Role-playing, war games and fantasy sports Books
Topix Media Lab The Game Master's Book of Random Encounters: 500+
Book Synopsis
£22.10
Topix Media Lab The Game Master's Book of Traps, Puzzles and
Book Synopsis
£18.04
Darrington Press Daggerheart Core Set
Book Synopsis
£39.74
Titan Books Ltd The Skyrim Library - Volumes I, II & III (Box
Book SynopsisPresented for the first time ever, the 3 volume set of The Elder Scrolls V: Skyrim Library enclosed in a deluxe slipcase. For the first time, the collected texts from the critically and commercially acclaimed fantasy video game The Elder Scrolls V: Skyrim are bound together in three exciting volumes. Lavishly illustrated and produced, these titles are straight out of the world of Skyrim - and a must for any wandering adventurer. Delve deeper into the lore behind one of the most successful and critically acclaimed fantasy games of all time, Skyrim. Featuring in-game texts on factions, landscapes, creatures, heroes, and dragons.
£67.49
Bloomsbury Publishing PLC Cryptid
Book SynopsisNOMINEE - KENNERSPIEL DES JAHRES 2022You've studied the footage, connected the dots, and gathered what meagre evidence you could. You're close - soon the whole world will know the truth behind the Cryptid. A group of like-minded cryptozoologists have come together to finally uncover the elusive creature, but the glory of discovery is too rich to share. Without giving away some of what you know you will never succeed in locating the beast, but reveal too much and your name will be long forgotten! Cryptid is a unique deduction game of honest misdirection in which players must try to uncover information about their opponent's clues while throwing them off the scent of their own. Each player holds one piece of evidence to help them find the creature, and on their turn they can try to gain more information from their opponents. Be warned give too much away and your opponents might beat you to the mysterious animal and claim the glory for themselves!The game includes a
£29.75
Topix Media Lab The Game Master's Book of Non-Player Characters:
Book Synopsis
£24.77
Simon & Schuster The Monsters Know What They're Doing: Combat
Book SynopsisIn the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behaviour—and the better the players, the more unpredictable their behaviour! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat.Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.Trade Review“I’ve always said, the Dungeon Master is the whole world except for his players and as a result, I spend countless hours prepping for my home group. What Keith gets is that the monsters are the DM’s characters and his work has been super helpful in adding logic, flavor, and fun in my quest to slaughter my players’ characters and laugh out the window as they cry in their cars afterward.” —Joe Manganiello, award-winning actor/producer, author of Evolution, founder/creative director of Death Saves streetwear, and consultant/contributor to Dungeons & Dragons“This book almost instantly made me a better Dungeon Master. If you’re running games, it is a must-have enhancement. I gave copies to the two others in our group who share in the Dungeon Mastering, and both of them came back the next time grinning rather slyly. Keith is a diabolical genius, and I say that with the utmost respect!” —R. A. Salvatore, #1 New York Times bestselling author of more than sixty-five books, including the Drizzt novels The Crystal Shard, Timeless, and Boundless“The best movie villains are the ones you fall in love with. Keith’s book grounds villains in specificity, motivation, and tactics--so much so that players will love to hate ‘em. This book will enrich your game immeasurably!” —Matthew Lillard, award-winning actor, director, producer, and co-founder of Beadle and Grimm’s Pandemonium Warehouse“I have to send this book to my DM!” —Hugo award finalist Max Gladstone, author of This is How You Lose the Time War“I hope my DM doesn't read this book.” —Hugo award-winner Elizabeth Bear, author of Ancestral Night“Every great DM needs a copy of this book like a player needs a D20 that rolls a lot of critical hits. It won't make the other side happy, but it will make the game more exciting.” —Two-time Campbell award finalist Stina Leicht, author of Cold Iron"Is a conniving creature with a rational sense of self-preservation really going to take one last swipe at the fighter while on death’s door, or would it run away to fight another day? Depending on the monster, this book has the answer." —SYFY Wire“One of the most interesting, thoughtful, smart RPG sourcebooks I've ever read. . . . The Monsters Know What They're Doing is a hoot just to read, and transported me back to my days of poring over the Monster Manual and the Fiend Folio."—Cory Doctorow, co-editor of boingboing.net and New York Times bestselling author of Little Brother and Homeland“As a dungeon master, I am overcome with the sheer usefulness of Keith Ammann’s The Monsters Know What They’re Doing. This book is brilliant. It’s completely rewriting the way I think about encounters, and making me want to sick a pack of goblins on my players straight away. Highly recommended for any DM of any level of experience. And I fear it will become required reading when Live to Tell the Tale comes out this summer and our players all get smarter with their tactics too!” —Lou Anders, Hugo award winning author of Once Upon a Unicorn, Star Wars: Pirate’s Price, and the Thrones & Bones trilogy“This book is ABSOLUTELY ESSENTIAL for any D&D DM, whether you’re running monsters straight from the book or not. This should sit prominently on every game shelf and should be pulled out for every session.” –Dice Monkey
£18.00
Paizo Publishing, LLC Pathfinder Flip-Mat: Basic
Book SynopsisA dungeon filled with insidious traps, a magnificent imperial throne room, the citadel of an immortal tyrant—the possibilities for adventure are endless with Pathfinder Flip-Mat: Basic. Appropriate for use with any roleplaying game, this invaluable gaming accessory presents two subtle textures—smooth stone and fine dirt—providing Game Masters a blank canvas on which to create any dungeon, battleground, and adventure set piece they desire. A special coating on each Flip-Mat allows you to use wet erase, dry erase, AND permanent markers with ease! Removing permanent ink is easy—simply trace over any permanent mark with a dry erase marker, wait 10 seconds, then wipe off both marks with a dry cloth or paper towel. 24" × 30" mat Folds to 8" × 10" 1" squares on each side Don’t feel like you always have to run your game in someone else’s world. With Pathfinder Flip-Mat: Basic, the setting of your next adventure is wherever you can imagine.
£16.66
Media Lab Books The Game Master’s Book of Villains, Minions and
Book SynopsisA game master’s biggest challenge can be prep time. With busy lives in mind, this book provides new and exciting content to help GMs save hours of time preparing for a game. Inside, readers will find twenty-five “Big Bosses,” along with insights into how they use their minions strategically in order to decimate any heroic threat that might cross their paths. The Game Master’s Book of Villains, Minions and Their Tactics provides tips and strategies that readers can use to “drag and drop” a BBEG into a new or existing game, with full colour illustrations, lore, stats, combat tactics, and special abilities for each exciting entry. You’ll also find detailed tactics and combat strategies dozens of other minions found throughout the 5E game. In addition to providing three exciting one-shot adventures, the book also shows you how to create your own original villains, minions and monsters – the best of the worst your game has to offer.
