Big Bang Burger Bar Welcome, Guest. Please login or register.

Login with username, password and session length
18 January 2021, 11:06:39 *
 
   Home   Help Latest Posts Calendar Links Login Register  
HHGG Quote:
Your name is Colin. So when I shout "Up, Colin!" I want you, Colin, to go up. OK? Up, Colin! - Ford Prefect
Pages: 1 ... 168 169 [170]   Go Down
  Print  
Author Topic: SG: New Roleplaying Games at Spirit Games  (Read 415150 times)
0 Members and 1 Guest are viewing this topic.
Spirit Games
Burton Delvers
Deep One
**

Karma: 5
Offline Offline

BoardgameGeek: Spirit Games
Posts: 1203



WWW
« Reply #2535 on: 10 December 2020, 19:45:03 »

Yig Snake Granddaddy Act 1: A Land Out of Time

Yig Snake Granddaddy is an amazing campaign in which evil serpent folk seek to bring back prehistoric times, complete with pterodactyls, dinosaurs, and other monstrous beings.In A Land Out of Time, the first act of four, your player characters adventure into the wilds of Yilan, a primeval wilderness infested with carnivorous slime molds, gigantic crocodiles, and other lost horrors. There they encounter an evil serpent wizard, who prepares for an evil ritual beyond belief.Betrayed, marooned, and hunted by super-intelligent enemies, can the heroes even survive, yet alone prevail?Sandy Petersen, the author of the Call of Cthulhu Role-playing game published by Chaosium, changes the tabletop world once again with Sandy Petersen's Cthulhu Mythos - a complete sourcebook for all things Lovecraftian for 5th edition fantasy. Yig Snake Granddaddy is the second complete campaign for Sandy Petersen's Cthulhu Mythos for 5th edition.
Source: Yig Snake Granddaddy Act 1: A Land Out of Time
Logged

Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
Spirit Games
Burton Delvers
Deep One
**

Karma: 5
Offline Offline

BoardgameGeek: Spirit Games
Posts: 1203



WWW
« Reply #2536 on: 13 December 2020, 01:45:05 »

Castle Amber

An Adventure for Character Levels 3 to 7They fled from the far-flung land of Averoigne: the Amber family, a bloodline of wizards and warriors persecuted for their dark sorcery and occult crimes. In their new world, they built a lavish manor for themselves, the fabulous Castle Amber. For a time, the Ambers flourished, their magical and military might having little equal. Then, however, jealousy and murder struck the heart of the family and the Curse of Stephen Amber descended upon the castle like a fell and heavy hand. Now, the Ambers dwell beyond space and time, imprisoned with their monstrously transformed servants and suffering under the family's dead patriarch's death-sent doom.It is into this mad manor that the party awakens, plucked from their home world and imprisoned in the heart of Castle Amber. To escape, the heroes must negotiate a path through the insane Amber family home, overcoming the clan's machinations, dangerous servants, cunning traps, and bizarre phenomena. Only by finding a way to break the Curse of Stphen Amber will the party be able to return home. Failure means a lifetime of imprisonment in Castle Amber, a place where lifetimes can be very short indeed...This adventure is an homage to the original module X2: Castle Amber, written by beloved game designer Tom Moldvay in 1981 and partially inspired by the writings of acclaimed weird fiction author Clark Ashton Smith. Herein you will find high-quality scans of the original first edition adventure module, plus commentary by renowned contemporary game designers and writers. A full fifth edition conversion of the original adventure is included, as well as brand new additional adventure encounters and an expanded Castle Amber. This is the perfect old-school "funhouse dungeon" given new life for the fifth edition era. Won't you please come in?>/p>
Source: Castle Amber
Logged

Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
Spirit Games
Burton Delvers
Deep One
**

Karma: 5
Offline Offline

BoardgameGeek: Spirit Games
Posts: 1203



WWW
« Reply #2537 on: 13 December 2020, 01:45:05 »

