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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Kales Pegonites is the man that everyone wants. He's gone missing, and
there are several people looking for him for different reasons. But
finding him is only part of the deal; Kales has found himself mixed up
in a mystery as old as The City itself. Life's Long Consequences is
intended to showcase some features of Mythic Constantinople,
particularly the seedier side of life. It is suitable for characters
who have newly arrived in the city as well as those who have been here
longer. It is designed to have a little of everything: investigation,
social interaction, skulking and sneaking, as well as combat,
emphasising that surviving the City of Wonders requires more than just
a strong and sharp blade. But the adventure can be adapted to any large
city without too much trouble; the only requirement being a foreign
enclave of merchants, placed on the other side of a river or on a
nearby island. In fact, owning Mythic Constantinople is not essential
to run this scenario, although it does provide context and background
information that will bring this adventure alive. The scenario can
easily be set, with a little adaptation, in Thennla, perhaps, or Mythic
Rome. And of course, the Greek nature of the city makes this scenario
ideal for intrigue in Meeros. Welcome, then, to a Byzantium that never
quite was, and join the search for Kales Pegonites. Why do so many want
him? What will they do when they find him? Indeed, is there anything
left of him to be found… These answers, and more, await in the
labyrinthine streets of the Queen of Cities…
Welcome to the desolate Sea of Dragons coast, on the northernmost
reaches of the Duchy of Bethany. Several adventures await the intrepid
party, including an exploration of the Lonely Lighthouse, now derelict,
and strange events in the nearby Blue River Valley.This introductory
adventure for Classic Fantasy is designed for three to four characters
covering the standard class range. This module provides many hours of
adventure and is complete with maps, NPCs, and a sheet of paper figures
for use in encounters.Please note that the cutout figures are greyscale
in the printed copy but full-colour versions are provided on the free
PDF.
Vous desirez vivre des aventures passionnantes dans des univers
varies? Mythras est un jeu de role detaille et flexible qui
repondra a vos attentes.QUI SEREZ-VOUS ?Un guerrier ruse? Un voleur
habile ? Un sorcier sans scrupules ? Un agent des dieux ? Grace a
un systeme de competences particulierement souple, vous pouvez
definir librement votre personnage.D'OU VENEZ VOUS ?Etes-vous un
citadin accoutume au confort ? Un nomade des steppes suivant la
transhumance de ses troupeaux ? Un barbare habitue a piller ses
voisins et a subir les caprices des Dieux ? L'origine de votre
personnage influence sa culture et ses savoir-faire.EN QUOI
CROYEZ-VOUS ?Adorez-vous le terrible dieu de la guerre ?
Respectez-vous les enseignements des esprits ancestraux ? Avez-vous
choisi de suivre votre propre chemin vers l'illumination ?
Preferez-vous la puissance noire de la sorcellerie ? Les croyances
de votre personnage faconneront sa magie et sa destinee.QUE
FEREZ-VOUS ?Vous avez envie de vous inspirer des peplums ou des
classiques du medieval-fantastique ? Vous voulez mettre en scene
des combats spectaculaires ou une enquete complexe ? Mythras vous
fournit tout le necessaire pour donner corps a vos idees.MYTHRAS,
LE COMPAGNON DE VOTRE IMAGINATIONUne creation de personnages
fouillee ;Un systeme de combat innovant ;Cinq types de magie ;Des
montres et creatures issus des mythes et des legendes ;De nombreux
conseils pour les maitres de jeu.Savourez les regles, preparez vos
des, reunissez vos amis, et partez a l'aventure !
Parallel Lines is a collection of eight very different scenarios
set in seven very different versions of Earth. Each mission is
self-contained, but the collection can be played as a complete
campaign with the characters forming an elite team in Valhalla's
Mjollnir Section.The adventures include the Salem Witch Trials, a
post-apocalyptic Camargue, an Orwellian Britain, epic journeys by
airship and Trans-Siberian Express, a voyage to the bottom of the
sea, an investigation through the streets of a disintegrating
Edinburgh, and a murder hunt through a dystopian London.Packed with
wild ideas and creative locations, along with dozens of colourful
NPCs (and some distinctly weird ones), Parallel Lines is
transplanar adventuring at its very best.Parallel Lines requires
access to both Luther Arkwright: Roleplaying Across the Parallels
and Mythras for full enjoyment.