£23.75
Media Lab Books The Game Master's Book of Astonishing Random
Book SynopsisThe Game Master’s Book of Astonishing Random Tables provides hundreds of tables for nearly every worldbuilding and gameplay situation GMs may come across. Need to know what the local food is like? Roll for it. Need to know how the city’s plumbing is organized or if they have a sewer system? Roll for it. Need to know what specific pathology drives the mad draconian warlord just beyond the city’s gates? Roll for it. Want to determine what a sorcerer’s spell effects look like or what unique way they cast their spells? You know the answer! When warranted, many of the table results are “enhanced” with supplemental information to help clarify roll results, like how a particular type of government is run, or what a particular style of architecture looks like . Other tables will have a branching element, providing a path to fleshing out larger scale subjects that require more detail than can be provided with a single table. The book also includes three one-shot adventures that help GMs put the book’s tables into play right away, so that they can see exactly how helpful and enhancing they can be. The Game Master’s Book of Astonishing Random Tables fills in the holes of gameplay, enriching every scene, setting, character and event, while also adding new, unexpected elements to shake things up and keep players on their toes.
£20.99
Adams Media Corporation Düngeonmeister: 75 Epic RPG Cocktail Recipes to
Book SynopsisCelebrate your campaigns and conquests with these 75 fun, RPG-inspired cocktail recipes your whole gaming group will love!Make your next gaming adventure even more fun with this collection of 75 RPG-inspired cocktails! Featuring fantasy-themed libations from the boozy Dragon the Beach and a Potion of Strength to a sneaky Stealth Check shot and a Never Split the Party Punch, you’ll keep spirits high and your friends happy during your next dungeon-crawling tabletop adventure. Complete with easy-to-follow, accessible instructions, Düngeonmeister also includes funny jokes and hilarious asides that will take your campaign (or your next gathering) to the next level!Trade Review“Besides the fun recipe names, [this book] also goes into bar cabinet essentials and techniques novice mix-masters may need.” —VentureBeat“Perfect for gaming sessions or a D&D themed party.” —Darcy & Brian“Lovely… the presentation is quite nice… sure to make a great stocking stuffer for the tabletop gamer in your life.” —Gaming Trend“The instructions are clear and concise [and] there are recipes for every kind of cocktail drinker you can think of… a fantastic gift.” —Cookbook Divas“Düngeonmeister presents a wide selection of interesting and, for the most part, delicious cocktails with a bit of gaming-themed wit, perfect for trying out and sharing with your adventuring party.” —Game Vortex“Plenty of humor and over 75 RPG-inspired drinks to suit everyone from DM to bard.” — Your Money Geek * Your Money Geek *"If you like to nerd out and drink at the same time this combo is a no-brainer." —Geek Girl Authority
£10.99
GMC Publications Sherlock Holmes Escape Book, The: The Adventure
Book SynopsisThe Sherlock Holmes Escape Book is the first in a unique new series of puzzle books, in which the reader is trapped in the pages and must find their way out by solving the puzzles that hold the key to their freedom. Visual clues are hidden among the intriguing illustrations; fiendish riddles, logic puzzles, and timed challenges unlock hidden doors and reveal the direction of travel; and mathematical problems provide the codes required to follow the correct path. There are maps and mazes to explore; references to the original Sherlock Holmes adventures to unravel; and a code-wheel that holds the key to unlocking the next page. Solve the puzzles correctly to escape. Get them wrong, and you will find yourself further and further along the path to your own demise. You are Sherlock Holmes . . . following the death of Sir Charles Baskerville, you have travelled to Baskerville Hall to investigate the mystery. Now, as the clock strikes midnight, you hear the key turning in the lock, and see an envelope slipped beneath the door to your room. What is the meaning of the message cut from newsprint? Is there a clue hidden in the painting on the wall? And could those really be the footprints of a gigantic hound . . .? This ingenious new series is a spin on the current urban craze for 'Escape Rooms', in which participants are locked in rooms, and must solve the puzzles they find there to make good their escape. Here, the book becomes the locked room, the pages become the path, and the reader can take on a challenge every bit as brain-teasing from the comfort of their own home. AUTHOR: Before writing puzzle-based books, Ormond Sacker served as note-taker and assistant to a London-based consulting detective, a role he held until being controversially superseded by a more qualified and less strangely named replacement. As a young man, Sacker studied medicine at St Bartholemews before joining the British Army, where he was attached as a surgeon to the Berkshire Regiment of Foot. It was specifically feet that led to his dismissal, following an odd number (both in quantity and circumstance) of amputation errors. To this day he stands by his assertion that "left" and "right" are subjective terms that depend upon which end of the table one is standing. His military training, international travels, and experience of curious crime, together with an intimate relationship with the works of Sir Arthur Conan Doyle, have given him a unique view of the world. Such a character is clearly the ideal author of a book of Holmes-based conundrums and problems. Ormond Sacker is sometimes mixed up. At such times he is no card smoker, and lives in cranked rooms. SALES POINTS: . A unique new form of puzzle book, in which the reader must solve the riddles to escape the pages . Combines riddles, logic puzzles, timed challenges, mathematical brain-teasers, maps and mazes . Ties in to the popular trend for Escape Rooms Full colour throughout with 25 illustrations
£8.99
Chaosium Inc Call of Cthulhu: Keeper Rulebook
Book Synopsis
£41.21
Bloomsbury Publishing PLC Wildlands
Book SynopsisThe great Darkness has fallen, and the Empire with it.The arcane crystals which once powered entire cities were shattered, and the Darkness was destroyed by the magics unleashed. All that remains are the lawless ruins known as the Wildlands, and the shards of the crystals that have been strewn across them. Now a few souls, the brave and the desperate, seek the shards to harness their power for their own ends.Take control of one of four factions, from the spell-slinging Mages'' Guild or the nimble Gnomads to the versatile Lawbringers or the hard-hitting Pit Fighters. Each brings their own playstyle, with unique decks of action cards determining their abilities on the battlefield, so plan your tactics carefully. Dash through the ruins to grab the crystals you so desperately desire or focus your efforts on taking out the opposition--but take care, danger may be lurking in the darkness... In the Wildlands, opportunity awaits...if you fight for it.Description
£52.01
Simon & Schuster Live to Tell the Tale: Combat Tactics for Player
