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Frostgrave: Mortal Enemies: Joseph A. McCullough Frostgrave: Mortal Enemies
Joseph A. McCullough; Illustrated by RU-MOR aRU-MOR
R469 Discovery Miles 4 690 Ships in 12 - 17 working days

Enhance your Frostgrave campaigns with recurring villains that grow more powerful over time and give your wizards somewhere to hide with expanded rules for bases. On the violent and deadly streets of the Frozen City, feuds and vendettas are commonplace. Wizards may start out focused on discovery and exploration, fighting when necessary for survival or to win possession of some long-lost artefact or grimoire, but such battles can swiftly become intensely personal. Competitors become adversaries and, as the cycle of violence continues, some wizards lose sight of their original goals and focus their efforts on the elimination of their hated foes – their mortal enemies. This supplement for Frostgrave: Fantasy Wargames in the Frozen City presents rules for creating recurring villains in both competitive and solo campaigns. These characters are unique individuals who return over the course of a campaign to plague the players’ wizards, gaining experience, recruiting allies, and becoming more deadly with each appearance. Against such threats, a wizard’s base becomes as much hideout as headquarters, and an expanded range of options for enhancing bases is provided, as are rules for defending your own... and attacking those of your rivals!

Frostgrave: The Wildwoods (Paperback): Joseph A. McCullough Frostgrave: The Wildwoods (Paperback)
Joseph A. McCullough; Illustrated by RU-MOR aRU-MOR
R588 R476 Discovery Miles 4 760 Save R112 (19%) Ships in 9 - 15 working days

This supplement brings a new dimension to games of Frostgrave, allowing players to lead expeditions into the wilderness north of the city, searching for undiscovered ruins and facing the perils of the Wildwoods. For years, spellcasters have flocked to the Frozen City, braving the perils of its ruins in the hunt for relics and forgotten magic. While the city still holds many such secrets, newly arrived wizards must delve deeper and fight harder to make their mark. A few turn from the city, seeking instead the remote settlements that surrounded ancient Felstad. Such expeditions are not without their own dangers, however - in the vast forests of the Wildwoods, death lurks in the empty cookpot and torn waterskin, in the cold of night and the looming storm, and in the teeth and claws of the beast behind the next tree... This supplement for Frostgrave: Fantasy Wargames in the Frozen City takes players beyond the ruins with rules for running expeditions in search of secret places and forgotten treasures in the dark Wildwoods. New soldiers and magic items may improve wizards' chances of survival, but dwindling supplies, the hostile environment, and terrifying new creatures will push them to their limits in a range of scenarios set in these deep, foreboding forests.

Frostgrave: Fireheart (Paperback): Joseph A. McCullough Frostgrave: Fireheart (Paperback)
Joseph A. McCullough; Illustrated by RU-MOR aRU-MOR
R588 R476 Discovery Miles 4 760 Save R112 (19%) Ships in 9 - 15 working days

This supplement for Frostgrave provides players with new tools to build, animate, field, and face constructs in their games. In the glory days of Ancient Felstad, artisans competed to produce the most beautiful, the most functional, and the most enduring constructs. These living works of art could be seen everywhere in the city, fulfilling many of the day-to-day tasks that kept the magical metropolis running. They provided transportation and security, worked on construction and cleaning, exterminated vermin, butchered animals, and tended furnaces. Then came the cataclysm. The ice and snow not only buried and destroyed most of the constructs active in the city, but nearly wiped out the knowledge of their creation. Certainly, the constructs animated by the explorers of the Frozen City are crude in both form and function compared to what once existed. This supplement for Frostgrave: Fantasy Wargames in the Frozen City provides a study of constructs, offering expanded rules for their creation, modification, and even re-animation. It examines enchanters' workshops, detailing new magic items and base modifications that aid in the animation process, and also includes a bestiary full of new constructs. Of course, much of the knowledge that was once lost still exists in the frozen ruins, so the book also features several scenarios set in the once-great factories where the art of construct creation reached its pinnacle.

Frostgrave - Fantasy Wargames in the Frozen City (Hardcover, 2nd Edition): Joseph A. McCullough Frostgrave - Fantasy Wargames in the Frozen City (Hardcover, 2nd Edition)
Joseph A. McCullough; Illustrated by RU-MOR aRU-MOR; Foreword by Shane Hensley
R646 Discovery Miles 6 460 Ships in 12 - 17 working days

This new edition of the multi-award-winning fantasy skirmish wargame offers improved rules based on years of player feedback, a revised spell list, and a host of brand-new scenarios. It remains fully compatible with all previously published Frostgrave supplements, allowing players to revisit past adventures as well as face new challenges. Choose a wizard from one of ten schools of magic, and select from a list of eighty spells. Hire a warband filled with soldiers, from lowly thugs and thieves to mighty knights and barbarians, then lead your men into the frozen ruins of the magic city of Frostgrave on the hunt for ancient treasures and the secrets of lost magic. Be warned - it is a deadly place, filled with rival wizards, wandering monsters, animated constructs, and demonic entities. Do you dare enter the Frozen City one more time?

