Books


7th Sea Core Rulebook

7th Sea is a tabletop roleplaying game of swashbuckling and intrigue, exploration and adventure, taking place on the continent of Théah, a land of magic and mystery inspired by our own Europe. Players take the roles of heroes thrown into global conspiracies and sinister plots, exploring ancient ruins of a race long vanished and protecting the rightful kings and queens of Théah from murderous villains. As a 7th Sea Hero, you might... … save the Queen of Avalon from treacherous blackmail! … thwart a dastardly assassination attempt on the Cardinal of Castille! … raid the villainous fleets of Vodacce merchant-princes! … free the Prince of the Sarmatian Commonwealth from a mysterious curse! … make decisions that alter the very course of Théan history! In most roleplaying games, you start off as a 1st-level loser who’s terrified of the goblin with a broken knife. In 7th Sea, you are a Hero, an icon of Théah ready to live and die for causes that matter. You can take on ten thugs with swords, knives, and guns all on your own. You don’t start off digging through old dungeons hoping to find a copper piece or two. No! You are trusted knight, a loyal bodyguard, or even… an adventuring queen herself. Right from minute one. In other words… you’re d’Artagnan, Milady de Winter, the Dread Pirate Roberts, Jack Sparrow, Julie d'Aubigney, and the Scarlet Pimpernel all rolled up in one! This is a game of high adventure, mystery, and action. This is a game of intrigue and romance. This is 7th Sea.

$100.00

Adventures in Middle Earth RPG - Eriador Adventure

Children kidnapped in the night, unusually cunning Trolls, a mysterious caravan, the fate of a company of Hobbits, the legacy of the Dúnedain and an evil awakening beneath the barrows – six new stories set in the ancient land of Eriador. Six adventures that need a company of heroes to undertake them. Eriador Adventures contains six ready-to-play adventures for Adventures in Middle-earth, complete scenarios that can be played separately or as an epic series spanning a number of years. All adventures are set in the years prior to 2977, and take place in the lands surrounding Rivendell. Eriador Adventures complements the background and rules material contained in the Rivendell Region Guide. Delve into the ruins of overgrown Fornost, walk amidst the cairns of the Barrow-downs and venture to the lair of the Witch-king of Angmar himself, the ancient city of Carn Dûm — if you have the courage! Eriador Adventures contains material previously released as The Ruins of the North for The One Ring Roleplaying Game, fully converted to be compatible with Adventures in Middle-earth and the OGL rules.

$70.00

Adventures in Middle Earth RPG - Loremaster's Guide

Packed full of advice and ideas to help make your Adventures in Middle-earth 5e games awesome, the Loremaster's Guide brings you: - Swathes of invaluable setting information brings Middle-earth to life - A Middle-earth bestiary detailing the enemies arrayed against your heroes - Fights that feel like those in the books - Advice on creating and running Middle-earth adventures and campaigns - Expanded rules and options for Journeys, Audiences, the Fellowship Phase, character creation, multi-classing and more! The Adventures in Middle-earth Loremaster’s Guide is a must-have for anyone running games in Middle-earth!

$70.00

Adventures in Middle Earth RPG - Rhovanion Region Guide

Follow the Anduin river down from the chill springs of the Misty Mountains to the southern edge of the Wild!  Explore the dread forest of Mirkwood, running from the lonely thickets of the north to the very gates of Dol Guldur! Enter the heart of the Wild, and defend it against the rising Shadow.  A sourcebook for Adventures in Middle-earth, the Rhovanion Region Guide describes the lands of the River and the Forest - the Vales of Anduin along the banks of the Great River, and the trackless forest of Mirkwood to the east. It expands on the descriptions given in the Adventures in Middle-earth Loremaster`s Guide, offering new sanctuaries and new perils for the players to discover. Each region is described in detail, listing potential friends and foes, sites of interest, and potential adventures.  Also included is an expanded bestiary containing a host of strange creatures and servants of the Enemy, from the beasts of the forest to the fabled Great Spiders, as well as variant cultures like River Hobbits and Wayward Elves that offer new options for adventurers.