Book SynopsisFrom the author of The Monsters Know What They’re Doing comes an introduction to combat tactics for Dungeons & Dragons players.In his first book, The Monsters Know What They’re Doing (based on his popular blog), Keith Ammann unleashed upon the D&D world a wave of clever, highly evolved monster tactics. Now it’s only fair that he gives players the tools they need to fight back…and prevail! An introduction to combat tactics for fifth-edition Dungeons & Dragons players, Live to Tell the Tale evens the score. It examines the fundamentals of D&D battles: combat roles, party composition, attacking combos, advantage and disadvantage, Stealth and Perception, and more…including the ever-important consideration of how to run away! Don’t worry about creating a mathematically perfect character from square one. Survival isn’t about stats—it’s about behavior! With four turn-by-turn, roll-by-roll, blow-by-blow sample battles, Live to Tell the Tale breaks down how to make the best choices for your cherished characters so that they can survive their adventures, retire upon their accumulated riches, and tell stories about the old days that nobody will ever believe.Trade ReviewPraise for The Monsters Know What They're Doing “I’ve always said, the Dungeon Master is the whole world except for his players and as a result, I spend countless hours prepping for my home group. What Keith gets is that the monsters are the DM’s characters and his work has been super helpful in adding logic, flavor, and fun in my quest to slaughter my players’ characters and laugh out the window as they cry in their cars afterward.” —Joe Manganiello, award-winning actor/producer, author of Evolution, founder/creative director of Death Saves streetwear, and consultant/contributor to Dungeons & Dragons“This book almost instantly made me a better Dungeon Master. If you’re running games, it is a must-have enhancement. I gave copies to the two others in our group who share in the Dungeon Mastering, and both of them came back the next time grinning rather slyly. Keith is a diabolical genius, and I say that with the utmost respect!” —R. A. Salvatore, #1 New York Times bestselling author of more than sixty-five books, including the Drizzt novels The Crystal Shard, Timeless, and Boundless“The best movie villains are the ones you fall in love with. Keith’s book grounds villains in specificity, motivation, and tactics--so much so that players will love to hate ‘em. This book will enrich your game immeasurably!” —Matthew Lillard, award-winning actor, director, producer, and co-founder of Beadle and Grimm’s Pandemonium Warehouse“I have to send this book to my DM!” —Hugo award finalist Max Gladstone, author of This is How You Lose the Time War“I hope my DM doesn't read this book.” —Hugo award-winner Elizabeth Bear, author of Ancestral Night“Every great DM needs a copy of this book like a player needs a D20 that rolls a lot of critical hits. It won't make the other side happy, but it will make the game more exciting.” —Two-time Campbell award finalist Stina Leicht, author of Cold Iron"Is a conniving creature with a rational sense of self-preservation really going to take one last swipe at the fighter while on death’s door, or would it run away to fight another day? Depending on the monster, this book has the answer." —SYFY Wire“One of the most interesting, thoughtful, smart RPG sourcebooks I've ever read. . . . The Monsters Know What They're Doing is a hoot just to read, and transported me back to my days of poring over the Monster Manual and the Fiend Folio."—Cory Doctorow, co-editor of boingboing.net and New York Times bestselling author of Little Brother and Homeland“As a dungeon master, I am overcome with the sheer usefulness of Keith Ammann’s The Monsters Know What They’re Doing. This book is brilliant. It’s completely rewriting the way I think about encounters, and making me want to sick a pack of goblins on my players straight away. Highly recommended for any DM of any level of experience. And I fear it will become required reading when Live to Tell the Tale comes out this summer and our players all get smarter with their tactics too!” —Lou Anders, Hugo award winning author of Once Upon a Unicorn, Star Wars: Pirate’s Price, and the Thrones & Bones trilogy“This book is ABSOLUTELY ESSENTIAL for any D&D DM, whether you’re running monsters straight from the book or not. This should sit prominently on every game shelf and should be pulled out for every session.” –Dice Monkey
£17.09
Simon & Schuster How to Defend Your Lair
Book SynopsisDefend yourself and protect your assets in a lair that feels as real and alive as your monsters with advice from Keith Ammann, author of The Monsters Know What They’re Doing: Combat Tactics for Dungeon Masters. The world is a dangerous place—especially when you’re up to no good. Whether you’re a rampaging monster, a calculating mastermind, or the current possessor of the Golden MacGuffin, someone’s going to come at you. Probably more than one someone. You can’t know when, but you can choose where. You need to be ready. You need a lair. In How to Defend Your Lair, gamemaster Keith Ammann pulls back the curtain on an underrated but crucial part of any tabletop roleplaying game: the theater of battle. Say goodbye to encounters in randomly generated dungeons and hello to a game in which where the fight takes place is just as important as who is doing the fighting. This book teaches you how to use real-world principles of building security and area defense to create strongholds infused with flavor, informed by narrative, and complex enough to force your players to think strategically. You’ll look at the strengths and weaknesses of both defenders and potential attackers, creating spaces that are strong enough to keep out ordinary intruders...and to provide thrilling challenges to extraordinary ones. Including more than a dozen fleshed-out sample strongholds, How to Defend Your Lair is a crucial resource for any RPG gamemaster who wants to push players to think about how to solve problems before running at them head-on.Trade Review“Ammann's literal decades of expertise, combined with his witty and approachable voice, makes this book a must for your gaming bookshelf.” -- Kara Dennison * Ko-fi.com *
£17.00
Simon & Schuster MOAR! Monsters Know What They're Doing
Book SynopsisFrom the author of The Monsters Know What They’re Doing comes a follow-up strategy guide with MOAR! monster tactics for Dungeon Masters playing fifth edition Dungeons & Dragons.Keith Ammann’s first book based on his popular blog, The Monsters Know What They’re Doing, unpacks strategies, tactics, and motivations for creatures found in the Dungeons & Dragons Monster Manual. Now, in MOAR! Monsters Know What They’re Doing, he analyzes the likely combat behaviors of more than 100 new enemies found in Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes. Your campaign will never be the same!Trade ReviewPraise for The Monsters Know What They're Doing “I’ve always said, the Dungeon Master is the whole world except for his players and as a result, I spend countless hours prepping for my home group. What Keith gets is that the monsters are the DM’s characters and his work has been super helpful in adding logic, flavor, and fun in my quest to slaughter my players’ characters and laugh out the window as they cry in their cars afterward.” —Joe Manganiello, award-winning actor/producer, author of Evolution, founder/creative director of Death Saves streetwear, and consultant/contributor to Dungeons & Dragons“This book almost instantly made me a better Dungeon Master. If you’re running games, it is a must-have enhancement. I gave copies to the two others in our group who share in the Dungeon Mastering, and both of them came back the next time grinning rather slyly. Keith is a diabolical genius, and I say that with the utmost respect!” —R. A. Salvatore, #1 New York Times bestselling author of more than sixty-five books, including the Drizzt novels The Crystal Shard, Timeless, and