Little Girl Lost is a full-length campaign for The Esoterrorists. Written by Ian Sturrock, it's a race against time to rescue the daughter of your OV chief. It's set in the UK, but designed for US operatives.
Investigators Abroad
You're all experts in your field. The amount you know about the dire work of the Esoterrorists, it's a wonder you're not mad, or paranoid, but somehow you keep fighting. This could be your toughest case yet. First up, get the girl back. Next, find out if the Esoterrorists are involved. Then shut down their conspiracy. Finally. just try to stay alive.
It takes you to the grim North of England on what seems at first to be an ordinary missing persons case. Is this just a favor to set a respected colleague's mind at rest, or could something more sinister be at work?
Little Girl Lost includes:
* A complete adventure for The Esoterrorists
* Detailed appendices on British culture, life, and Esoterrorist activity
* Hundreds of clues
* Four Esoterrorists cults and one sinister cabal
Little Girl Lost - An apocalyptic investigation into the dark occult heart of England, from the Druids and mad poets to Crowley and the Satanists...
The Elric Companion is a boon for all Games Masters who are desirous to send their players off into the hazardous world of Elric. Expanding upon Elric of Melnibone and Bright Shadows, the Elric Companion creates a more vivid experience of the Young Kingdoms and beyond.Inside you will find a multitude of new rules and scenarios to enhance your gaming experience.
New rules, which cover sailing and the vessels that ply the oceans, allow for voyages between major ports and the investigation of mysterious islands. The Eternal Champion travels between the million spheres, and now any party can have the opportunity to visit other planes. The unknown east is described in depth , allowing for adventures in lands never fully revealed within the original stories
Insanity and madness are commonplace in Elrics world, due to the unnatural influence of Chaos and now you can add this new danger to further threaten players. The cries of battle ring out across the Young Kingdoms and new rules allow for these to be played out.
The inhabitants of this world are also not neglected within the Elric Companion. From the heroes in Elrics saga, to foul monsters, strange creatures and the evil of demons, all provide new challenges.
Finally there is a scenario included, involving the sorcerer Torkaada, whose desire to forge a strong empire could ultimately result in the forces of Kelmain storming the Young Kingdoms and altering this world forever.
So strap on your sword and leap astride your warhorse, for adventures within the Young Kingdoms have taken a new turn.
An epic campaign for the Dying Earth RPG in the tradition of Jack Vance's early Dying Earth Tales.
The Dying Earth isn't all rapier wits and dry humor. Fields of Silver gives somber warriors and potent magicians a chance to show their capabilities. Written for powerful, driven characters in the style of Turjan of Miir, you can solve mysteries, uncover secrets and deal with ancient evils. The adventure takes your characters right across the continent, from Almery to Erze Damath, taking in a host of wonders along the way. It pitches them against dangerous foes in their quest to put right a misdeed so great that it could shake the very foundations of a mighty city.
With a wealth of descriptive material on the eastern lands in the original stories, the book also functions as a richly detailed sourcebook.
Who is responsible for the slaughter of the characters' friends? Who is the mysterious Lady and why does she need their help?
Even armed with a head full of spells and a wicked blade, dare your characters face the scion of an elder demon?
This books requires the Dying Earth RPG and uses material from Turjan's Tome.
Gary Gygaxs Castle Zagyg: The East Mark Gazetteer Folio Edition is a 9" x 12" pocket folder containing the 24-page Gazetteer of the East Mark, the 48-page adventure module Mouths of Madness (for 3 - 6 player character of levels 1st - 3rd) with 3 accompanying maps.
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Beneath the crisp clear air of the worlds surface lies dungeons, deep and cold, where stone passages lead to hidden chambers and rooms of treasure and wealth. In dungeons are the lost chambers of other worlds where mysteries belie the truth of past labors. But the shadows dark hide monsters both foul and fair. Creatures who feast upon the unwary stalk these chambers and the undead are ever present. However, it is in dungeons that adventurers always seek their fare. Gold, glory, fame and more lie in the forgotten tombs of dead kings, in wizards maze or the warriors stronghold.
Since the advent of fantasy gaming dungeons have been a mainstay at any gamers table. They offer quick adventure with little need for backdrop or story and capture the mood and essence of adventuring. Making dungeons can however, be time consuming and difficult. And more often than not dungeons that are thrown together create haphazard adventures that savvy players can pick up on.
