small. You will also find guidelines for population and military recruitment, and for integrating settlement attributes, kingdom events, and danger levels; noble titles and precedence; and naturally advantageous sites and exotic city locales from cliff dwellings to treetop towns to cities under the sea "Ultimate Rulership" provides a wealth of options for expanding your domain and forging a kingdom that will long be remembered. This product is part of the Ultimate Plug-Ins line from Legendary Games, offering the very best support products for the Pathfinder Roleplaying Game. This product and a host of other great Ultimate Plug-Ins and Adventure Path Plug-Ins are available in PDF format from Legendary Games at www.makeyourgamelegendary.com. Whether you use published adventure paths like those from Paizo Publishing, LLC or other campaigns featuring themes like Gothic horror, the alien Lovecraftian mythos, epic journeys to the Far East, exploration of the fey-haunted wilderness, righteous crusades against the demon hordes, or swashbuckling pirates, Legendary Games has amazing products for you. Adventures, rules expansions, monstrous bestiaries, character compendiums, rogues galleries, spells, magic, and terrible grimoires full of secrets man was not meant to know: you'll find all these and more. Every product from Legendary Games is in lush full color with premium layout, robust hyperlinks, fantastic artwork, and the creative talents of a team of authors that you already know and trust from their extensive contributions to the core rulebooks, adventure paths, and companion and campaign setting supplements for the Pathfinder Roleplaying Game. Make Your Game Legendary
Your Path is Calling - It's Time to Start the Journey Where better to begin your journey than character creation? This first step is where you forge your identity, and decide how your new hero will meet the challenges of dark magic and fierce monsters: with blade, spell or the power of the gods. The New Paths Compendium gives you a dazzling variety of new options to create your new favorite PC. You'll find 7 new and expanded classes from level 1 through 20-plus enough new feats, spells, archetypes, and resources to build and play a character that you'll be describing to other gamers (and confused baristas) for years to come. The New Paths Compendium includes: 28 new archetypes for monks, ninjas, gunslingers, barbarians, fighters, clerics, and 7 Compendium classes 7 tracking sheets for animal companions, favored enemies, prepared spells, summoned monsters and more 20 new spells for druids, rangers, shaman, and more Almost 100 new feats for new and existing classes The seven Compendium classes each bring something new to your Pathfinder Roleplaying Game: Thespell-less ranger, a skilled warrior of the wilderness Theshaman, with otherworldly new abilities and an animal spirit guide Thebattle scion, a master of sword and spell Thewhite necromancer, wielding death magic for the side of Good Theelven archer, deadly ranged fighter capable of astonishing feats of marksmanship Thesavant, master of all trades (if only for an instant) The all-newtheurgeclass, combining arcane and divine power There's a big world of adventure and peril out there - get your Compendium today and make a hero that it won't soon forget
"Maid: The Role-Playing Game" is a comedic take on a uniquely Japanese cultural icon: The fetishized modern maid. Injecting the concept of Maid with 50ccs of anime and comedy, the players take on the roles of maids, serving the master (played by the GM). Sheets are left unfolded and mantelpieces undusted when giant robots crash through the mansion, ninjas attack and kidnap the young master, and a demonic pit to Hell opens up in the pantry... and all before teatime Play in the modern comedy setting, or mix it up with 9 additional settings including Victorian era, old Edo period, fantasy and post-apocalypse; and 6 genres including romance, horror, and action. Due to the rules system and random events that form the backbone of the Maid RPG, the game practically runs itself: Go from opening the book to playing a game with friends within just minutes Three game styles in one: The traditional scenario-type; the random event-driven type; and the "favor race," a race to the master's heart Make characters and start playing the game within minutes of opening the book. Everything about the game gears it for Fast Play, Now. Optional character types including player-character masters and butlers, and optional rules for seduction and romantic tragedy. 11 complete adventure scenarios. 3 complete "replays," actual play scenarios in screenplay format. Great for learning the feel of the game. The first ever Japanese tabletop role-playing game to be released in English ...which, when you think about it, totally makes sense in a weird sort of way. Hundreds of optional items, costumes, genre and setting events, all presented in a way to easily bring them into the game Combines the original Japanese core book and two supplements into one huge, complete edition of the game in English. A $75 value
A classic choose-your-own style gamebook from the eighties - back in print at last Beyond the hills and haunted swamps towards the sunset lies the grim castle of the arch-fiend Slank. For centuries this demon has plundered the souls of mortal men, gathering them to his terrible abode to dwell in eternal torment. Now the secret magic that can destroy Slank is known at last. You agree to undertake this perilous adventure. But can you rid the world of the demon's dark shadow, or are you merely destined to become his latest victim? This is fantasy adventure with a difference: you are the hero. A pencil, an eraser, and two dice are all you need to embark on your quest. Success and glory-or failure and sudden death-depend on the decisions you make.