Boundless“The best movie villains are the ones you fall in love with. Keith’s book grounds villains in specificity, motivation, and tactics--so much so that players will love to hate ‘em. This book will enrich your game immeasurably!” —Matthew Lillard, award-winning actor, director, producer, and co-founder of Beadle and Grimm’s Pandemonium Warehouse“I have to send this book to my DM!” —Hugo award finalist Max Gladstone, author of This is How You Lose the Time War“I hope my DM doesn't read this book.” —Hugo award-winner Elizabeth Bear, author of Ancestral Night“Every great DM needs a copy of this book like a player needs a D20 that rolls a lot of critical hits. It won't make the other side happy, but it will make the game more exciting.” —Two-time Campbell award finalist Stina Leicht, author of Cold Iron"Is a conniving creature with a rational sense of self-preservation really going to take one last swipe at the fighter while on death’s door, or would it run away to fight another day? Depending on the monster, this book has the answer." —SYFY Wire“One of the most interesting, thoughtful, smart RPG sourcebooks I've ever read. . . . The Monsters Know What They're Doing is a hoot just to read, and transported me back to my days of poring over the Monster Manual and the Fiend Folio."—Cory Doctorow, co-editor of boingboing.net and New York Times bestselling author of Little Brother and Homeland“As a dungeon master, I am overcome with the sheer usefulness of Keith Ammann’s The Monsters Know What They’re Doing. This book is brilliant. It’s completely rewriting the way I think about encounters, and making me want to sick a pack of goblins on my players straight away. Highly recommended for any DM of any level of experience. And I fear it will become required reading when Live to Tell the Tale comes out this summer and our players all get smarter with their tactics too!” —Lou Anders, Hugo award winning author of Once Upon a Unicorn, Star Wars: Pirate’s Price, and the Thrones & Bones trilogy“This book is ABSOLUTELY ESSENTIAL for any D&D DM, whether you’re running monsters straight from the book or not. This should sit prominently on every game shelf and should be pulled out for every session.” –Dice Monkey
£17.00
Bloomsbury Publishing PLC Odins Ravens
Book SynopsisAges: 8+Number of players: 2Playing time: 30 minutesComponents: 106 cards and 2 wooden ravensEvery morning Odin sends his ravens, Huginn and Muninn, across the entire planet to bring back news of what life is like on Earth. Naturally, after thousands of years, they''ve gotten a little competitive . . . Race through the landscape in opposite directions to be the first to return to Odin with your news. Focus on speed, enlist the help of the trickster god Loki to create shortcuts, or hinder your opponent. Odin''s Ravens is a fast-playing race game of thought and memory for two players.
£18.00
Pen & Sword Books Ltd Onehour Ancient and Medieval Skirmish Wargames
Book SynopsisJohn Lambshead's highly popular One-hour Skirmish Wargames was designed for fights in the gunpowder era but now he is transporting the action back to the age of swords and sandals, of legionaries, hoplites and war elephants. These stand-alone rules (you don't need the first book) follow the same principles that made the original popular: streamlined game mechanics that are quick to learn and fast to play, allowing the players to concentrate on making tactical decisions and having fun rather than constantly having to look up and decipher over-complicated rules. Card-driven like the original, no dice are required. Although deceptively simple, the rules capture plenty of period flavour and allow for everything from slingers to chariots and stampeding elephants. There are sample force lists, a points system for building any force across this whole period and a couple of sample scenarios. The author explains his design choices and the logic behind the rules to make it easier for players to
£13.49
Media Lab Books The Game Master’s Handbook of Proactive
Book SynopsisTraditional TTRPGs have almost always relied on player reactions in order to function. In other words, there is an evil wizard out to take over the world. The player characters are good, therefore it’s their duty to stop the wizard. Game play then follows a traditional storytelling narrative of protagonists working to return their world back to the status quo. Bad guy makes a move, good guys move to stop him. They react to the situation the Game Master (GM) presents. This limited style of gameplay can grow tiresome and redundant and places almost the entire burden of game creation on the GM. That's where proactive roleplaying comes in. With proactive roleplaying, GMs give over the narrative to the players. They imbue their characters with goals and desires, wants and needs, and then let them make the decisions about how to achieve those things. It’s no longer up to the GM to provide the entertainment. The characters choose what to do to achieve their goals, and the GM is the one reacting to their choices. Every conflict and “adventure” a character goes on is in service to their goal, rather than the typical “random bad guy of the week” adventure. The Game Master’s Handbook of Proactive Roleplaying gives GMs and players all of the information they need to play their favorite 5E TTRPG in their favourite settings, while transforming their games from reactive and restrictive to proactive, unbounded, player-driven narratives.
£11.69
Bloomsbury Publishing PLC Burrows Badgers Second Edition
Book SynopsisA new revised and expanded edition of the popular wargame Burrows & Badgers. The Kingdom of Northymbra is a land in turmoil. King Redwulf is missing, and his son rules as regent in his stead, facing threats from within and without: growing dissention among the knights and nobles of the realm, whispers of revolution from the Freebeasts, Hillfolk raiding the borders, and bandits of all stripes making the most of the chaos. Burrows & Badgers: Second Edition is a revised and expanded version of the popular tabletop skirmish game set in the ancient realm of Northymbra, a kingdom where mice, badgers, toads, and other animals wear armour, wield swords, and cast magic spells. This updated edition contains new content including additional background material, new species, warband types and a whole host of new spells, skills, and equipment. Each model in Burrows & Badgers: Second Edition represents an individual character, and can be select
£23.75
Andrews McMeel Publishing Into the Tower: A Choose-Your-Own-Path Book
Book SynopsisFull of winding tunnels and fearsome magical traps for intruders, the tower of the reclusive spellbinder princess is usually impossible to breach—apart from tonight. Once every ten years the gates of the Locked Keep open for the masquerade ball, and it’s your one chance to get inside. Choose to sneak, charm or fight your way up to the room of confiscated magical objects at the top of her tower, where there is something you desperately want…Welcome to Into the Tower, a fantasy heist where the reader chooses their path, trying to make their way through magic, monsters, and perils to the top of the mysterious spellbinder princess’s tower. Into the Tower expands on the world of Into the Dungeon, bringing even more excitement and adventure from award-winning writer and artist Hari Conner. If you survive your journey up the tower, you can find out the secrets of the princess’s past and why she locked herself away, become one of the monsters slowly consuming humanity, lose yourself forever in the source of all magic, destroy the world—or even, on the right path, change it for the better.
