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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
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Joinings
(Paperback)
MR Stuart Aken; Illustrated by Heather Murphy
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R608
Discovery Miles 6 080
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Ships in 18 - 22 working days
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When a misjudged omen undermines a tyrant's rule, how will he
ensure his survival? When the Skyfire arrives early, Dagla Kaz sets
out for the ancient homeland to harvest a new Godwood and exchange
Virgin Gifts. He must lead his pilgrims hundreds of leagues over
pirate-infested seas, across hostile lands, and return triumphant
before the seared sky dies back to normality. In his father's
absence, the renegade Aklon risks torture and death to bring
justice to the people. Mindtalk with a wise woman on the distant
mainland has opened his eyes to the evil underlying the society he
inhabits. And, whilst seeking truth, he finds a soulmate in the
most unexpected place. Seeing his daughter Tumalind wrongly chosen
as a Virgin Gift, religious fanatic Aglydron follows the mission to
right the wrong. Okkyntalah, her betrothed, helps kidnap the
rightful victim to take her over unknown seas and lands, facing
violent death at the end of their journey.
(Note: This is a campaign requiring the Catalyst RPG system. Visit
http://www.cherrypickedgames.com/catalyst/ for the base game).
Seattle may be humanity's last hope against the demon onslaught.
However, internal strife between ideological factions may tear the
town asunder before the demon siege begins. "Sins of Seattle"
follows the players' ill-fated migration from Portland and
subsequent branding as the Church of Destiny's chosen ones, set to
unite the city. This guide aids game masters in directing a
Catalyst campaign. "Sins of Seattle" takes 3-5 players through a
longer, open-ended, 7-session campaign.
THE WICKED WIZARD OF OZ is a brand new nightmarish gamebook - a
multi-path book, very much in the style of Choose Your Own
Adventure and Fighting Fantasy Gamebooks, in which you choose the
course of the story - inspired by The Wonderful Wizard of Oz, by L.
Frank Baum, and the Dieselpunk aesthetic movement. Anybody who has
read and played Alice's Nightmare in Wonderland will have a very
clear idea of what to expect!
THE WICKED WIZARD OF OZ is a brand new nightmarish gamebook - a
multi-path book, very much in the style of Choose Your Own
Adventure and Fighting Fantasy Gamebooks, in which you choose the
course of the story - inspired by The Wonderful Wizard of Oz, by L.
Frank Baum, and the Dieselpunk aesthetic movement. Anybody who has
read and played Alice's Nightmare in Wonderland will have a very
clear idea of what to expect!
The Perfect Journal for Fantasy Games#1 New Release in Dolls, Toys
& Figurines Dice, Dragons, and Beyond is the ideal journal for
lovers of fantasy games. New or seasoned players can boost their
magical gaming experience with this note-keeping gem! Oh, the joys
of RPGs. Whether you're the fantasy world builder (or game master)
or a swashbuckling adventurer in any tabletop role playing game,
you have an important "roll to play," and this journal is the
secret weapon players need to keep organized while on your mystic
quests. Roll the dice and control your destiny. Alongside your
trusty character sheet, this guided journal helps you boost your
creative thinking, keep track of unfolding plots, character
developments, character alignments, and remember where that NPC's
name was or what city that shop was in. While your GM is planning
adventures and customizing your campaign game, you can stay in the
moment and keep up to date in this thoughtfully organized journal.
Inside, you'll find: Prompts to help you establish character
personality traits, morality, strengths, quirks, and much more for
all your fantasy character needs Plenty of blank journal space for
tracking long campaigns, character and dragon lore, your fantasy
lands, and all other important details Dedicated space to help
track details about NPCs, locations, and other party members in
your fictional world If you enjoyed journals like the RPG Character
Journal or The Book of Holding, then you'll love Dice, Dragons, and
Beyond.
The Solo Tactics Adventure Role-playing puts you in the game as the
STAR. At your finger tips you will find all the rules you need to
make a Hero to play any number of solo Books. Will you take on the
roll of a valorous adventurer, able to face down a dungeon full of
monsters or will you be some forgotten corpse in a deep cave. STAR
is dedicated to equipping you with spells, rules and abilities
suited to solo Game Book play. As the title implies, it will help
those who aspire to be better Solo Writers and Solo Players. This
book includes: - Rules for a dozen races including Hobbits, Nekos,
Nagas and more (14 total). - Three classes of Fighter, Wizard and
Explorer as well as sub-classes. - Simple rules for skills. -
Combat Challenge rules set to ensure challenging battles. - Rules
to cover combat, skill challenges and savings rolls. - Ten levels
of spells, many designed specifically for solo play. - Expanded
advice for solo writers. - Optional rules for Fighter Combat
Maneuvers. - A mini-solo. - AND MUCH MORE
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The Stew
(Paperback)
Richard Iorio; Edited by Tom Cadorette; Illustrated by James Shield
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R257
R236
Discovery Miles 2 360
Save R21 (8%)
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Ships in 18 - 22 working days
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What mysteries lurk in the shadows? Hired by a wizard in search of
his legacy, you will soon discover, that a sleepy town, is not all
it appears to be. People are missing, mysteries abound, but at
least the food is good. Set in a remote region of the Spineback
Mountains, The Stew picks up a thread found in It's In The Wine and
the plots of Caim are slowly ripening. Written by Richard Iorio II
(Colonial Gothic & Shadow, Sword & Spell), The Stew is a
descent into cooking, legacy, and a strange cult. Newly revised,
everything you need to run the adventure is found between the two
covers.