Pathfinder Beginner Box

Become a Hero!Leave the ordinary behind and take your first step into a world of amazing fantasy adventure with the Pathfinder Beginner Box! This box contains everything you need to learn how to play the Pathfinder roleplaying game, including rules to create your own fantasy hero and tools to tell your own incredible stories.Will you be a courageous fighter, charging headfirst into battle, or a sly rogue, moving quietly to strike at foes from the shadows? Maybe you'll be a knowledgeable wizard, wielding incredible arcane spells, or a wise and pious cleric, using the power of your deity to shape the world for the better. It's all up to you! This boxed set is the perfect introduction to the world of Pathfinder, containing countless hours of thrilling adventure!This box includes:A 72-page hero's Handbook, which presents the rules for playing the game and creating characters, including their skills, spells, and gear.An 88-page Game Master's Guide, containing an introductory adventure, over 20 pages of monsters, rules for building your own adventure, and dozens of wondrous magic items.Four premade heroes so you can jump right into the actions, and six blank character sheets for creating your own characters from scratch.Over 100 character and monster pawns to use on the full-colour, double-sided adventure map.Four game reference cards to help players remember their actions.A complete set of polyhedral dice, including a d20, d12, d10, d8, d6 and d4.
Source: Pathfinder Beginner Box
Logged

Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
Spirit Games
Burton Delvers
Deep One
**

Karma: 5
Offline Offline

BoardgameGeek: Spirit Games
Posts: 1203



WWW
« Reply #2538 on: 13 December 2020, 13:45:18 »

Tome of Beasts II: Lairs

Savage beasts mauling a mountaintop temple.A river tomb of lurking horors.A shrine infested with hungry undead.Inside, you'll find these adventures and more! Created for the 5th Edition of the world's first roleplaying game, these 14 standalone, single-map adventures each feature new monsters from Kobold Press's Tome of Beasts II.Use these adventures as side missions alongside your ongoing campaign, or to fuel one or more standalone sessions. With adventures suitable for heroes of level 1-15, there are enough challenges - and mayhem - for everyone!
Source: Tome of Beasts II: Lairs
Logged

Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
Spirit Games
Burton Delvers
Deep One
**

Karma: 5
Offline Offline

BoardgameGeek: Spirit Games
Posts: 1203



WWW
« Reply #2539 on: 13 December 2020, 13:45:18 »

Tome of Beasts II

A Murder of Monsters for 5th EditionWizard: "It says it used to be a dragon of the outer darkness..."Fighter: "What does that even mean? Used to be? What is it now? Does anyone else speak Draconic?"Wizard: "It says you are not sufficiently respectful to its dragon nature. It says... Run?"Fighter: "Run? In this armour?"DM: "FWOOOOSH!"Inside Tome of Beasts 2, you'll find monsters for almost evey location your heroes might journey: from farmlands to forests, dungeons to deserts, and bustling cities to fantastical planar realms - with an emphasis on dungeons and the under world!Tome of Beasts 2 brings youAngelic enforcers and avalanche screamersImperial dragons and swordbreaker skeletonsKami and clockwork tigersVoid drakes and zombie dragonsDeath vultures and demon lordsSwamp nagas and magma octopusesChameleon hydras and shriekbatsWalled horrors and wraith bears!Keep your players suprprised, entertained, and terrifed with all-new opponents they've never seen before - and won't ever see coming!
Source: Tome of Beasts II
Logged

Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
Spirit Games
Burton Delvers
Deep One
**

Karma: 5
Offline Offline

BoardgameGeek: Spirit Games
Posts: 1203



WWW
« Reply #2540 on: 13 December 2020, 19:45:07 »