£10.79
Bloomsbury Publishing PLC The King is Dead
Book SynopsisA second edition of The King is Dead, a 2-4 player game of loyalty and politics in Medieval Britain.The King is dead. The kingdom is divided. Three factions the Scottish, the Welsh, and the English vie for control and, across the sea, foreign invaders prepare to take advantage of the chaos. Players must marshal their limited resources to influence this power struggle, while ensuring that the faction that rises to dominate the realm favors them above all other claimants to the throne.The King is Dead: Second Edition refreshes the accessible yet strikingly deep game with updated graphic design, gorgeous new artwork, and a brand-new asymmetric game mode for advanced play.Players: 2-4Ages: 14+Playing Time: 30-45 minutesContents: Double-sided playing board, 53 cards, 54 cubes, 31 counters, cloth bag
£29.75
Bloomsbury Publishing PLC Wildlands The Unquiet Dead
Book SynopsisNumber of players: 2-4 Ages: 14+Playing time: 30-60 minutesComponents: 6 unique miniatures, 30+ cardsAcross the Wildlands the word is spreading - the dead are rising, swords in hand.Drawn to the life-giving power of the crystal shards, a gang of undead nightmares have taken to the battlefield. This ghoulish team can replace one of the existing factions, with the unique mechanic of shared activation offering an aggressive new playstyle, or they can be played using the new ''Encounter'' rules as monstrosities that can be controlled by any player, flooding the board as the battle rages.Requires a copy of Wildlands to play.
£16.66
Paizo Publishing, LLC Pathfinder RPG Pathfinder Monster Core Pocket
Book SynopsisFight for Glory! Inside the 376-page Pathfinder Monster Core, you'll find over 400 creatures, including fantasy classics like elves, ogres, and all-new dragons; wild animals from giant ants to ferocious wolves; and the unique monsters that threaten the world of Pathfinder, like sinspawn and noxious needlers. These creatures cover all levels of play, from the slow and mindless zombie shambler to the ultra-powerful demonic Treerazer! The ideal resource for Game Masters planning their next battles and player characters looking for monstrous allies to summon! Pathfinder Monster Core is the definitive monster rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along with the Player Core, GM Core, and Player Core 2, these books provide a new foundation for the future of tabletop gaming!The pocket edition presents the same contents as the standard edition in a smaller sized softcover for a lower price and better portability.Pathfinder Monster Core includes: More than 400 monsters! Gorgeous full-color illustrations on nearly every page! Detailed monster lists sorted by level, type, and rarity to help you find the right monster for any situation! Detailed lore sidebars offering additional information about Pathfinder''s most popular monstrous friends and foes! Published under the new Open RPG Creative (ORC) license, giving players and Game Masters even more freedom for making their own creations based on Pathfinder Second Edition.
£24.29
Bloomsbury Publishing PLC Merv
Book SynopsisA tense economic game charting the rise and fall of the greatest city in the world.In Merv: The Heart of the Silk Road players are vying to amass power and wealth in the prosperous heart of the Silk Road. Through careful court intrigue, timely donations to the grand mosque, and securing favorable trade deals, players attempt to redirect as much of that prosperity as possible into their own pockets. Meanwhile, beyond the city walls Mongol hordes approach. If you help construct the city walls you give up on precious opportunities to build up your own stature, but leave it unprotected and you will burn with the city. Every decision is weighty and the consequences of each misstep are dire. Will you rise to prominence or fade into oblivion?Number of players: 1-4Ages: 14+Play time: 90 - 120 minutesComponents: Board, 24 tiles, 60 cards, 200+ tokens
£40.01
Adams Media Corporation The Düngeonmeister Cookbook: 75 RPG-Inspired
Book SynopsisEat delicious snacks and game-friendly meals in between dice rolls and encounters with this easy-to-follow RPG themed cookbook perfect for every game group.Feed your gamer group with this collection of 75 game-friendly bar bites, finger foods, and easy-to-share meals. With recipes from the passable Goodberries Baked Cheese-wrapped dates to the one-handed Dragon on a Stick Easy-Eat Meat Skewers to the player-favorite Inspiration Points Peanut Butter White Chocolate Pretzels, this cookbook has you covered for any game night adventure. Complete with easy-to-follow recipes and the wit and wisdom of the authors of A Dragon Walks into a Bar and Düngeonmeister, this book will hit the spot for hungry fighters, spellcasters, and anyone else at the table. Additional recipes include: -Goblintzes—Cheese Blintzes -Genasi’s Delight—Masala Peanuts -Remarkably Movable Rods—Candied Bacon -The Picked Pocket—Hamburger Stuffed Rolls -Healing Words—Lavender Cupcakes with Honey Frosting -Shards of Elemental Chaos—Candy Bark -Hex Grid Cookies—Map-Based Sugar Cookies
£16.14
Random House Worlds The World of Minecraft
Book Synopsis
£28.13
HarperCollins Publishers Dungeon Academy Tourney of Terror A funny
Book SynopsisWelcome to Dungeon Academy, where monsters and creatures train for the dark world that awaits just beyond the Dungeon walls.Something BIG has come knocking on the gates of Dungeon Academy! The undefeated Waterdeep Dragons have arrived for the Tourney of Terror games, which happens every fifty years and features every monster's favourite sport: Goreball!The Dungeon Academy Flumphs are outnumbered, outsized, and outmonstered! But our hero, Zelli Stormclash (a forbidden human, secretly disguised as a minotaur), is no stranger to impossible odds. Just a few weeks ago, Zelli and her crew, the Danger Club, came face-to-face with a maniacal necromancer and his army of undead!If this wasn't enough to raise scales Zelli's reoccurring nightmare of a dark entity annihilating her world may be more than just a bad dream. Something sinister is lurking in the halls of the academy, and only Zelli seems to notice. But when Zelli uncovers a dark past hidden beneath Dungeon Academy, she unlocks something
£6.99
Titan Books Ltd Assassin's Creed: The Essential Guide
Book SynopsisThe ultimate guide to the blockbuster Assassin's Creed game franchise. This richly illustrated guide is the definitive guide to the blockbuster Assassin's Creed game series. Packed with information on characters, technology, locations, historical settings, storylines, organisations, and backstory, this guide encompasses the whole franchise to date and is essential reading for fans and newcomers alike.Trade Review“A must for the diehard Assassin’s Creed fan” - Borg.com
£21.24
Bloomsbury Publishing PLC Wildlands Map Pack 1
Book SynopsisA new double-sided board for Martin Wallace''s Wildlands, bringing two new environments for players to explore in the fantasy skirmish game.DescriptionPlayers: 2-4Ages: 14+Playing Time: 30-60 minutesContents: Double-Sided Playing BoardTravel into the further reaches of the Wildlands, with this new set of maps. Introduce further wrinkles to your game via magical portals which help you rush around the map, or sunken quarries which will slow your progress. Players will have to adapt to their new surroundings if they ever hope to get ahead. This map expansion for Wildlands adds a new double-sided board to the game, featuring new opportunities and obstacles, and can be used in conjunction with the faction expansions.This map pack requires a copy of Wildlands to play.
