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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
Magic and Deviltry in the Crossroads City The Zobeck Gazetteer brings award-winning designer Wolfgang Baur's Free City of Zobeck to life This is where the campaign setting of Midgard was born: in the twisted alleys of the Kobold Ghetto, the schools of clockwork magic, and the ticking hearts of the gearforged PC race. Anyone looking for a new and different setting will find a clockpunk city forged in the fires of revolt, with monsters and magic drawn from the dark folktales of medieval Eastern Europe-plus details of devils, kobold kings, and plots galore This massively expanded, 116-page edition of the Zobeck Gazetteer includes material from dozens of sources, collecting all this in one invaluable reference: New Clockwork and Lust domains for Pathfinder RPG, A short writeup of the city's Arcane Collegium, New details of the gods of Zobeck, Gypsy magic and magical gear Dozens of spells for star and shadow magic, All-new feats, relics, and magic items, Plus a clockwork wizard school Illustrated with beautiful city maps by Sean Macdonald, the gazetteer format provides just enough detail to incorporate Zobeck into any fantasy campaign without being overwhelming. Come on down to the crossroads and try your luck Also check out the related "Streets of Zobeck" adventure book
This is not the Earth you remember. Dragged from the present and into this dark and dangerous future, you have total freedom to uncover the hidden secrets of Earth, space station 'Eden' and the mysterious Blackbird Facility. Uncover a determined threat to the freedom of mankind and take your part in the revolution. The future is in your hands. RED DOG: A complete Fantasy Role Playing Game. Free Roaming * A Huge 530 passages of Text * An Expansive Universe Set Over Three Worlds * Detailed Illustrations, Maps and Plans * No Dice - Rely On Your Wits and Courage * Search Every Corner of the RED DOG Universe * Deeper Interactions - Talk to Anyone You Meet * Get an Advantage and Upgrade With Bio Implant Technology * A New Generation of RPG For A New Generation of Gamers.
Tactical Warfare is a Create it yourself Tabletop RTS Cardgame. Inside this book are all the essential rules and tools needed to play this new game Have you ever played an RTS (Real Time Strategy) game and wished you could take it offline, versing your opponents face to face? Or perhaps your a creative artist wanting to bring your ideas into a new format? This card game give you the bare essentials and templates to get you going to play Tactical Warfare, however the creativity is up to you That means no buying cards and booster packs, you make all the cards yourself, art and all Included in great detail is a guide to help you make your own cards to start playing, as well as examples, and every possible card template for the game for your convenience. Simply scan, graphically edit (if that's your thing), print, and play The templates are also set up as a easy draw format, so you can print and hand draw on the templates if you wish. The only thing you need to do to play this creative game is to get this rulebook, and you and your friends will have endless battles on the tabletop, with armies only you could imagine
Master the battlefield like never before This rules supplement delves into mass combat with the same verve and creativity as "Ultimate Rulership" does to the more peaceable aspects of ruling a kingdom. From advanced tactics and strategy to casualties and prisoners of war, "Ultimate Battle" takes you from ambush to aftermath with new systems for camouflage and scouting, casualties and prisoners of war, tactical initiative and battle zones, and commanders and mercenaries. In addition, it provides you with expansions of existing rules, including new equipment and dozens of new tactics, command boons, and creature and character special abilities help bring almost any army to life, and robust rules for battlefield conditions from terrain and weather to visibility and the fog of war. This terrific expansion to the mass combat rules found in "Pathfinder Roleplaying Game Ultimate Campaign" contains everything you need to recruit, train, equip, maintain, and unleash your armies on the battlefield like never before, with 14 brand-new tactics including Cavalry Sweep, Pike Square, and Strafing Skirmishers; 24 new command boons like Death Before Dishonor, Implacable Advance, and Master Recruiter; 21 types of army equipment from firearms to magic shields, chariots to howdahs; and 51 army special abilities, including abilities for armies comprised of PC classes. Pick up this 36-page supplement today to bring amazing depth and dimension to mass combat in your campaign and Make Your Game Legendary
"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
The Imperial Gazetteer Vampires and spectral knights long ago claimed the country of Morgau & Doresh as their own, leaving the ghouls their empire deep beneath the earth. Both are fully detailed in this volume by award-winning designers Wolfgang Baur and Scott Gable. Travel deep within the palatial crypts of deep realms of undeath and learn the secrets of the vampire-princes and the ghoul emperor. This gazetteer provides rich new Pathfinder RPG material including: 1. A history of the undead nations above and below the earth. 2. A giant cast of undying antagonists and allies. 3. A new undead race of necropolitan ghouls for PCs to join the unliving. 4. The subterranean realms of the Emperor of the Ghouls. 5. Undead-themed gods and magical items. 6. More original, inventive undead than you can shake a stake at. From the minds that brought you the Empire of the Ghouls, a new source of campaign terror 79 pages, with complete maps and full Pathfinder RPG stats.