$70.00

Adventures in Middle Earth RPG - Rivendell Region Guide

The Rivendell Region Guide takes your adventures West across the Misty Mountains to the Last Homely House, expanding play into eastern Eriador, covering not only Rivendell itself, but Angmar, Fornost, Mount Gram, Tharbad and everywhere in between. There are also rules for creating your own Magical Treasure; playing High Elves of Rivendell; turning the baleful Eye of Mordor on your company; and facing more powerful adversaries than ever before. This hardcover, 144-page, full-colour supplement includes: Background for the Last Homely House, Rivendell, the sanctuary of Imladris.Write-ups of the characters that might be encountered in Imladris, from Elrond and Arwen to Glorfindel and the White Council.New Fellowship undertakings.A history of Arnor, Angmar and the Rangers of the North.A region guide to Eastern Eriador, including the Barrow-downs, the Trollshaws and Angmar.New adversaries to face, including Ettins, Hill-men of Rhudaur and the toughest Troll of them all, the Queen of Castle Hill.A bestiary of undead creatures, from Bog Soldiers and Barrow-wights to the Lord of the Nazgûl himself, the Witch-king of Angmar.Rules for powerful adversaries, allowing you to customise any monster to provide a challenge for even the most heroic of adventurers.A set of optional rules, the Eye of Mordor, to track how much attention the Enemy reserves for the company.Rules for adding Magical Treasure to your campaign, including dozens of ready-made artefacts, some famous, others less so.A new playable Heroic Culture: the High Elves of Rivendell.

$65.00

Adventures in Middle Earth RPG - The Road Goes Ever On

The Road Goes Ever on is an invaluable accessory for the smash-hit Adventures in Middle-earth.Featuring four beautiful, double-sided, large format game maps and a 32 page rules supplement, The Road Goes Ever On appeals to both players of Adventures in Middle-earth, and fans of Middle-earth.

$50.00

Adventures in Middle Earth RPG - Wilderland Adventures

"There are no safe paths in this part of the world. Remember you are over the Edge of the Wild now, and in for all sorts of fun wherever you go." Wilderland Adventures contains seven ready-to-play adventures for the 5e OGL-compatible Adventures in Middle-earth, complete scenarios that can be played separately, or as an epic campaign. A conversion of the epic Tales from Wilderland.

$70.00

Android Netrunner - Undercity (Hardbound Novella)

Javier Zamora used to be a real journalist, with all the perks of working for NBN. Now, he vids scandalous, fringe, and downright disgusting content for a less mainstream corner of the Net. His stories draw an audience, at least enough of one to fund his life in the under city. Or they used to, anyway. When Zamora stumbles on evidence of a serial killer stalking the under city, he thinks it might be his ticket back to journalistic respect— or at least a steady revenue stream. But as the investigation draws him into a sordid world of underground cage fights and blackmail scams, the notorious Los Scorpions gang warns him to drop the story. Faced with the choice between abandoning the story of his career or antagonizing a dangerous criminal cartel, Zamora must tread carefully if he wants to keep his creds, his life, and maybe even his integrity. Fantasy Flight Games is proud to present Under city: A Javier Zamora Novella by Richard Lee Byers! This page-turning adventure explores the dark center of the Android Universe, as Javier Zamora risks life-and-limb to find the perfect story!

$25.00

Arkham Horror : LCG - Novella Hour of the Huntress

Over the course of 109 action-packed pages, Hour of the Huntress follows beloved investigator Jenny Barnes as she searches frantically for her missing sister—only to uncover some of the darkest secrets hidden in the shadows of Arkham, Massachusetts. Written by Dave Gross, this Arkham Horror novella offers new insight into one of the best loved characters from the Arkham Horror Files universe. You'll first meet Jenny on the train as she returns from Paris to learn why her sister stopped writing, but it won't be long before you'll see her delving ever deeper into layers upon layers of mystery, arming herself with her signature pistols, and disarming others with her incisive wit and charm. Additionally, the hardbound version of Hour of the Huntress features a full-color insert of sixteen-pages that draw you deeper into Jenny’s investigations with—excerpts from old letters, journals, and forbidden tomes. And it comes with five new cards for Arkham Horror: The Card Game—alternate art versions of the Jenny Barnes investigator and mini cards, a rules card, and two optional signature cards that provide you new ways to incorporate Jenny into your Arkham LCG adventures.