A.D. 449. This year Marcian and Valentinian assumed the empire, and
reigned seven winters. In their days Hengest and Horsa, invited by
Wurtgern, king of the Britons to his assistance, landed in Britain
in a place that is called Ipwinesfleet; first of all to support the
Britons, but they afterwards fought against them. The king directed
them to fight against the Picts; and they did so; and obtained the
victory wheresoever they came. They then sent to the Angles, and
desired them to send more assistance. They described the
worthlessness of the Britons, and the richness of the land. They
then sent them greater support. Then came the men from three powers
of Germany; the Old Saxons, the Angles, and the Jutes... From
Anglia, which has ever since remained waste between the Jutes and
the Saxons, came the East Angles, the Middle Angles, the Mercians,
and all of those north of the Humber. Their leaders were two
brothers, Hengest and Horsa, who were the sons of Wihtgils;
Wihtgils was the son of Witta, Witta of Wecta, Wecta of Woden. From
this Woden arose all our royal kindred, and that of the
Southumbrians also. - The Anglo Saxon ChronicleAnd so the Saxons
came to Britain. Vortigern, who betrayed them, fell, and in time
they took all the land in the east so that the dominion of the
Britons was divided, and the Britons driven back in their kingdoms
of Dumnonia, Powys, Gwent, Elmet and Brigantia. From these
conquered lands rose Anglia, Ceint and Mierce. With them came new
kings: Guercha One-Eye of the Angles, Aelle - the Bretwalda, and
now, to challenge them both, Cerdic and his sons.The Saxons bring
new Gods and new Magic. They come to conquer and settle. They come
to claim what Vortigern promised and failed to deliver. But most of
all, they come to fight.Mythic Britain: Logres is a companion
volume to Mythic Britain focusing firmly on the Saxon kingdoms. In
its pages you will find a wealth of information on Saxon culture,
beliefs, rites, practices, people and magic. The book details the
lands of Logres, its kingdoms, its politics and its internal
strife. The book includes character creation for Saxon characters,
new rules for Saxon magic, rules for riddles and contests, and a
detailed mini-campaign following the arrival of Cerdic in the south
of Britain.Mythic Britain: Logres explores the world of the Saxons
in 6th Century Britain. It delves into Saxon culture, society,
religion and beliefs, bringing life to these enigmatic invaders
from the Germanic lowlands of northern Europe. Written by Paul
Mitchener, this is an essential resource for all Mythic Britain
Games Masters and anyone with an interest in Anglo Saxon heritage.
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.
Master the ancient art of chess, the game of kings. Learn the key
techniques and classic moves of the chess masters, including basic
and advanced tactics, combinations, sacrifices, and pawn
structures. Over 300 examples demonstrate attacking and defensive
strategies for the opening, middle, and end phases of the game.
This family friendly game is packed with astonishing and beautiful
creatures from all over the world. What unites them all? They are
under threat. But there's still time! Learn about the okapi, the
whale shark and the southern sea otter and be inspired to take
action. This bingo game is filled with fun facts and glorious
illustrations that are guaranteed to delight kids and adults alike.
Mark each species off on your card as it's called and be the first
to shout BINGO! A proportion of proceeds are donated to charities
dedicated to saving these animals and their habitats. FUN FOR THE
WHOLE FAMILY - everyone will love this traditional game featuring
64 of the world's best loved at-risk creatures to learn about and
get inspired to save PLAY AND LEARN - this board game comes with a
leaflet with interesting information and quirky facts for all the
endangered animals featured in the game. Learn about the okapi, the
whale shark and the southern sea otter and be inspired to take
action. GREAT GIFT - perfect for animal or conservation lovers of
all ages, for families who love playing games, and for families who
enjoy spending quality time together SOMETHING TO TREASURE - this
is a quality product made to last, with beautiful illustrations and
attractive packaging EXPLORE THE ENTIRE SERIES - this game is part
of the bestselling bingo series, a collection of games for nature
lovers and enthusiastic board gamers. Other games in the series
include Bug Bingo, Cat Bingo, Dog Bingo, Monkey Bingo, Ocean Bingo
and Royal Bingo
An expert bridge coach's guide for beginners who are looking to
move their game up to the next level. This book is for readers who
have finished their beginner lessons, and are trying to move their
game up to the next level. The tips cover all aspects of bridge --
bidding, play and defence. Advice and examples are drawn from
material Barbara Seagram has developed for her students over the
last twenty years -- it's like having your own personal bridge
coach sitting beside you!
While the Western was dying a slow death across the cultural
landscape, it was blazing back to life as a video game in the early
twenty-first century. Rockstar Games' Red Dead franchise, beginning
with Red Dead Revolver in 2004, has grown into one of the most
critically acclaimed video game franchises of the twenty-first
century. Red Dead Redemption: History, Myth, and Violence in the
Video Game West offers a critical, interdisciplinary look at this
cultural phenomenon at the intersection of game studies and
American history. Drawing on game studies, western history,
American studies, and cultural studies, the authors train a
wide-ranging, deeply informed analytic perspective on the Red Dead
franchise-from its earliest incarnation to the latest, Red Dead
Redemption 2 (2018). Their intersecting chapters put the series in
the context of American history, culture, and contemporary media,
with inquiries into issues of authenticity, realism, the meaning of
play and commercial promotion, and the relationship between the
game and the wider cultural iterations of the classic Western. The
contributors also delve into the role the series' development has
played in recent debates around working conditions in the gaming
industry and gaming culture. In its redeployment and reinvention of
the Western's myth and memes, the Red Dead franchise speaks to
broader aspects of American culture-the hold of the frontier myth
and the "Wild West" over the popular imagination, the role of gun
culture in society, depictions of gender and ethnicity in mass
media, and the increasing allure of digital escapism-all of which
come in for scrutiny here, making this volume a vital, sweeping,
and deeply revealing cultural intervention.
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