A Collection of Dark and Daring Adventures What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch's masquerade in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors? Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours if you cross the wrong one of the Nine. This 94-page supplement and adventure anthology is set in the seedy underbelly of Zobeck, and on its mean streets you will find: Seven adventures dealing with underhanded themes, shady locations, and double-crossing deals gone wrong Six locales including the Cartways Market Gallery or the Old Stross Municipal Baths. A dirty dozen NPCs: kobold gearsmiths, failed Arcane Collegium students, barge captains, fey and undead ambassadors to use as rivals, patrons, peers and foes A sampling of new clockworks, street magics and odd enchantments that make Zobeck the distinctive jewel of the River Argent You probably shouldn't bring the paladin along on this one... This official Midgard adventure anthology is easily portable to any setting. Designed by Ben McFarland, Matthew Stinson, Christina Stiles, Mike Franke, and Richard Pett. Winner, Gold ENnie Award, Best Adventure of 2012
Can't find a tabletop wargame opponent? This easily-readable guide provides the tools needed to undertake tabletop wargame campaigns without the need for other players. The guidelines presented within are designed to supplement your favorite wargaming rules set (not included). They can be bent or twisted, even broken and reformed, to suit a wargamer's needs. Novices and veterans alike can employ these ideas and innovations to further the thrill of pitting army against army without the need for another player. Features methodologies for campaigns (mobilization, weather, logistics, morale, alliances, revolts, sieges, and mutinies), sea campaigns, integrating fantasy, tactical actions (terrain, weather, commander's competency, concealment, ambushes, and minefields), and air warfare.
The second in the Zobeck Gazetteer series takes us up into the heights of the Ironcrag Mountains, where dwarves master rune magic, forge powerful new magic, and keep dark secrets in somewhat Masonic secret societies. The Dwarves of the Ironcrags Gazetteer contains many other secrets of the dwarves, including numerous spells, domains, and feats, as well as other new options for dwarven and Kariv characters in the Ironcrags. In addition, this gazetteer gives both GMs and players information you can use to better ground your game in the Zobeck world. TOUGHER THAN MOUNTAINS More than taciturn miners and miserly smiths, the dwarves of Zobeck have a richly varied culture that includes slavers, secretive fraternal orders, and magical blades containing the souls of the dead. The Dwarves of the Ironcrags Gazetteer describes all these aspects of Zobeck dwarven culture and more: Descriptions of all the dwarven cantons, including those that were lost. An examination of dwarven society, from bride-prices to the dwarven view of slavery. The Most Honorable and Righteous Fraternal Order of Illuminated Brothers, a secretive fraternal order, complete with prestige classes. The Kariv, a downtrodden group of wandering nomads often welcome among the dwarves. Dwarven magic, including new spells and magic items of dwarven and derro creation. A bestiary containing nine new monsters and templates. Includes full heraldry and a regional map of the Cantons. Produced through the open design process, this book has been reviewed and playtested by your fellow gamers before ever seeing print. Better design means better gaming.
Friends or Foes? A Game of Shifting Dangers The Shadow Fey arrive and turn the city upside down - and their ambassador demands that the player characters explain themselves, for interfering in a legitimate assassination So begins the looking-glass adventure that takes adventurers to the Plane of Shadows. This inventive take on courtly combat and sandbox roleplaying includes: More than 60-location map of the Courts, fully detailed with 100+ NPCs More than 40 combat and roleplaying encounters Dozens of new monsters your players have never seen Demon lovers and dangerous liaisons for those who seek them Jealous rivals, a quick-play dueling system, and the King and Queen of Shadows New Status system to track player character prestige Enter the world of shadows, and play the Pathfinder RPG on a whole new level 120 pages of real action and adventure by Award-winning designers Wolfgang Baur and Ben McFarland A free PDF poster map of the Courts is also available on the Kobold Press site "The adventure impressed me so much that I felt like I had to write my first review. Even though I knew it would be a solid adventure, I was unprepared for being wowed by it the way I was... I consider it a must-buy." -Review by Carlos Ovalle
Terrain Toolbox is the first book in the Advanced Encounter series, which offers advice and tools for DMs to create more memorable encounters. Terrain Toolbox is designed to increase creative use of terrain in your game, making battles more dynamic. The book begins with general advice for designing terrain effect and powers. It discusses why we use terrain, different things terrain can do, and how the terrain might change throughout an encounter. Terrain Toolbox also contains forty-eight sample terrains, including blood mage's circle, solid clouds, and lightning pillars. Each sample terrain includes advice on how to use the terrains, and most include mechanical and cosmetic variations.