$27.00

Arkham Horror : LCG - Novella Ire of the Void

Science cannot explain the vanishing physicist. Nor are Norman Withers’ fellow astronomers willing to accept his report of vanishing stars. But what if the theory of general relativity is incomplete? What if there are forces other than gravity that can create distortions in space and time? Over the course of 96 pages, Ire of the Void and Norman Withers pursue these questions wherever they may lead—even into the darkest parts of Arkham and encounters with strange and terrifying creatures. Written by fantasy and horror author Richard Lee Byers, this hardbound novella also contains a full-color insert with 15 pages of notes, newspaper clippings, and text excerpts that shed additional light onto the story’s strange events. Ire of the Void also comes with five new cards for the cooperative Living Card Game® Arkham Horror: The Card Game, exclusive to this product. These include alternate art investigator and mini cards for Norman Withers, along with two Norman Withers signature cards. These signature cards can replace the standard Withers signature cards and afford players an alternate way to bring Withers into any investigation. Key Points - A hardbound Arkham Horror novella by fantasy and horror author Richard Lee Byers - Follows astronomer Norman Withers as his investigation into the strange disappearance of a half-dozen stars leads to terrifying discoveries about the nature of reality - Features a novella-length story of 96 action-packed pages, plus a 16-page full-color insert - Includes five cards for Arkham Horror: The Card Game: a rules card summarizing how to use these new cards, an alternate art Norman Withers investigator card and matching mini-card, plus two exclusive signature cards for Norman Withers that can be used in place of the standard Norman Withers signature cards

$28.00

Arkham Horror : LCG - Novella The Deep Gate

Discover what secrets have been drowned in Devil Reef in The Deep Gate! This Arkham Horror novella by Chris A. Jackson takes readers on a voyage up the Miskatonic River running through Arkham and the along the coasts of fear-shadowed Innsmouth where sailor Silas Marsh seeks answers about the nightmares that have plagued him since his parents' death. Including full-color inserts of the evidence that Silas has at his disposal, this thrilling novella invites readers to step into the role of investigators searching for answers alongside Silas. But be wary- each answer you uncover brings you closer to the dangers that lurk just beneath the waves. In addition to a hardcover copy of the novella, The Deep Gate includes four exclusive cards for Arkham Horror: The Card Game which allow players to add Silas Marsh to their team of investigators, marking his first appearance in the game. These cards enable players to build a deck for Silas Marsh, complete with a signature asset and weakness. With these new implements to expand your investigations in the Arkham Horror Files universe, you are ready to set sail and confront the evils that arise from The Deep Gate!

$28.00

Arkham Horror : LCG - Novella The Dirge of Reason

The Dirge of Reason is an Arkham Horror novella by Graeme Davis that throws you headfirst into the roaring twenties where tragedy has struck the small town of Arkham, Massachusetts. During an apparent freak accident, the entire New England Virtuosi Orchestra perished and federal agent Roland Banks has been sent all the way from Washington D.C. to investigate. The official report reads, “Explosion, cause unknown.” The house looks like a howitzer shell hit it, but nobody knows why and the local authorities weren’t encouraged to look very hard. Could it have been bootleggers? A mob hit? Or something more sinister, something unnatural? Now, you can aide Roland Banks with his investigation. Within the pages of The Dirge of Reason, you will find full-color inserts of the agent’s case notes as well as all the evidence at his disposal, including letters, newspaper clippings, and official reports. The hardcover novella also comes with four exclusive cards for Arkham Horror: The Card Game, including an alternate art version of Roland Banks, that enable players to build a distinct deck for the federal agent based on his experiences within the story.

$26.00

Arkham Horror : LCG - Novella To Fight the Black Wind

Journey to the mysterious Dreamlands in To Fight the Black Wind! This Arkham Horror novella by Jennifer Brozek invites readers for a visit to Arkham Sanatorium where psychologist Carolyn Fern is searching for the cause of a patient’s terrible nightmares that leave her both mentally and physically scarred. With detailed, full-color inserts of Dr. Fern's case notes, readers take on the role of investigator themselves to find a way to help the young patient before the terrors of her dreams infect the waking world. The mind is powerful tool, but knowledge is dangerous. In addition to a hardcover copy of the novella, To Fight the Black Wind includes four exclusive cards to add Carolyn Fern as an investigator in Arkham Horror: The Card Game. These cards allow readers to build a deck for Carolyn Fern, complete with a signature asset and weakness, and mark her first appearance in the game. With these new implements to build your investigations in the Arkham Horror Files universe, you are prepared to defend your patient and discover what it takes To Fight the Black Wind!