Castle Amber

An Adventure for Character Levels 3 to 7They fled from the far-flung land of Averoigne: the Amber family, a bloodline of wizards and warriors persecuted for their dark sorcery and occult crimes. In their new world, they built a lavish manor for themselves, the fabulous Castle Amber. For a time, the Ambers flourished, their magical and military might having little equal. Then, however, jealousy and murder struck the heart of the family and the Curse of Stephen Amber descended upon the castle like a fell and heavy hand. Now, the Ambers dwell beyond space and time, imprisoned with their monstrously transformed servants and suffering under the family's dead patriarch's death-sent doom.It is into this mad manor that the party awakens, plucked from their home world and imprisoned in the heart of Castle Amber. To escape, the heroes must negotiate a path through the insane Amber family home, overcoming the clan's machinations, dangerous servants, cunning traps, and bizarre phenomena. Only by finding a way to break the Curse of Stphen Amber will the party be able to return home. Failure means a lifetime of imprisonment in Castle Amber, a place where lifetimes can be very short indeed...This adventure is an homage to the original module X2: Castle Amber, written by beloved game designer Tom Moldvay in 1981 and partially inspired by the writings of acclaimed weird fiction author Clark Ashton Smith. Herein you will find high-quality scans of the original first edition adventure module, plus commentary by renowned contemporary game designers and writers. A full fifth edition conversion of the original adventure is included, as well as brand new additional adventure encounters and an expanded Castle Amber. This is the perfect old-school "funhouse dungeon" given new life for the fifth edition era. Won't you please come in?
Source: Castle Amber
Logged

Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
Spirit Games
Burton Delvers
Deep One
**

Karma: 5
Offline Offline

BoardgameGeek: Spirit Games
Posts: 1203



WWW
« Reply #2541 on: 11 January 2021, 22:45:17 »

DM Screen Icewind Dale: Rime of the Frostmaiden

In Icewind Dale, adventure is a dish best served cold. Welcome to the Far North, an icy land of windswept land locked in a perpetual, dark winter. Journey past the Spine of the Worlds and enjoy the rugged hospitality of Ten-Towns, then brace yourself and set out to explore the unforgiving wilderness beyond.The front of the screen features an array of sights from throughout Icewind Dale, setting the scene for your adventures in this bone-chilling world. A reindeer herd traverses the frozen tundra, Auril the Frostmaiden claims her latest victim, the fortress of Grimskalle stands tall in the icy terrain, and the ghosts of ancient frost giant jarls sit in judgement over those who would disturb their rest.On the rear of the screen, you will find Icewind Dale wilderness encounters, wilderness survival, tall tales in Ten-Towns, a map of the Caves of Hunger for your players to explore, and more.
Source: DM Screen Icewind Dale: Rime of the Frostmaiden
Logged

Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
Spirit Games
Burton Delvers
Deep One
**

Karma: 5
Offline Offline

BoardgameGeek: Spirit Games
Posts: 1203



WWW
« Reply #2542 on: 16 January 2021, 22:45:15 »

Cyberpunk Red Core Rules

Welcome to the Time of the Red, Choombal The Megacorporations spent decades wrecking everything and in the aftermath of their last War, everyone has to fend for themselves.But that's just fine. You can handle it. After all, in a world of vicious boostergangs, rampaging cyborgs, corporate assassins, and nihilistic doomsday cults, there's only one rule. Always take it to the Edge.Take the big risks, get the big rewards. Be the action, start the rebellion, light the fire. Never drive slow when you can blaze a trail.You've hooked your Militech pistol to the interface in your brain; upgraded your cybernetic fist with carbo-glas blades; and installed cybereyes that can pierce through the red haze like morning fog. There's a world full of opportunities out there, just waiting for the right Edgerunner. Maybe that's you.Cyberpunk RED is the latest edition of the classic tabletop roleplaying game of the Dark Future and encompasses everything you need to explore the post-War world of the Time of the Red, including:A dense, deep-dive into the history and geography of Night City and the greater Cyberpunk world, and plenty of the lore about the Time of the Red.Ten unique Roles for you to play: charismatic Rockerboys, lethal Solos, quick-hacking Netrunners, inventive Techs, lifesaving (and taking) Medtechs, hard-biting Medias, duty-bound Lawmen, scheming Execs, clever Fixers, and range-riding Nomads.A huge collection of useful tools, powerful weapons, protective armour, and gleaming cyberware to help you rule the Street.Three Screamsheet adventures to show you what Cyberpunk is all about.Pre-generated opponents perfect for populating the Combat Zones and Corporate compounds, plus encounters that use them to bring the City, to life.
Source: Cyberpunk Red Core Rules
Logged

Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
Pages: 1 ... 168 169 [170]   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Privacy Policy
Valid XHTML 1.0! Valid CSS!
Mimipunk |
Up to 20Mb PlusNet broadband from only £5.99 a month!
| www.iconshock.com icons used contain images © by Douglas Adams