Between the covers of the Midgard Bestiary: Pathfinder RPG Edition lurk more than 100 of the greatest monsters from Kobold Quarterly magazine and Open Design's award-winning adventures and sourcebooks-along with new threats you've never seen before. More than 50 new monsters and new art compared with the AGE edition of our Bestiary. That's 50% new material overall. Get ready for more than 100 pages of deadly foes from the alleys of Zobeck, the empire of the ghouls, the courts of the shadow and river fey, the Margreve forest and the Ironcrag mountains, including: Steam golems and ice maidens Kobold slyblades and witchlight constructs Ghost knights and blood hags Ink devils and lich hounds Iron ghouls and goblin sharks Roachling warriors and derro fetal savants Cave dragons and dire weasels Game Masters can use these monsters in the Midgard campaign setting, or add them to any fantasy world. Get the Midgard Bestiary today, and unleash the dire weasels Designed by Adam Daigle.
Seafaring adventures and explorations galore Discover the lush paradise known as the Isle of Morphoi, where the goddess of Memory seeks lost secrets through her network of cunning lamias and the shapeshifting morphoi. Encounter lost civilizations and their hidden colonies; explore mysterious fog-shrouded islands populated by sharp-toothed, scarred natives; battle epic leviathans of the deep that are rumored to crush villages or swallow whole ships; and gain priceless and unusual treasures
Take up your axe and raise the dragon's head upon the longship's prow The time has come to brave the frozen empires of the savage north. Here honor is more common than steel, trolls and giants battle the gods, and a hero lives by strength of arm and reckless courage. Northlands is a 114-page sourcebook detailing the icy northern realms - their geography, culture and magic. 12 Original Monsters based on Finnish, Inuit, Viking, and other legends of the north. Rune and Grudge Magic offer all-new magic, plus new spells, magic items and incantations. New Haunts and Hazards The spirits of the land, the dangers of the trail Tools to make any adventure exciting, and turn every encounter into a nail-biter. New Equipment From skis to Northern alchemy, lots of new toys and tools for PCs or villains. Feats, Traits, and Class Features for any cleric, barbarian, oracles, sorcerer, and more Regional traits, teamwork feats, metamagic, and rich roleplaying elements make the Northerner come alive Northlands covers campaign sites for adventurers to pillage or save: Trollheim is ideal for low magic or pseudo-historical campaigns focusing on human opponents; feuding clans, wars and viking raids. Thule is a classic land of monsters, focusing on giants and environmental hazards caused by the elemental clash of fire and ice. Hyperborea is a tropical lost world at the northern pole, based on Greek myth. This official Midgard setting sourcebook is easily portable to any setting.
It's About More Killing All the Monsters Alternate Objectives is the latest of the Advanced Encounters series. Like all books in the series, it provides advice and tools for the GM to create more memorable encounters. Alternate Objectives focuses on creating battles where they PCs have goals beyond slaying the bad guys: things like rescuing prisoners or obtaining a powerful artifact before the opponents. Alternate Objectives details several types of objectives and things to consider when building them. It then describes other elements that could be relevant in a range of encounters containing alternate objectives but are not tied to specific objectives. Finally Alternate Objectives provides six sample encounters along with adventure hooks and variations. The include: Stealing a necklace off an enemy's neck and getting away. Escaping from a collapsing ice cave. Extinguishing a fire while battling elemental bugs. Protecting a prince from assassins. Holding back efreet long enough to open a portal and escape the City of Brass. Convincing a fallen angel to return to the light before he kills the PCs.
