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Books > Sport & Leisure > Hobbies, quizzes & games
There's something rotten in the town of Advent.Advent - the last
civilized place in The Realm before one crosses into the barbarian
lands of The Long Riding. Many years ago this was a lawless place
of warring clans and murderous bandits. Advent has grown since
then, but little has changed. It still attracts the dregs, the
runaways, the refugees, the desperate, the unforgiven.Perhaps this
is why Zarand and his gang of robbers thought Advent was a good
place to lie low. To plan the next job. To find the fabled treasure
hoard of the barbarian chief, Hessaret.But naturally, nothing is
ever as simple.This might just be Zarand's last job...Hessaret's
Treasure is a Mythras scenario set in The Realm, the lands
described in Book of Quests. It provides a side chapter for that
campaign, or, as is intended, a scenario in its own right. While
useful, Book of Quests is not essential for play, and this scenario
can easily be slotted into many fantasy campaign settings. It is
suitable for a party of up to six reasonably skilled adventurers
looking to make a name for themselves and not afraid to get their
hands dirty.
A set of linked adventures, The Book of Quests introduces you to
The Realm and the insane schemes of the outlawed sorcerer,
Jedakiah.Jedakiah has returned to The Realm. What are his schemes?
Who are his allies? What malevolence has he planned? Who can
challenge him, defeat him? Can The Realm even win?Book of Quests
follows the sorcerer's nefarious plans from one end of The Realm to
the other. Seven scenarios that can be played together as a
campaign, or run individually, slotting into any Mythras setting.
These scenarios take the characters from insect-infested swamps, to
political intrigue in the hearts of cities, and thence to the
mountain fortress of the Chaos Mother.CaravanJoin Jhonen's caravan
as it heads north to Aylesford - there to discover a terrible
secret...Beneath the Black WaterLord Drystan's niece has been
kidnapped by the vile creatures of the Frogfens. Can the characters
save her from She Who Dwells Beneath?Shadows Behind the ThroneKing
Myur, ruler of The Realm, harbours a secret of his own. Can the
party uncover the truth - and will they save him, or damn him?The
Chaos Mother's ChaliceAn ancient temple hides an important artefact
crucial to Jedakiah's plans. Can the characters find it before the
sorcerer's agents? Can they survive its corrupting influence?Curse
of the ContessaThe Contessa, a forlorn beauty, is devoted to her
only child. What lies behind her sadness? Who is seeking to control
the nobles of The Realm? Are things really what they seem?Raid on
Yagelan's BluffAn evil race is rising again in the north; The
Realm's only chance of survival is to strike hard and strike fast.
The characters must venture into the strange lair of a stranger
race, confronting the vile creations being bred to deliver
slaughter and mayhem...Reckoning at Distaff PeakThe sorcerer must
be defeated; his plans must be stopped. All that stands between
Jedakiah's evil are the characters - and the reckoning looms at
Dark Child's Tower...
The greatest empire in Thennla, ruled by the Iron Simulacrum, the
magically animated viceroy of the Immortal Emperor. Yet within the
empire treacheries abound. Beyond its borders, new kingdoms arm
themselves in readiness. When the Emperor ascends to Heaven, who
will emerge victorious?Welcome to the Taskan Empire. Welcome to the
Age of Treason.The Taskan Empire is a setting for Mythras based in
the world of Thennla. This supplement is the companion volume to
Shores Of Korantia.Note: this is not a standalone game. Games
Masters and players will need access to the Mythras rules, although
other d100 systems may suffice.
Not one Earth, but an infinity of them, existing in parallel
continua, their own paths, own histories, own futures, own
mistakes. Most are unaware of the existence of a multiverse; but
some parallels know that Earth is not alone, but mirrored.ZeroZero
knows. It watches the parallels, ensures their stability. ZeroZero
knows that instability spreads like a disease, infecting each
parallel until a critical mass is reached and cataclysm is
guaranteed.The Disruptors know. And they are intent on subverting
the multiverse for their own ends, to destabilise countries,
instigate wars, bring about destruction.The Valhalla Project was
established to stop the Disruptors; to uncover their plans,
identify their agents, and eliminate them. Their best agent is
Luther Arkwright, unique in the multiverse, a powerful psychic, but
himself unstable. Arkwright does not work alone. There are others.