Engineering Dungeons brings the wearied Castle Keeper the tools to entice the imagination, to create, wholesale, from scratch, a varied array of dungeoneering experiences. You will find the means to determine monsters, their treasures, their lairs . . . who, where, and why a dungeon exists, and even flavorful aspects of the dungeon environment, such as light, air condition, and odors. Traps, of all sorts, designed to function as a universal difficulty system, are waiting... and so is adventure.
An adventure designed for 1 GM and 1 player (Level 8-10 Wizard)
This module includes 20 adventure-packed pages, complete with locations and maps, forming a ready-made adventure. It has been crafted for one GM and 1 player (Level 8-10 Wizard), although with some minor scaling, Legacy of Darkness is suitable for use with four 6th level player characters.
Sehvain Malual is renowned for his work in necromancy, using the dark art to destroy the undead pestilence polluting the world. However every warrior must hang his proverbial sword and retiring from adventuring life, the wizened elf settled down in a nearby town purchasing a small townhouse. Here, he would finally find the peace he so craved, or such he hoped before he found The Black Lexicon. What dark intent consumes Sehvains time is anyones guess, but only the PC can uncover the Legacy of Darkness.
The children of Oaktown are disappearing in the night! Despite parents' precautions and the hamlet's patrols, they are no where to be found. While fear and despair grips the adults of Oaktown, the remaining children are locked away until the unseen threat passes.
However a group of older siblings and cousins all receive a mysterious dream. What does this dream mean? Where will it lead them? What will they find when they get there? These young heroes will soon discover the answers to these questions and many more as they unravel riddles, overcome obstacles, and face off with their foes in the unpredictable dreamlands.
This 40-page adventure introduces a group of heroes to the world of Nevermore and is intended for a party of four to six 1st level heroes. The adventure assumes players are using the pre-generated heroes presented in the Heroes Appendix. However, the adventure can be adjusted for use with any 1st-level or higher adventuring group. To play this adventure you should possess the free electronic supplement Nevermore Gazetteer from Expeditious Retreat Press and the True20: Adventure Roleplaying published by Green Ronin.
It is a world of grim and perilous adventure, where loathsome rat-men plot and conspire, where the hordes of Chaos tumble out of the north. Ones neighbour may just as well be a vile mutant, and Witch Hunters prowl the lands, burning and killing any they suspect of being in league with the Ruinous Powers. Mortals have only one recourse in the face of this horror and suffering: the Gods. Yet despite their great power, these deities are not the sheltering patrons of mortality. Rather, they are inexplicable forces of nature, often as dangerous as those from whom mortals seek protection. They must be placated, appeased and worshipped if their dreadful attentions are to be drawn. Tome of Salvation provides a detailed look at religion in the Empire, exploring faiths role and function within the nations convoluted and complex society. Inside this massive sourcebook you will find:
* A detailed history of religion in the Empire, filled with fascinating details to spark countless adventures.
* Full entries on each of the gods, including their nature, strictures, priests and more.
* Extensive overviews of the various expressions of faith in the Old World, covering everything from folk religion to zealots, fanatics and other extremes of worship.
* Details on other gods, ranging from Bloody-Handed Khaine to Handrich, from the gods of the Orcs to the insane patron of the Chaos Dwarfs.
* A look at festivals and holy days in the Old World, including a complete Imperial calendar.
* An examination of the lives of Old World priests, their training and hierarchy, and extensive details on the laity, temple warriors and other affiliated characters.
* New petty magic and lesser magic spells like Strengthened Resolve and Vow.
* Expanded spells for priests of the nine major gods as well as spell lists for several minor gods, including Gunndred and Handrich.
* New rituals, relics and artefacts, including the Paupers Box and Jade Amulet.
* New careers such as the Crusader and Temple Guardian.
* And much more!
Tome of Salvation is an invaluable sourcebook for both Players and Game Masters, providing useful tools and information for characters of a religious bent and great material from which GMs can build adventures of their own design. With the information contained in this sourcebook, you can stand strong before the gathered hordes of Chaos, emboldened by the power of the gods!