This is a dictionary of terms used by most Massively Multi-player Online Role Playing Games. These entries also include an active use example for each term and acronym. Perfect for parents and loved-ones who would like to relate to a gamer in the family, this work is fitting for the noob and the 1337 (and their mothers).
Song of Shadows and Dust is a standalone miniatures wargame based on the award winning Song of Blades and Heroes rules engine. The rules reflect the gritty reality of urban violence while preserving the keep-it-simple, play-as-you-want, no-book-keeping-required spirit of the Ganesha Games family. Easy to learn: The elegant core rules are easy to learn in just one game. Fast to play: Games are designed to be finished in under an hour allowing small campaigns to be completed in a single sitting. Flexible: Inspired by the break down in civil order which plagued the great cities of the Mediterranean in the first century BC, these rules are suitable for any pre-modern setting from Babylon to Bruges. Expansive: Includes 57 unique character profiles with whom to populate your faction or guild - from henchmen, assassins and punch-drunk boxers, to street urchins, elder statesmen and courtesans. Players are also free to create their own custom characters choosing from among 46 defining special rules. Variable: Eleven different faction objectives allow for 121 different tabletop scenarios. Expandable: Easily supplemented by special rules and scenarios drawn from the other rule books produced by Ganesha Games.
The moon is high, and you're starving. The darkness hides your drawn face and the desperate glint in your eye. Last night, you could have said no. Last night, you still murmured to yourself that you shouldn't give in, that you shouldn't let anyone get hurt. Tonight, all you feel is the ache of dry veins. You follow the sweet-smelling stranger down the stairs: the latest steps in a long descent. Your hard eyes don't blink. You can taste it already. Later, there will be time to fear or regret. In this moment, in all the broad, screaming night, there's nothing more terrible than you. From a solid foundation in the seductive horror of vampire literature, Feed RPG gives you the freedom to create and play in any kind of vampire mythos, from gritty drama to high camp. This book contains the complete game rules, four sample Strains for pick-up play, and a short guide to vampire literature with advice on bringing the feel of your favorite stories to the tabletop.
The power of your gentleman adventurer is about to explode Contained within these gunpowder-stained pages are all you'll need to put more bang in your travels through the world of Tephra. With this trusty handbook as your guide, you and your fellow pyrotechnicians will be able to set the battlefield ablaze with firebombs and take advantage of the tactical explosions of squibs. Learn new augments for these and your more standard explosives that wil make them walk, bounce, smoke, emit shockwaves, implode, and work under water. Not into setting off explosives? This book will also teach you how to ricochet the projectile of your choice so that no target will ever be out of your reach. Like both? Combine them to bounce your bombs onto the uncouth vagabonds of your choice But first you'll meet renegade sky pirates calling themselves the BombRats, a bunch of crazed bombers who enjoy destroying airships as much as they like looting them. Be prepared, this is some serious content: - 45 new specialties - 54 new explosive augments - 3 new adversaries - 3 new stories - 16 new items - 6 new trinkets This is a supplement for Tephra: the Steampunk RPG. It is intended to be used with the Tephra Playing Guide.
United States Marine Corps veteran David Hall presents a new and exciting way to experience the Second World War in "Blood and Guts: Rules, Tactics, and Scenarios for Wargaming World War Two." Hall developed his tactical game system through decades of personal wargaming, and he now shares his unique system with readers everywhere. The rules are easy to learn, and the games are fast-paced. The scenarios cover almost all of the major theaters of conflict, including France 1940, the Mediterranean, the South Pacific, and the Eastern Front. A table of organization and equipment is included to assist readers in recreating wargame infantry and armor formations. Hall doesn't simply provide a set of rules; he infuses each chapter with wargame theory, tactics, and tank development. He provides the logic behind each rule and talks about how the rule design plays out the battlefield. He also shares stories and anecdotes about his early "toy soldier" days and about how he developed into a wargamer-stories sure to spark readers' memories of their own first set of soldiers.