Frostgrave: Blood Legacy (Paperback): Joseph A. McCullough Frostgrave: Blood Legacy (Paperback)
Joseph A. McCullough; Illustrated by RU-MOR aRU-MOR
R588 R476 Discovery Miles 4 760 Save R112 (19%) Ships in 9 - 15 working days

In the days of ancient Felstad, vampires kept to the shadows, their small numbers no match for the power of the city's wizards. But when the cataclysm struck, the wizards were destroyed, while the deathless vampires went into a frozen hibernation. Now, as the city thaws, so too do its undead inhabitants. The masters of the night are rising again: reoccupying their hidden strongholds, reforming their old cabals, and finding new victims to serve as their thralls. The destruction of the old city has brought one other boon to the vampires - giant's blood. While giants used to live out of reach to the far north, in the intervening millennium, they have descended on the city in large numbers. Their blood is like an elixir to the vampires, filling them with strength and magical power. A new war is forming between these two ancient races, and once again, the wizards of Frostgrave are caught in the middle. This supplement for Frostgrave: Fantasy Wargames in the Frozen City presents greatly expanded information about the vampires and the giants that occupy the frozen ruins, including rules for vampiric magic and a breakdown of the different tribes of giants. Also included are rules for a new type of soldier, the giant-blooded. These huge men and women have the blood of giants running through their veins, granting them great strength unseen in normal men. Finally, the book contains a section on playing Frostgrave with high-level wizards and includes two mini-campaigns to challenge these experienced spellcasters.

Frostgrave: The Red King (Paperback): Joseph A. McCullough Frostgrave: The Red King (Paperback)
Joseph A. McCullough; Illustrated by RU-MOR aRU-MOR
R588 R476 Discovery Miles 4 760 Save R112 (19%) Ships in 9 - 15 working days

Fires rage throughout the Frozen City as an inhuman army pours out of the cracks between realities. In the distant past, a cabal of city elders sought to save their lives by making a pact with a demon prince... and now the Red King has come to collect what he is owed, claiming Frostgrave as his own. Many have already fled before the Red King's demonic hordes, while others seek to weather the storm, turning their bases into makeshift fortresses. The wizards of Frostgrave must choose - do they stand and fight, or do they abandon this great repository of mystical knowledge to the ravages of unearthly fire? The Red King is the first supplement designed for Frostgrave: Second Edition. In this sprawling, epic campaign, wizards will be pushed to their limits, fighting not only against one another and the perils of the Frozen City, but also against an invading army. As the Red King's power grows, the laws of magic and nature will start to bend. Can the wizards put aside their differences long enough to oppose this common foe, or will greed and mistrust doom them all?

Dracula's America: Shadows of the West - Hunting Grounds (Paperback): Jonathan Haythornthwaite Dracula's America: Shadows of the West - Hunting Grounds (Paperback)
Jonathan Haythornthwaite; Illustrated by RU-MOR aRU-MOR
R447 R363 Discovery Miles 3 630 Save R84 (19%) Ships in 12 - 17 working days

This supplement for Dracula's America: Shadows of the West contains a host of new rules and material and offers something for every player.

- Two New Factions: The Forsaken, ragged survivors of the 7th Cavalry tormented by a bestial curse, and the Shadow Dragon Tong, crimelords with an agenda as mysterious as the powers wielded by their enforcers.

- The Hunting Grounds: Scenarios and encounters that focus on this mythical realm and the power and threats found within it.

- Territory: Build and develop your headquarters, and exploit the benefits it offers, but beware your enemies taking the fight to your home turf.

- Outlaws, Mercenaries and Bounty Hunters: New campaign options, allowing you to turn to a life of crime, bring in wanted fugitives, or sell your gun to the highest bidder.

- New Monsters: The denizens of the Hunting Grounds, in all their terrifying glory.

- New Hired Guns: There's all kinds of folk willing to sell their skills, and these new Hired Guns offer a range of tactical options... if you can afford them.

- New Gear: Bring a Gatling Gun to a knife fight, or find out why you were always warned about misusing brimstone chalk and vials of ectoplasm.

- New Skills: Riding and Leadership skills give you new combat options and help your posse stay in the fight.

Ragnarok: The Vanir (Hardcover): Tim Korklewski Ragnarok: The Vanir (Hardcover)
Tim Korklewski; Illustrated by RU-MOR aRU-MOR
R606 R496 Discovery Miles 4 960 Save R110 (18%) Ships in 9 - 15 working days

The Aesir are dead, and the Vanir, now uncontested in their divinity, come to claim what is left of the Nine Realms. The War Clans must oppose, or align with, these new foes.