You.Based on Bryan Talbot's acclaimed graphic novels,Luther
Arkwright: Roleplaying Across the Parallelsis a Mythras supplement
introducing the Arkwright multiverse and all the rules needed for
adventuring in countless parallel dimensions. This book contains
game rules for contemporary character creation, psionics,
technology, firearms, vehicles and more!
A long time ago, in an evil empire far, far away, the Emperor Sool
demanded that those who offend him should be punished in a most
vicious way. So were created the Sool Statuettes, and their maker
was none other than Loric Nygh, a suave and cunning magician who
had developed ghastly engines of sorcery for just such a
purpose.Baldomeer the Vain, a famed collector of antiquities, has
supposedly come into possession of a Sool Statuette. His great
rival, Serjedny the Immaculate, does not believe that the Sool
Statuettes exist any longer, and that what Baldomeer has is a fake.
He intends to expose him as a fraudster, but to do so he needs the
help of some capable people. People like the adventurers...Madness
& Other Colours takes the characters into the dangerous world
of an insane sorcerer and those who still worship him. They will
face all manner of horror as they attempt to get to the bottom of
the mystery of the Sool Statuettes and their mysterious creator.A
Mythras scenario for 4-6 competent and strong-willed characters.
A Gift From Shamash is a complete scenario for Mythras Imperative
and Mythras. Compatible with supplements such as Luther Arkwright
and M-Space, the adventure includes background history, deckplans,
campaign expansion guidance and marine creation notes for the
United Nations Solar Navy marine characters. The scenario also
includes 15 pregenerated marines and navy personnel for immediate
play.
Take your Classic Fantasy characters to the next level with The
Expert Set.This expansion adds new Rank 4 and 5 Arcane and Divine
Spells to the rules, and provides corrections and clarifications on
several areas.The Expert Set also features a new foe in the shape
of the abominable Mind Slayer and offers new rules for psychic
abilities.
Explore a Whole New World of Intrigue and Adventure in Shores Of
KorantiaKorantia: a coastal region of the great continent of
Taygus, home to dozens of city-states and scores of Goddesses and
Gods - each with their own wants, needs, plans and schemes.In this
book you will find everything you need to adventure in Korantia and
beyond; rules for character creation, cults, encounter tables for
land and sea, economics, a fully detailed colony in which to start
off your adventures, many fully detailed NPCs and a mini-campaign
that will plunge your characters into intrigue and plot,
culminating in a perilous expedition to a mysterious and dangerous
desert island.Shores Of Korantia is a complete setting for
Mythras.Requires the Mythras Core Rules for play.
Imagine a land of dark, sweltering jungles filled with nameless
monstrosities and savage reptilian head-hunters... hacking through
thick undergrowth to uncover forgotten overgrown ruins filled with
glittering treasures... discovering mysterious cities of gold
hidden high up between the sheer mountain peaks, filled with foul
sorceries... uncovering ancient temples still used by secretive
cults to practice their abhorrent sacrifices... and worse still, if
those gods arose as titanic beasts beyond mortal comprehension, to
destroy those that dare despoil their worshippers...Then imagine
you've arrived, shipwrecked or magically transported, to this
tropical hell and that there is no escape.Welcome to the horror of
Monster Island!Monster Island is a fully detailed sandbox setting
which can be used in almost any existing campaign, from Swords
& Sorcery through to 1930's Two Fisted Pulp. It contains enough
material to run a game for years, including: An examination of the
native cultures, their strange habits and unsettling magical
practices Almost a hundred new creatures, plants and spirits to use
in any Mythras campaign Comprehensive tables for encounters, random
events, poisons, diseases, treasures and the like New spells,
miracles and fully defined cults for those that wish to dabble in
the dark arts Several dozen places of interest, half of which have
been fully detailed for immediate play Countless plot hooks and
scenario ideas, as well as guidance on how to incorporate Monster
Island into an existing campaignWith its foetid secrets and gritty
adventure, the comprehensive content of Monster Island is
guaranteed to inspire any Game Master. Delve back to a time of
classic Sword & Sorcery with priceless jewels, fierce dinosaurs
and dark horror!Comes complete with a separate full colour map of
the Island.