£13.15
Adams Media Corporation The Ultimate Micro-RPG Book: 40 Fast, Easy, and
Book SynopsisEnjoy these 40 expertly crafted micro-RPGs that are fast, fun, easy to learn, and come in a variety of genres—from space exploration to jungle dungeon crawlers—everything you need to pick up and play today. Get gaming fast with The Ultimate Micro-RPG Book including brand-new micro-RPGs created by experts across the gaming world. From space exploration to jungle dungeon crawlers this book has everything you need to pick up and play today. With these quick-start games, you can create your own adventures, alone or with friends, without any prep, and with minimal set up and pieces. Whether you’re new to RPGs or working towards your level 20 mage, this collection is a great way to try out different games and systems, and test your roleplay skills on different character types and situations.Trade Review"The maximum amount of TTRPG fun in one place." —Comic Book Resources"The ideas are brilliant, the breadth of content, completely creative." —Borg“Innovative.” —Nerdist“[This book has] lots of play value.” —NPR Milwaukee “Exactly the sort of thing I’m looking for in RPGs these days.” —Shut Up and Sit Down “A superb collection of games… everything about the book is good. This one is something special.” —RPG Geek
£11.69
Paizo Inc. Pathfinder RPG Pathfinder GM Core Pocket Edition
Book SynopsisUnleash your imagination, creating worlds and stories beyond measure with the new Pathfinder GM Core for Pathfinder Second Edition! This comprehensive 336-page softcover rulebook gives Game Masters everything they need to craft thrilling tales of adventure, from a single-night's dungeon delve to complex epics spanning years. Within these pages you'll find clear guidelines for creating new hazards and monsters, tools to design challenging, balanced encounters, and rules for rewarding characters for the dastardly challenges you array before them! Pathfinder GM Core also contains a dragon's hoard of magic items and treasure to entice and reward your players, from simple healing potions to magic weapons and armor and legendary artifacts, including dozens of brand-new items!Pathfinder GM Core is the second core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive err
£30.59
Penguin Young Readers Minecraft Blockopedia
Book Synopsis
£31.49
Titan Books Ltd Gears Tactics – The Art of the Game
Book SynopsisThe official art book for the video game Gears Tactics. Gears Tactics is the fast-paced, turn-based strategy game from one of the most-acclaimed video game franchises – Gears of War. Outnumbered and fighting for survival, recruit and command your squad to hunt down an evil mastermind who makes monsters. In this lavish book, the full development process of the characters, weapons, armor, enemies and environments of the game is uncovered. From initial sketches through to beautiful final production art, the evolution of Gears Tactics is revealed, accompanied by fascinating insight from the artists and developers. Take a step into the war-scarred world of Sera and experience Gears of War from a whole new perspective.Trade Review"Readers will find all the try-ons and also-rans in the development of character faces, stances, uniforms, and vehicles as you’d expect from any fully-realized, visual fantasy world." - Borg"Fantastic, and a must-have for any Gears fan...filled from cover to cover with amazing concepts and final artwork that brings the story of Gears Tactics to life. It breathes even more life into characters that you’ll grow to love over the course of the game, providing a better understanding of friends and foes alike." -Gaming Trend
£27.99
Paizo Publishing, LLC Pathfinder RPG: Pathfinder Player Core (P2)
Book SynopsisThe Pathfinder Player Core presents a new entry point to Pathfinder Second Edition, with everything a player needs to learn how to play the game! Choose from eight ancestries, eight complete character classes, and hundreds of feats and spells to make unique characters ready for deadly adventures in a world beset by magic and evil! This 464-page hardcover tome is the definitive rules resource for all Pathfinder Second Edition players! Pathfinder Player Core is the first core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along with the GM Core, Monster Core, and Player Core 2, these books provide a new foundation for the future of tabletop gaming! Pathfinder Player Core includes: • Easier to Learn! We’ve taken feedback from the Beginner Box and the Core Rulebook and made this new entry into the Pathfinder Roleplaying Game easier to navigate and get right into the fun. • Complete character creation rules, walking you through building a character by selecting your Ancestry, Background, and Class, with a focus on the bard, cleric, druid, fighter, ranger, rogue, witch, and wizard! Core ancestry options include human, dwarf, elf, gnome, goblin, halfling, leshy, and orc! • A mountain of options allowing you to customize your character including versatile heritages, like the changeling and nephilim, skills and feats, and hundreds of spells (including dozens of new ones), ensuring that the character you build represents your hero not just in story, but in rules as well! • Everything you need to know to start playing, from advice on how to explore the world to tips on surviving deadly combats with terrifying foes. • A primer on the world of Lost Omens so that your character can be a part of an exciting and diverse world! • Rules and tools to advance your character through play, taking them from a fresh-faced adventurer ready to take on the world to a veteran hero, wielding powerful magic that can reshape reality! • Fully integrated errata from the first 4 years of Pathfinder Second Edition, including revisions to the witch, expanded options for every character class, streamlined spells, new equipment, and more! • This is the first Pathfinder product published under the new Open RPG Creative (ORC) license, giving players and Game Masters even more freedom for making their own creations based on Pathfinder Second Edition.