Ragnarok: The Vanir features new Godsparks that War Clans may harness to combat the marauding Vanir, as well as new scenarios, monsters, and options to further develop players' campaigns.

Dracula's America: Shadows of the West: Forbidden Power (Paperback): Jonathan Haythornthwaite Dracula's America: Shadows of the West: Forbidden Power (Paperback)
Jonathan Haythornthwaite; Illustrated by RU-MOR aRU-MOR
R471 R390 Discovery Miles 3 900 Save R81 (17%) Ships in 12 - 17 working days

Since Dracula's rise to power a shadow has swept across the nation, but nowhere is it darker than in the Deep South. Throughout the plantations, swamps, and cities, rumours abound of grotesque rituals, hooded figures, and bizarre creatures. Most terrifying of all, however, are the whispers of ancient magic - unspeakable arcane rituals and occult powers that can lead those who wield them towards mystical supremacy. or reduce them to gibbering wrecks.

This new supplement for Dracula's America: Shadows of the West introduces two new factions: the corrupt cultists of the Church of Dagon and the Salem Sisterhood, occult practitioners whose history dates back to the early Colonies. New stealth rules allow for all manner of sneaky and underhanded tactics, while expanded rules for arcane powers offer glory but could cost you your sanity. Alongside these are a host of new scenarios, Hired Guns, monsters, skills, and gear to challenge or assist those who dare venture into the Deep South of Dracula's America.

Dragon Rampant - Fantasy Wargaming Rules (Paperback): Craig Spearing, Mark Stacey, RU-MOR aRU-MOR Dragon Rampant - Fantasy Wargaming Rules (Paperback)
Craig Spearing, Mark Stacey, RU-MOR aRU-MOR; Daniel Mersey
R383 R310 Discovery Miles 3 100 Save R73 (19%) Ships in 12 - 17 working days

Whether you're a nameless Dark Lord looking to conquer the known world, a Champion of Light holding out against the forces of evil or a Northern barbarian facing claimants to a stolen throne, Dragon Rampant allows you to bring those battles to the tabletop. Developed from the popular Lion Rampant system, Dragon Rampant is a standalone wargame that recreates the great battles of Fantasy fiction. Scenarios, army lists, and full rules for magic and monsters give players the opportunity to command unruly orc warbands, raise armies of the undead, campaign across an antediluvian world as the warchief of a barbarian tribe, or exploit the power of mighty creatures and extraordinary sorcery. An army usually consists of 6-8 units comprised of 6-12 individually based figures. These small units move and fight independently, assuming that they follow your orders rather than just doing their own thing. Command and control is just as important on the battlefield as the power of a troll chieftain or the magic of an archmage.

Sinbad the Sailor (Paperback): Phil Masters Sinbad the Sailor (Paperback)
Phil Masters; Illustrated by RU-MOR aRU-MOR
R443 R400 Discovery Miles 4 000 Save R43 (10%) Ships in 9 - 15 working days

"Sinbad the Sailor" presents a retelling of the stories of the most famous adventurer from One Thousand and One Arabian Nights, with added information covering the history of the stories and the age in which they are set.
Stories say that in the age of the Caliph Haroun al-Rashid, in the port city of Basra, there lived a wealthy man named Sinbad the Sailor. Sinbad had great tales to tell, of the seven voyages on which he acquired his fortune, of the strangeness and terror he encountered along the way, of huge monsters and strange people, and of storms at sea and lands beyond the horizon.
This book retells the tales of those voyages and places them in context. It discusses not only the greater collection of stories known as "One Thousand and One Arabian Nights" within which Sinbad appears, but medieval Cairo where these tales were told, the historical Abbasid Dynasty which ruled Sinbad's home city, and the great Arabian voyages of exploration and trade which inspired these stories. It also looks at the modern incarnations of Sinbad that have appeared since his tales reached the West - including Sinbad as the swashbuckling hero of stage plays, stop-motion movies, and television fantasy.

Ragnarok: The Abyss (Hardcover): Tim Korklewski Ragnarok: The Abyss (Hardcover)
Tim Korklewski; Illustrated by RU-MOR aRU-MOR
R589 R478 Discovery Miles 4 780 Save R111 (19%) Ships in 9 - 15 working days

Ginnungagap, the Gaping Abyss, was once what separated the realms of Ice and Fire, keeping them in balance and sparing the other realms from their ravages. With the Nine Realms shattered, however, Ginnungagap has been left unguarded and unspeakable horrors now await those who wish to cross it. Ragnarok: The Abyss includes new scenarios for Ragnarok as well as new monsters to vanquish in glorious battle. New mechanics introduce something once barely recognised by war clans - Fear - and present entirely new challenges for them to overcome in the telling of their sagas.

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