Mythic Britain is a complete sourcebook for adventuring in
Britain's Dark Ages using the Mythras rules. The book includes an
extensive history and background of 5th and 6th Century Britain;
details of the different tribes and territories; complete character
creation rules for Britons and Saxons, details of magic, the Saints
and pagan Gods; and, rules for massed battles. Completing the book,
seven linked scenarios form the Mythic Britain Campaign in which
the characters travel the length of breadth of the island, serving
Merlin and Arthur, fighting the Saxon invaders, searching for the
lost Treasures of Britain, and becoming involved in all manner of
schemes and intrigues.Take up your spears. Swear your oaths. Ready
your shields.Welcome to the Dark Ages!Mythic Britain requires the
Mythras Core Rules.Comes complete with a separate full colour map
of Mythic Britain.
Classic Fantasy brings Old School dungeon crawls to the Mythras
rules. This book contains everything you need to emulate the fun of
class and level-based adventuring, against the classic coterie of
monsters, with the classic armoury of spells! If you've ever wanted
to convert those old dungeon modules to a d100 system, then Classic
Fantasy is for you.Packed with information and new rules additions,
Classic Fantasy features a different approach to character creation
based on classes such as the bard, cavalier, fighter, magic user,
paladin and thief. Choose your race - human or demi-human - and
then customize according to class, race and personal preference. If
you're a magic user or cleric, the new magic rules for Arcane and
Divine spells take the old staples such as Magic Missile, Charm,
Fireball and more, and tailor them for the nuances of the Mythras
system.For the more combat-oriented, the Classic Fantasy rules
provide detailed miniatures-based combat adaptations for the
traditional battle-board, complete with guidance on facings,
positioning, and handling detailed movement.And of course, no book
like this would be complete without monsters to kill and treasure
to take! All the old favourites are accounted for, from Basilisks
to Displacer Beasts, Grey Ooze to Gelatinous Masses, Kobolds,
Gnolls, Hobgoblins and more. Forty pages of treasure and magic
items helps you equip even the deepest dungeon with enough loot to
satisfy the keenest adventuring party.
Everything you need for fabulous roleplaying adventure is contained
in a single volume that has been designed foranygenre of fantasy.
The game retains all the key concepts and hallmarks of its earlier
versions, but requires no familiarity with the previous editions.In
Mythras your characters are defined by their culture, career,
community, background, comrades, skills, magic and cults.
Progression is through skill advancement - not levels or similarly
abstract concepts. As your characters adventure and quest, their
capabilities improve and their relationships deepen and strengthen.
Players and Games Masters have complete flexibility over what can
be achieved, and the way characters develop is entirely dependent
on choices players make, depending on their characters' aspirations
and motivations.Games Masters receive a huge amount of support
through the Mythras rules. All the concepts and game mechanics are
explained clearly with options and considerations explored and
presented for ease of use. You need only this rulebook for many
years of exciting and imaginative play.
Put your logic and reasoning to the test and use your powers of deduction to solve over 70 fiendish cases. Can you think like a detective? Sit back in your armchair, grab a pen and get ready to put your sleuthing skills to the test with this bumper casefile of over 70 criminally difficult puzzles to solve. Work out whodunnit by observing the details of each crime, examining the clues and investigating the suspects, and piece it all together to stop the culprit in their tracks. Pit your wits against audacious thieves, mysterious murderers and many more perplexing preparators besides, as you try to solve the crimes in time. Featuring an array of puzzles, from logic challenges to picture and memory games and more, The Armchair Detective Puzzle Book is the ultimate book for fans of murder mysteries and true crime alike.
The mid-level collection in an exceptional new trio of easy, medium,
and hard crossword puzzle books
For those who seek a happy medium, this collection of not-too-easy,
not-too-hard crosswords from the Times will provide hours of lively
entertainment.
Features:
- 200 Wednesday and Thursday puzzles from The New York Times
- Puzzles edited by crossword legend Will Shortz
- Convenient paperback format for solving anywhere and anytime
From the internationally-bestselling Murdle series comes the second
instalment of Murdle puzzles for young detectives!
The elite detective club is on a case that sends them out of this world
and into space... How will the four junior sleuths crack these
intergalactic mini mysteries?
Join computer whiz Olivia, tough-as-nails Jake, quick-thinking Julius
and cat detective Buster McPaws on a cosmic adventure as they solve a
string of fiendish space crimes!
With over forty mysteries featuring codes, mazes, clues and your trusty
deductive grids, Murdle Junior 2: Ready, Set, Solve! will set your
detective powers to warp speed!
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