Adventure and Exploration Await Grab your gasmask, your knee pads, crossbow and blade Suit up into your junk armor and survival packs and get ready to dive into a world of high adventure. Welcome to the Crossroads Region It is the year 2364. The Tainted Sea continues to recede, exposing patches of the former megalopolis of Los Angeles. Few areas in the brutal world of The Mutant Epoch are so densely populated nor so embroiled in factional warfare as The Crossroads Region. Here, your heroes will explore old war zones, ruined cityscapes, reef-locked relic ships, stinking bogs and toxic bomb craters. Seek the bounty on the dreaded outlaw-cannibal Appro-Mortica, recharge your power cells at Array, avoid the deviant hunters of the Holy Purist Empire, and dodge the Mutant Supremacists of Aberratia as your dig team travels forest road. At the end of the day, you and your comrades can wash away the grave dust of the ancients with a pint of beer in the bars and saloons of dozens of towns. But even in the scrap and concrete confines of human settlements, keep one eye open, as the abode of men can easily be as deadly as the post-apocalyptic wilderness. The Crossroads Region Gazetteer is the first official setting for The Mutant Epoch role playing game and contains the sprawling city of Overpass, the purist capital of Pure Hub City, the Aberrationist capital of Newburg, along with thirty one other factional and independent communities. Herein, the fortified excavator's town of Pitford resides, as well as the village of Walsave from the Mall of Doom adventure. Several upcoming TME adventures are also set in this region. Designed to connect with other upcoming gazetteers, this territory sits directly above uncharted zones meant to be created by the game master. No further settings will be published which document the areas south of the Crossroads Region, and instead future books will only describe areas, north, east and west. Included in this 448 page book: 33 Community Descriptions 98 Locations of Interest Descriptions 320 Illustrations 39 maps 20 NPCs Plus details on regional factions, ruin areas, outlaws, heroes, organization, nomadic communities and much more Access to downloadable map and game ready content archive, including larger versions of included maps
Small But Fierce For a kobold, nearly every foe is a giant to kill, and they have long practice at evening the odds. Kobolds are the ultimate underdog contenders, striving gamely to survive and conquer in a hostile and brutal world. Like all true heroes, the odds are against them-and glory is waiting to be seized in their tiny, scaled claws Advanced Races 6: Kobolds gives you everything you need to play a member of this iconic race in the Midgard Campaign Setting or the campaign world of your choice. Compatible with Pathfinder Roleplaying Game, this 32-page book includes: Practical notes on kobold ecology, culture, and gods 100 kobold names and 10 traits that come with them, including Dirtskulker, Ghostsnare and Gougeeye 7 alternate racial traits, and 26 new kobold feats 7 new archetypes including Arcanomechanist, Scrap Warrior, and Tunnel Harrier New gear, spells, magic items and street traps And much more The whole world is against you--and you have so very many surprises planned for it...
This is a Game Master (GM) module written by Roy Cram for the New Khazan Setting by Tom K. Loney. You will need a copy of New Khazan: Adventures in the 9,000 Worlds (NK) and also a copy of the Tunnels & Trolls Rule Book (T&T) published by Flying Buffalo, Inc. This adventure begins in a seedy little bar in a seedy little spaceport on a seedy little planet in the galactic rim. The name of the planet is Seedy V. It is not a good planet to visit and a worse planet to live on.
Looking for a hard-edged, gritty roleplaying experience? Looking to explore deep and nuanced facets of the human experience? Looking for a crunchy, detailed rules lexicon to facilitate a fantasy world simulation? Keep looking. Busty Barbarian Bimbos puts the players in the position of the exact kind of character that is all too often represented in gaming artwork but rarely present in the rules; the sexy sword-bunny hell-bent on scoring some coins, couture, and camaraderie. Featuring simple, intuitive rules. Streamlined character creation to get started quickly. Garment, equipment, and outfit creation tables to kickstart your wardrobe. Dozens of adventure seeds to keep the action moving. Requires three six-sided dice, some friends, and a juvenile sense of humor to play.