£45.89
Bloomsbury Publishing PLC Bolt Action Third Edition
Book SynopsisA revised and updated third edition of the best-selling Bolt Action World War II wargaming rules.Bring the great battles of World War II to your tabletop with Bolt Action. Strike out from the beaches of Normandy towards Germany. Sweep across the deserts of North Africa in lightning raids. Battle the enemy and the sweltering heat in the jungles of Asia and on the islands of the Pacific. Fight doggedly from street to street in Arnhem, Stalingrad, and Berlin.Whatever your preferred style of play, your miniature collection, or your historical interests, the diverse army and scenario options will allow you to build a force that fits. Field everything from standard rifle platoons to heavily armoured tank forces, fast-moving reconnaissance patrols, and even artillery units.This third edition features refined and updated rules and starter army lists to get new players straight into the action. Seasoned veterans, meanwhile, will find new tactical
£28.00
Rebellion Publishing Ltd. Campaigns & Companions: The Complete Role-Playing
Book SynopsisWhat if your pets could play D&D? And what if they were… kind of jerks about it? If there are two things all geeks love, it’s roleplaying games, and their pets. So why not fuse the two? It’s time to grab your dice, dust off that character sheet, and let your cat or dog (or guinea pig, or iguana, or budgie) accompany you on an epic adventure! It’ll be great! ... unless you have pets like these.Trade Review"Filled to the brim with the funniest situations related to D&D." * FanFiAddict *“A beautiful book that will have you in stitches by the first page. Make space for Campaigns & Companions next to your Players Handbook.” * Beneath A Thousand Skies *"Geeky, glorious and guaranteed to delight Dungeons & Dragons aficionados, this utterly hilarious role-playing guide for pets will have its readers in stiches from the very first page." * Waterstones - Best Humour Books of 2021 *
£9.49
Paizo Publishing, LLC Starfinder Galaxy Guide S2
Book SynopsisBlast off into Starfinder Second Edition with a star chart of the galaxy and a thrilling tour of adventuring locations across the vastness of interstellar space! The Starfinder Galaxy Guide is a primer designed for new and experienced players that explores popular types of science fantasy campaignsgalactic exploration, horror, war-torn space opera, and moregiving GMs and players tools for playing out those types of stories in their Starfinder game. The Galaxy Guide also introduces several powerful galactic factions as potential friends or foes, including AbadarCorp's holy corporate empire, the infernal orders of the Hellknights, and the world-preserving Xenowardens. Each major faction includes a new archetype players can use to create a character with ties to that faction. The galactic tour ends with a database of playable alien ancestries including a telepathic mega-brain with an atrophied body (contemplative), a friendly shapeshifter with a secretly bizarre true form (astrazoan), and more! The Starfinder Galaxy Guide includes: A double-sided map featuring the Starfinder galaxy and the Pact Worlds system. Six new playable alien ancestries: astrazoan, contemplative, dragonkin, kalo, sarcesian, and vlaka. Six new archetypes related to powerful galactic factions. Exciting new lore introducing new gods, current events, and important hotspots in the Starfinder setting!
£43.19
Adams Media Corporation The Ultimate RPG Character Backstory Guide:
Book SynopsisRamp up your role-playing game (RPG) and make your character your own with this fun, interactive workbook—an essential addition to any player’s gaming kit.You’ve chosen your class, bought your weapons, and rolled for your stats, and you’re now the proud owner of your own RPG (role-playing game) avatar. But before you begin your adventure, there’s so much more you can do with your character to make him or her your own! Just how evil is she? What does his dating profile look like? Where did she get that scar? What does he want for his birthday? With fill-in-the blank narratives, prompts, and fun activities to help you customize your character at the start of the game, or build out your backstory as you play, The Ultimate RPG Character Backstory Book will help you fully imagine your character and bring them to life for the ultimate gaming experience!Trade Review"Your character creating journey itself seems like a game, there’s space available to write in the book which I feel helps add to pencil and paper feel to the famed tabletop RPGs! What I like about this book is even if you don’t want to play with others, you could entertain yourself by creating characters for fun OR to help you create characters for a book or short story. From what I’ve read so far, this book is pure fun. If someone like me who knows little to nothing about traditional RPG’s could enjoy this book, then other newcomers to the genre and returning heroes from past fellowships will find something in this for them." * Horror Fuel *"I took my time reading through this book, trying out exercises with new and existing characters, and handed it off to friends, both those who D&D players and short story writers. I was pretty quickly getting questions about how much it cost, ($14.00 USD MSRP, though it’s currently on sale for a lower price several places), when it comes out, (October 2nd) and if I’d be willing to let them borrow it, which I think speaks volumes. I’ve found myself reaching for the book when trying to come up with a clever little something to fit into a character’s backstory while writing a script, and have had other writers suggest they’d use it to do the same. It’s not only a useful tool for building and fleshing out characters, it’s also written in an incredibly entertaining way, making it fun way to get the creative juices flowing." * Gaming Trend *"James D’Amato has thought about the novice and the experienced player and has put together ‘The Ultimate RPG Character Backstory Guide’ to essentially have you be an RPG superstar…. Taking fear into account can make your role-playing character come to life by giving them a sense of humanity and creating interesting gameplay. That’s something only D’Amato has realized and gamers will be the better for it…. James D’Amato has done something special with his new book ‘The Ultimate RPG Character Backstory Guide.’ It’s akin to a graduate school course in role-playing games." * Reviewfix *"This is a great book for any player of RPGs and can be a valuable resource for those that act as a Game Master. Much of this book is addressed in the third person and it gives the feeling of a great attentive Game Master working out character creation you the reader as the player. We should all be so lucky to have such a GM and we should all be such thoughtful and creative players." * Game Industry *"I can give The Ultimate RPG Character Backstory Guide the following praise - it's inspired me to want to kick off a new RPG Campaign for the first time in a year and a half. I want to DM a campaign and I want to play in a campaign. I want to pick through the guide for nuggets of inspiration, for added depth to my next game world. I can think of no better endorsement other than "this book will be used". Sadly, I can't say that for the vast majority of my gaming collection." * Tenkar's Tavern *"For me as a founder of Halo: The Lost Keys a text based RPG played via discord it really was fun and entertaining to do, and I look forward to writing some more in it." * Nation Fusion *"It truly is an RPG guide that hopes to make everyone a bit more excited for the RPG experience. Again, as mentioned above, it’s incredibly useful for those trying to get a kickstart into creating a story for their friends… I can dig this guide and its purpose… Anyway, there isn’t a lot to dislike about this book. It shoots straight, it works for what it is, and it feels open. I particularly enjoyed the fact that there are spaces for writers/game masters to fill in the blanks to answer questions, as well as make notes… it is a good book that does truly act as a guide. It will certainly help to kickstart ideas for characters, stories, and situations that pure RPGers can get behind." * Digital Chumps *"The Ultimate RPG Character Backstory Guide is the perfect way to create a unique character for yourself, and no two characters made using this book will be the same… Even if you don’t intend to use your character for anything, going through this book will give you an appreciation for the skill of creating characters. Whether for video games, literature, D&D or even comic books… The Ultimate RPG Character Backstory Guide is a gem for all dungeon masters, and for anyone who may find themselves with the need to create characters with depth. I could even picture indie developers who may not have their own creative resources, utilizing this book to flesh out characters in their RPGs. At $10.39 for the paperback currently, this book is completely worth the price." * Koalition *"In what seemed like it would be a novelty item to your RPG adventure, The Ultimate RPG Character Backstory Guide comes off far more as a requirement for crafting your character… I absolutely enjoyed this. I tried to be a bit critical and think what this book lacked. There’s really not much… The Ultimate RPG Character Backstory Guide is still a really essential guide for crafting your player character to their fullest. For me, this gave me the opportunity to delve a bit deeper into my own character in some rather interesting ways that I never thought about. Highly recommended." * Outright Geekery *"James D'Amato's The Ultimate RPG Character Backstory Guide contains a wealth of exercises that can be used to enrich RPG characters and their interactions with others through the use of improvisational storytelling techniques, something James has a great deal of experience with, having trained at Second City and iO in Chicago in improvisational comedy." * Game Vortex *"Whether you are a DM/GM that wants to encourage their players to have deeper characters and create more engaging Non-Player Characters (NPCs), or a player looking to bolster their roleplaying by establishing more about a character’s origin, or even an author in need of a tool to assist in building believable characters, relationships, and establishing world building, The Ultimate RPG Character Backstory Guide is a perfect supplement to any game’s character creation process. Ever activity is well thought out and cover a broad range of impact to the character and the world they live in. Some are silly and fun, while others dig deep into a character’s major events. For RPG veterans and new players alike grabbing The Ultimate RPG Character Backstory Guide is a sure way to expand your overall RPG experiences!" * Marooners Rock *"This guide is a great addition to any adventurers’ library." * Gaming Buddha *
£9.49
Dark Horse Comics,U.S. Critical Role: The Chronicles Of Exandria The
Book SynopsisA stunning collection of art and illustrations from the Critical Role fan community.