$28.00

Arkham Horror : The Investigators of Arkham Horror

Discover the hidden secrets of the investigators who risk everything to save humanity from certain doom! Throughout its lavishly illustrated 264 full-color pages, The Investigators of Arkham Horror follows the lives and struggles of fifty-two different characters from the beloved board game Arkham Horror. These men and women explore those parts of our reality that lie outside of what our senses and science can perceive, often confronting beings of such unfathomable power that simply beholding them can shatter the mind. These investigators and their tales gain new focus through fifty-two rich and action-packed short stories. Key Points:
Gain new insight into the lives of Arkham’s beloved investigators Fifty-two action-packed stories immerse you in mystery and madness Features illustrations by more than forty talented artists Neatly indexed to help you explore the common threads between different tales An engaging reference for fans of Arkham Horror, Eldritch Horror, Mansions of Madness, and related games

$65.00

BattleTech Shattered Fortress

In 3146, the Republic of the Sphere hangs by a tenuous thread. The last fragments of Devlin Stone’s dream to shepherd humankind toward a more prosperous future hide behind the impenetrable defenses of Fortress Republic. As the interstellar communications blackout rages, the ambitious Great Houses vie for military dominance, and the bloodthirsty Clans strive to find a weakness in the Fortress’s armor on their path to conquering Terra and claiming the coveted title of ilClan. When the Wall comes down, will the Inner Sphere plunge even further into the abyss of interstellar war, or will this herald the dawning of a new age? Shattered Fortress chronicles the twilight of Battle Tech’s Dark Age, as nations are thrown into turmoil and predators circle the broken remnants of the Republic of the Sphere. This volume provides a year-by-year look at pivotal turning points in Inner Sphere, offers a peek behind the curtain of Fortress Republic, and reveals the fateful decisions that will ultimately decide the future of the Inner Sphere.

$70.00

Castles & Crusades : Slipcase Edition

The Castles & Crusades Slipcase Collector's Edition includes the Players Handbook, Castle Keepers Guide and Monsters & Treasure. All books are full color and wonderfully bound with smythe sewn stitching.
The case itself sports the C&C Organized Play logo and is made of sturdy 80pt Graphic Board with laminated cover.

$200.00

Castles & Crusades : The Players Guide to Hallowed Oracle

Enter the brooding world of Terrigan where prophecy bares the weight of power, where men, dwarves and elves fight and struggle in the shadow of gods and titans. This is the world of the Abyss Walker, as promised by the prophecies of the Hallowed Oracle. This is Terrigan. The Players Guide to The Hallowed Oracle comes complete with everything needed to get started playing Castles & Crusades. A discussion of the Siege Engine and rules of play are followed by character races, classes, including the chromatic mage, as well as new spells and powers. Though designed for use with Castles & Crusades The Hallowed Oracle campaign book, the Players Guide to The Hallowed Oracle is compatible with any homebrew or Aihrde campaign at the table.

$30.00

Cyberpunk 2020

WELCOME TO THE DARK FUTURE The Corporations control the world from their skyscraper fortresses, enforcing their rule with armies of cyborg assassins. On the Street, Boostergangs roam a shattered urban wilderness, killing and looting. The rest of the world is a perpetual party, as fashion-model beautiful techies rub biosculpt jobs with battle armored roadwarriors in the hottest clubs, sleaziest bars and meanest streets this side of the Postholocaust. The Future never looked so bad. But you can change it. You've got interface plugs in your wrists, weapons in your arms, lasers in your eyes, bio-chip programs screaming in your brain. You're wired in, cyberenhanced and solid state as you can take it to the fatal Edge where only the toughest and coolest can go. Because you're CYBERPUNK. Cyberpunk: the original roleplaying game of the dark future; a world of corporate assassins, heavy-metal heroes and brain burning cyberhackers, packed with cutting edge technology and intense urban action. Within this book, you'll find everything you need to tackle the mean streets of the 2000's -- in a game system that combines the best in realistic action and playability.

$45.00

Dragon Age Face of Thedas Sourcebook

Faces of Thedas lets you bring a host of compelling characters from the Dragon Age video games and beyond to your game table. From fan-favorite companions like Alistair and Dorian to deadly antagonists like Loghain and Knight-Commander Meredith, this book gives Game Masters a memorable cast to work with, providing game statistics, backgrounds, and advice on how best to use these characters in your own Dragon Age campaigns. It also includes new rules for managing and using relationships in play, giving additional depth to rivalries, friendships, and romance. Major organizations like the Antivan Crows and the Carta are also detailed. Faces of Thedas is a must for any Dragon Age GM.

$70.00

Dungeons and Dragons : Curse of Strahd

Unravel the mysteries of Ravenloft in this dread adventure for the world’s greatest roleplaying game Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.

$60.00

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