"ROGUE MAGE RPG, Role Playing in the World of Faith Hunter,
Player's Handbook It's a century after the Seraphs have returned to Earth, fulfilling ancient scripture with fire and sword. Most of Earth's population died in the plague and resulting wars--and then came the ice age. Mankind has survived, but not without change. Wondrous new races were born following the Time of Plagues, some destined to fight alongside the seraphs of the Light, while others simply want to survive in a harsh new world. And beneath the cities and in abandoned wastelands, the forces of evil continue their age-old war with the mortals and the seraphim. These dragons and their Dark minions won't stop fighting until the world is theirs. In the "ROGUE MAGE ROLE PLAYING GAME" you join with the rogue mage Thorn St. Croix and the forces of Light to stop the fallen seraphs and their devil-spawn, adventuring in and beyond the world of Faith Hunter's apocalyptic fantasy trilogy: "Bloodring," "Seraphs," and "Hosts." The "ROGUE MAGE ROLE PLAYING GAME PLAYER'S HANDBOOK" features: - complete rules for all the mortal races of the "Rogue Mage" novels: kylen, half-seraph winged warriors; mules, half-human fighting machines; neomages who can work magic with energies left over from the Creation; daywalkers, refuges from the underground hellholes of the fallen seraphs; versatile but magic-less humans; and the seraph-touched, a new race yet to find it's place in the post apocalyptic-world. - dozens of Skills, scores of Drawbacks, over 100 Conjures, and over 200 Talents for heroes to choose from. - a half-dozen pre-made characters so play can begin immediately. - a luck point system that encourages players to take chances and keep the action moving, and the allegiance system that turns a hero's choices in the war between Darkness and Light into something more than just words on a character sheet. - player character gear from swords to shotguns to helicopter gunships, as well as magic weapons, energy-filled spell amulets, and demonic and seraphic artifacts. - simple combat rules that resolve attacks and damage in a single role and full-scale battles in only a few short minutes. - with the addition of a single 20-sided die, some paper & pencils, and a free adventure downloaded from www.roguemage.net or one found in the "Rogue Mage RPG Master's Guide," everything needed to play "Rogue Mage" today. Grab your dragon-gun, we're goin' hunting
Sojourner's Quest is a fantasy role playing game; akin to other old school games, the book is a new & simplified perspective on fantasy gaming. The book includes complete character creation instructions, 4 different character classes - Healers, Sorcerers, Thieves and Warriors - and basic fantasy Races such as Dwarves, Elves, Halflings, and Humans. As well, there are Combat Tables, Redemption Roll Tables, and over 140 spells combined for Healers and Sorcerers. In the book is also a Game Masters Guide for the referee with complete Treasure Categories and Magical Items lists.
"You hear a click " The great tradition of traps in roleplaying games continues - because traps create that freak-out moment when things really, really go wrong Traps make your game better and they add a sting of surprise to any encounter. The Trapsmith sourcebook provides you with original, easy-to-run traps for many Challenge Ratings, and each trap has been maximized for in-game flavor and mechanics by master trap designer Maurice de Mare. All Trapsmith designs come complete with statistics for the Pathfinder Roleplaying Game. This volume includes: 120 traps spanning a wide range of Challenge Ratings, several locks, and many useful rogue items Guidance for creating fun, appropriate traps for your own adventures A complete trap-heavy adventure called "Whispers of Wyrmhood" Put a little fear into your next dungeon crawl with this collection of trigger-ready traps, and revel in the deathtraps of the old-school dungeon
Four Towns, Many Secrets Plymouth, Massachusetts; Elizabethtown, Maryland; Savannah, Georgia; Charlotte Haven, Florida. Four towns that appear to have nothing in common. Four towns with secrets. Award-winning author Jennifer Brozek takes you beneath the surface of four communities across Colonial America: the people, the societies, the secrets, and the things that were better left undiscovered. Described in loving detail, each location is provided with a wealth of adventure seeds and campaign starts. Whether your Heroes are just visiting or decide to make a town their base of operations, you will find plenty here to provoke, challenge, and threaten them. There are wrongs to right, conspiracies to thwart, and monsters to slay. There are friends to help and foes to defeat. There are mystery, intrigue, and danger in plenty. Just look beneath the surface. This book contains revised and re-edited versions of Rogue Games' acclaimed Plymouth and Elizabethtown e-books -- in print for the first time -- plus two all-new locations: Savannah, the bustling capital of the young Georgia Colony, and Charlotte Haven, a small Florida town where a long Spanish heritage sits uneasily beneath the veneer of British rule. Praise for Plymouth and Elizabethtown: 4 1/2 stars - DriveThruRPG "A definite must-have -- 9/10" -- Roleplayers' Chronicle
Looking for a hard-edged, gritty roleplaying experience? Looking to explore deep and nuanced facets of the human experience? Looking for a crunchy, detailed rules lexicon to facilitate a fantasy world simulation? Keep looking. Busty Barbarian Bimbos puts the players in the position of the exact kind of character that is all too often represented in gaming artwork but rarely present in the rules; the sexy sword-bunny hell-bent on scoring some coins, couture, and camaraderie. Featuring simple, intuitive rules. Streamlined character creation to get started quickly. Garment, equipment, and outfit creation tables to kickstart your wardrobe. Dozens of adventure seeds to keep the action moving. Requires three six-sided dice, some friends, and a juvenile sense of humor to play. |
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