£32.24
Roll & Play Press One-Shot Wonders: Over 100 Session Ideas for
Book SynopsisWith over 100 session ideas, perfect for D&D one-shots or side quests! Each one-shot idea is presented in no more than two pages, with clear, easy-to-navigate text detailing the story summary, key plot points, important NPCs, locations, rewards, levelling guides and more.
£36.00
Paizo Inc. Pathfinder RPG Pathfinder Player Core Pocket
Book SynopsisThe Pathfinder Player Core presents a new entry point to Pathfinder Second Edition, with everything a player needs to learn how to play the game! Choose from eight ancestries, eight complete character classes, and hundreds of feats and spells to make unique characters ready for deadly adventures in a world beset by magic and evil! This 464-page softcover tome is the definitive rules resource for all Pathfinder Second Edition players!Pathfinder Player Core is the first core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along with the GM Core, Monster Core, and Player Core 2, these books provide a new foundation for the future of tabletop gaming! The pocket edition presents the same
£26.99
Andrews McMeel Publishing OZ: A Fantasy Role-Playing Setting
Book SynopsisAdventure is just down the Yellow Brick Road… The award-winning author and illustrator of Neverland returns with another beautiful RPG setting book, in OZ: A Fantasy Role-Playing Game.While many have traveled with Dorothy Gale to the world of OZ, there is so much more to explore! But know this: there is more to the land and its inhabitants than the rumors might suggest. Appearances can be deceiving and like any good metal smith will tell you, the only way to tell a gold bar from a yellow brick is to hit it with a hammer. So begins Andrew Kolb’s OZ: A Fantasy Role-Playing Game. While 5th Edition compatible like its predecessor, Neverland, OZ uses an urban setting pointcrawl instead of a hexcrawl, full of secrets to discover via underground trains and a monorail that loops around all four districts of OZ. With different neighborhoods to explore, factions to join, and questions to ask (what happened to The Slippers, anyway?) players can escape to the Emerald City for hours on end.
£23.74
Bloomsbury Publishing PLC Judge Dredd Helter Skelter
Book SynopsisThe worlds of Judge Dredd, Sláine, Nikolai Dante, and Strontium Dog come crashing into Mega City one with Judge Dredd: Helter Skelter, a new miniatures board game based on Martin Wallace''s critically acclaimed Wildlands rules.Something in the multiverse has shattered, and now the universe is bleeding. Throughout Mega-City One there are reports of invaders wreaking havoc. Celtic barbarians in Ezquerra Block. Russian nobles in Apetown. And rumors of fragments of other universes, waiting to be claimed.Head to the streets of Mega-City One with Judge Dredd: Helter Skelter, a new miniatures board game combining Martin Wallace''s critically-acclaimed Wildlands rules with the worlds of 2000 AD. Four unique factions bring iconic characters from Sláine, Nikolai Dante, and Strontium Dog crashing into Mega-City One, all intent on finding the shattered fragments of their own universe and crushing anyone who ge
£48.00
Andrews McMeel Publishing Neverland: A Fantasy Role-Playing Setting
Book SynopsisMermaids, sword fights, and adventures through Neverland are all fun and exciting—until you’re staring down the mouth of a crocodile big enough to topple a castle. Journey into the world of Peter Pan and its mysterious inhabitants in Neverland: A Fantasy Role-Playing Setting.EXPLORE THE ISLE OF MISCHIEF & MYSTERYMany have heard of the island of Neverland. Stories of pirates, mermaids and Peter Pan are told by parents around the world to send their children off to a happy, dreaming sleep. But, it’s been a long time since the Darlings first flew to Neverland and a new story is about to be told. Your own.Take a journey into the world of Peter Pan and its mysterious inhabitants in Neverland: A Fantasy RPG Setting. The book is a feature-length hex crawl campaign, intended for sandbox exploration. Created by Andrew Kolb, you’ll find endless adventure inside, lovingly adapted from the tales of Peter Pan and tailored for an older audience. Each hex is self-contained, brimming with lore from Peter Pan and the Darlings’ escapades.It’s time to tell your own stories of pirates, mermaids and children who can fly.For use with the fifth edition of the world’s oldest role-playing game.
£17.99
Headline Publishing Group Assassin's Creed - Escape Room Puzzle Book:
Book SynopsisThe Assassin's Creed Escape Room Puzzle Book is an exciting journey through history in which you must solve a series of puzzles and mysteries to save humanity. You are Joey, a museum worker who comes across a mysterious blade that sets in motion a chain of events that completely upends your life. Drawn into the world of the Assassins, you must tour through time and space – from 5th century BCE Greece to the catacombs of medieval Venice – in order to foil a malevolent Isu plot.Featuring characters and locations familiar to fans of the Assassin's Creed franchise and written by an experienced real-life escape-room creator, this immersive escape-room experience is both visually exciting and a difficult puzzle quest.Can you solve the conundrums and reveal the Isu plan in time to save the world?
£13.49
Andrews McMeel Publishing Wonderland
Book SynopsisFollow the White Rabbit down the hole, but be careful where he leads you … From the award-winning author and illustrator of Neverland and OZ comes his third stunningly designed RPG setting book, in Wonderland: A Fantasy Role-Playing Setting.Drawing on the books and poems of Alice's Adventures in Wonderland by author Lewis Carroll, Andrew’s third RPG book offers a dungeon setting and source book that leans into combat. Like his previous books, it will have secrets to explore and social interactions to navigate, but the change in setting and focus will allow it to stand on its own. And, of course, it will all be beautifully illustrated and designed in Andrew’s signature style that his fans clamor for.
£24.00