(Note: This is a campaign requiring the Catalyst RPG system. Visit
http://www.cherrypickedgames.com/catalyst/ for the base game or to
purchase a PDF of Civil Unrest). The Human-Demon War has pushed
America to its breaking point. Two new nations have emerged to
combat the horde, though their ideological differences fuel strife
despite our species' suffering. "Civil Unrest" follows the players'
journey as neutral mercenaries trying to preserve these fragile
alliances. This guide aids game masters in directing a Catalyst
campaign. "Civil Unrest" takes 3-5 players through a shorter,
4-session campaign.
(Note: This is a campaign requiring the Catalyst RPG system. Visit
http://www.cherrypickedgames.com/catalyst/ for the base game or to
purchase a PDF of Runaways.) Over a year has passed since the
demons took Earth from humanity. Survivors cling to life outside of
the demon-controlled cities, struggling to find food, warmth, and
security. "Runaways" follows the players through this harsh reality
as they escape a demon slave market and chase rumors of a safe
haven across the Rocky Mountains. This guide aids game masters in
directing a Catalyst campaign. "Runaways" takes 3-5 players through
a short, 4-session campaign.
(Note: This is a campaign requiring the Catalyst RPG system. Visit
http://www.cherrypickedgames.com/catalyst/ for the base game or to
purchase a PDF of Shadow Parliament). Secret societies control the
fate of humanity. A select few know magic, demons, and unlimited
power exist. Some strive to bring forth these demons; others exist
to protect our species. "Shadow Parliament" follows the players'
induction into the Shadows and their clandestine efforts to prevent
the cataclysm. This guide aids game masters in directing a Catalyst
campaign. "Shadow Parliament" takes 3-5 players through a longer,
7-session campaign.
(Note: This is a campaign requiring the Catalyst RPG system. Visit
http://www.cherrypickedgames.com/catalyst/ for the base game or to
purchase a PDF of Fourth World.) In the post-demon world, humanity
protects itself in the shells of metropolitan cities connected by
rail. The town of Flagstaff hosts brave mercenaries dedicated to
protecting these trains and keeping the demons at bay. "Fourth
World" follows the players as they arrive in Northern Arizona and
become embroiled in local politics, sinister plots, and ancient
secrets that may save us once and for all. This guide aids game
masters in directing a Catalyst campaign. "Fourth World" takes 3-5
players through a longer, 7-session campaign.
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Partings
(Paperback)
Heather Murphy; Stuart Aken
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R572
Discovery Miles 5 720
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Ships in 18 - 22 working days
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Take a long trip through the Wilderness or a short trip through a
gate, and you might end up in Albredura. You could do worse, you
could do better. Albredura is a city of survivors and cynics, hard
magic, and cold steel. Trying to turn a profit is tough in a town
where breaking even might not even mean survival.
Mean Streets is a campaign supplement for Bloodshadows, the World
of Fantasy Noir. It contains details on the isolated city of
Albredura, gamemastering tips for running Bloodshadows, a mini
adventure, and reference sheets containing many of the necessary
charts and tables found in the Bloodshadows Worldbook and
MasterBook rulebook.
This classic reprint of the Mean Streets campaign guide requires
the MasterBook core rules and Bloodshadows Worldbook--either the
original boxed set or classic reprint.
Whisper & Venom is a complete adventure for fantasy RPG's.
Intriguing design and immersive gameplay are showcased in elegant
writing. Whisper & Venom was designed and tested for systems
using early edition style rules, 4-8 players, character levels 3-5.
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Sound of Water
(Paperback)
Ben Woerner; Contributions by Johnwick, Ryan Macklin
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R438
Discovery Miles 4 380
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Ships in 18 - 22 working days
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Put yourself at the heart of the story...
The sole survivor of an expedition brings news of disaster. Your
twin brother is lost in the trackless western sierra where none can
survive. Resolving to find out his fate, you leave the safety of
your home far behind. Your quest will take you to lost jungle
cities, across mountains and seas, and even into the uncanny depths
of the underworld.
You will plunge into the eerie world of Mayan myth. You must
confront vengeful ghosts and bloodthirsty gods, bargain for your
life against terrifying demons, find allies and enemies among both
the living and the dead.
Then, if you are brave enough to face the dangers of the
spirit-haunted western desert, you must still confront the wizard
called Necklace of Skulls in a deadly contest whose stakes are
nothing less than your own soul.
* * *
Critical IF books are interactive adventures with a difference.
You can be a mutant with the power to warp reality. A buccaneer
whose sword and pistol are a match for any foe. A daring rogue
leaping between rooftops. A wizard who can command the elements. Be
anyone you can imagine. Choose from almost five hundred different
character types, each with their own unique skills.
Strong stories, vivid settings and compelling characters make
Critical IF the game-changers of the interactive fiction genre.
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