ABOUT THE SET:
Witness Legendary Battles... Experience Great Encounters Palkia. Dialga. A mysterious legend emerging from the darkness to challenge all comers. Who will stand victorious? In the Pokémon TCG: Diamond & PearlGreat Encounters expansion, these incredible Pokémon come together to battle one another in an epic confrontation that will be a triumph for trainers everywhere! With more brand-new Pokémon, more Pokémon LV.X, and a titanic clash of some of the most powerful Pokémon ever, Great Encounters is your chance to encounter greatness!
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The game is medium-lightweight and will come with a quick start-up guide to allow easy play. It is deep enough to offer meaningful decisions and challenges to gamers while still being accessible to non-gamers.
Players take part in the stag rut on a Scottish island. Each player plays a stag interested in food, fighting and, of course, the opposite sex. The object of the game is to be the stag who has kissed the most doeples and outperformed rivals in head-to-head combat!
Who will finish as the dominant stag ?
In early 1935, General Secretary Josef V. Stalin ordered the Red Navy to draft plans for a massive fleet based around large battleships. The Second Five-Year Plan, already under way, had called for huge coastal-defense forces. Under the Third Five-Year Plan, that would be extended to sea control far beyond Soviet shores.
Technical assistance, armaments, plans and even entire warships were pursued or purchased in Germany, Italy and the United States. Powerful battleships armed with the heaviest guns would be the fleet's backbone, with flocks of cruisers and destroyers to support them. A few aircraft carriers were acceptable for scouting purposes, Stalin allowed, but would never amount to a major weapons system.
For a brief period, Ferdinand Graf von Zeppelin's giant floating cylinders seemed poised to play a major role in naval warfare. But just as the technology matured, high-performance aircraft, a spectacular accident caught on film and the Great Depression combined to bring an end to military and most civilian use of the rigid airship.
Airships is a supplement for our Great War at Sea series of games, building on the popular Zeppelins to take a further look at lighter than air operations. There are ten scenarios, or separate game situations, based on missions that took place or could have taken place. All are by Ernie Wheeler and Doug McNair.
This module is not playable by itself, but requires ownership of our Zeppelins supplement and Jutland and Mediterranean games to play most of the scenarios, and our U.S. Navy Plan Gold game and Sea of Troubles and Dreadnoughts supplements to play all of them. Each scenario has its own card in a spiral-bound booklet, just like Panzer Grenadier's popular North Wind and Edelweiss supplements.
The Orks are the most widespread menace in the galaxy. They are brutish, greenskinned aliens, whose only wish is to fight - not out of neccessity, but for the sheer joy of slaughter. This 104-page Codex includes an exhaustive background section, a comprehensive forces list for all troop types available to an Ork army, a full-colour hobby section, and the brand new Ork army list.
Ork Boyz are normally formed into huge mobs and armed for close combat with hefty choppas and Ork pistols known as sluggas. Orks armed with shootas tend to spend more time trying to make more noise then their neighbour instead of aiming. This plastic kit provides enough components to assemble 10 Ork models.
Orks tend to fixate upon whatever they enjoy most, gathering together with others of a like mind and forming a specialist mob. The Tankbustas are a classic example of one of these subcultures. They are Ork Boyz who have experienced the undeniable thrill of scoring a direct hit upon an enemy tank and seeing the vehicle expode in flames. This metal kit contains 5 Ork Tankbustas and 2 Bomb Squigs.
An Ork warbike is far more than just a vehicle to its owner. A Warbiker treats his personal steed with real care, because a warbike is not only a thing of great prestige but also a direct conduit to the adrenalin-rich thrill of speed. This plastic kit contains 3 Ork Warbikerz.
Trukks are designed to transport mobs of choppa-wielding Boyz into combat as quickly as possible. Each warband and clan will 'kustomise' its trukks to reflect their own predilictions. For example, a Goff vehicle will be functional with a large crew compartment, while the Evil Sunz almost always have turbo-charged engines and a red paint job. This plastic kit contains 1 Ork Trukk.
Ork Meks are responsible for creating the most destructive weapons an Ork can lay his big green hands on. Whether it is the surprisingly sophisticated Burnas or the far louder, shoulder-mounted Deffguns, a Mek is never short of customers. This plastic kit provides enough components to assemble 5 Orks.