Six years ago your comrades from the town of Rust Watch were attacked on the edge of an ancient blast hole. Your militia patrol arrived back at camp too late and came upon a scene of devastation. You discovered that while a dozen of your people were taken captive, most were slain by the skullocks of the Bloodpath Clan. Your leader, Three Fisted Sammy, was found dying. The mutant tore up a blood stained map and gave you each a piece, along with careful instructions; return in six years, join the map together, and seek vengeance, glory and mighty relics waiting to be recovered in an ancient facility; a dome beyond Red Crater. In this fast paced multi-path adventure, player characters reunite to fulfill an old request from a much loved militia officer. Their journey takes them passed a cursed crater, through ruins and ravines, over a river and across a salt flat to the foot of a concrete edifice. Therein, ancient technology and terrible beasts resist their advance as they uncover remarkable ancient treasures, twisted schemes, and nameless perils within the mysterious dome. Designed for 6 to 10 first rank characters, this module isn't setting specific and can either be dropped into a game master's own campaign region or take place in the Crossroads Region by substituting Rust Watch for the fortified town of Pitford. Included in this 132 page book are 81 Illustrations 6 maps 8 Player Handouts 2 New relics 1 new creature 8 Pre-generated player characters 13 NPCs Plus, SOE (Society of Excavator) Members can freely download all the maps, relics, NPCs, maps, handouts and more at www.mutantepoch.com
The fourth sourcebook for The Squared Circle Wrestling RPG, this time we explore thhe world of female wrestling. Will you play a Vixen who uses her sex appeal to get the fans wrapped around her little finger...giving her the power to claim the victory? Or will you play a wrestler who puts more emphasis on training, ability and hard work to lead her through the world of professional wrestling. Women's Wrestling is just starting to take off in the Wrestleverse, it's all up to you
This scarce antiquarian book is a selection from Kessinger Publishing's Legacy Reprint Series. Due to its age, it may contain imperfections such as marks, notations, marginalia and flawed pages. Because we believe this work is culturally important, we have made it available as part of our commitment to protecting, preserving, and promoting the world's literature. Kessinger Publishing is the place to find hundreds of thousands of rare and hard-to-find books with something of interest for everyone!
Ever want to play a post-apocalyptic ninja, cowboy, marine, super model or hulking mutant freak? Now you can Issue 6 covers 20 stereotypes available as player characters. Another special feature in this issue is Tiny Terrors; 12 nasty critters to keep your players on their toes including mutant black widow spiders, jumping wood ticks, saw jawed newts and grass leeches to name a few. We also cover how to assign NPCs for your players to control complete with a randomized selection, articles on the difference between scavengers and excavators, outrunning your comrades, two new NPCs: Graydon the Mad and Zako the Dealer, along with the survival Pistol and Over-Armor-Tac-Harness for new relics. Excavator Monthly is the official magazine for The Mutant Epoch milieu, covering the TME RPG, fiction, art and more. Not using the Outland System? No worries, there is a ton here that any post apocalyptic GM can utilize. This issue includes: Special Critter Issue: Tiny Terrors:: 12 nasty little beasts 2 NPCs 2 New relics 20 Player Character Stereotypes types Player Controlled NPCs Outrun Your Comrades Scavengers and Excavators 32 illustrations 44 pages visit http: //www.mutantepoch.com for free 8 page preview
B&W version. Portray gods and demigods -- children of Olympian Gods, Titans, or Primordials in this diceless roleplaying game of multi-dimensional mythology Fantasy. Explore new realms or the classic worlds of Earth and Mythological Greece. Visit Zeus' Olympus, Poseidon's Seas, or Hades' Underworld. Mix politics with intrigue, alliances with wars as power-struggles and vengeance drive stories. Or, go the route of lesser power with mortals and heroes.
Bring Your Encounters to the Next Level Terrain Toolbox is the first book in the Advanced Encounter series, which offers advice and tools for DMs to create more memorable encounters. Terrain Toolbox is designed to increase creative use of terrain in your game, making battles more dynamic. The book begins with general advice for designing terrain effect and powers. It discusses why we use terrain, different things terrain can do, and how the terrain might change throughout an encounter. Terrain Toolbox also contains forty-eight sample terrains, including blood mage's circle, solid clouds, and lightning pillars. Each sample terrain includes advice on how to use the terrains, and most include mechanical and cosmetic variations.
This is a reprinted edition of the classic 1994 universal roleplaying system. The Only Rulebook You'll Ever Need... With the MasterBook rules system, you can adventure in any game universe imaginable. Flexible and easy to learn, the MasterBook rules can be adapted to everything from science fiction to high fantasy, from pulp adventure to dark horror. The only limit to where MasterBook can take you is your imagination In this book, you'll find details on creating characters, choosing skills, running combat, magic, miracles and more - everything you need to start adventuring today. MasterBook is a master game system designed for use with published WorldBooks or settings you create yourself. You need two 10-sided dice to utilize this system. MasterDeck card deck is optional, but recommended. |
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