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  • - Basic Hero's Handbook
    av Steve Kenson
    335,-

  • av Michael Bramnik
    345,-

    Lost Island of the Pirate Queen is a swashbuckling adventure series on the high seas for Fantasy AGE, 2nd Edition. Five full-length adventures take the characters from levels 1 to 11 as they follow a treasure map and make a deadly enemy who will stop at nothing to thwart them. This is a great way to kick off a new campaign but is also easily integrated into existing campaigns. The plot begins as a simple maritime adventure but reveals generations of curses and dark magic at its core as the players explore their island home, chart a course through dangerous waters, battle scourges of the sea, and seek a fabled treasure. But why was the treasure hidden and what dark power wants to keep it that way? Find out in Lost Isle of the Pirate Queen!

  • av Steve Kenson
    349,-

    The Cthulhu Awakens Game Master's Kit is a collection of resources that help you smoothly deliver terror and adventure to your players. It provides a sturdy Game Master's screen that displays stunts and other essential information. Four quick reference cards provide further assistance with commonly used rules, and a dry-erase friendly combat tracker that helps you follow violent moments of triumph, or doom. The secrets of the Game Master's Kit are revealed in Unexpurgated Texts, a booklet detailing a dozen fell grimoires and their modern counterparts, each in an expanded, 2-page format listing the eldritch workings and other strange secrets each of them contains. The Cthulhu Awakens Game Master's Kit is the perfect complement to the game's core rulebook.

  • av Sean Gomes
    465,-

    Six of Cups is an anthology of six adventures for the Blue Rose RPG that lets you explore the diverse peoples and places of the nation of Aldis. From the Pavin Weald to the southern coasts, Six of Cups provides a variety of stand-alone adventures filled with roleplaying, exploration, and action for characters level 1-8. More than that, it goes in-depth on six locations in Aldis, providing Narrators a close-up view of places previously unexplored in the game, all ready to be used as settings for adventure and romance. Explore the Sovereignty of the Blue Rose with Six of Cups!

  • av Jesse Heinig
    455,-

    Master Modern AGE as a player or Game Master with advanced techniques and new rules. Perfect your Modern AGE game! Unlike traditional "Game Master Guides," this expansion to the core Modern AGE rules provides advice for both players and Game Masters, ranging from instruction on storytelling and character portrayal to deep dives into the rules of Modern AGE. That includes new game systems, such as alternate character creation, and official rules updates to the Modern AGE Basic Rulebook. Take your game to the next level with the Modern AGE Mastery Guide!

  • av Kate Baker
    449,-

    The opening of the Ring gates creates unlimited possibilities for new adventures in The Expanse RPG and Beyond the Ring gives GMs all the tools they need to support stories like the novel Cibola Burn. The Ring gates are open, as The Expanse RPG advances its timeline to the fourth novel in the series, Cibola Burn. The Ring, a massive construct created by the protomolecule out near the orbit of Uranus, is a portal into a strange non-space known as "the Slow Zone." Centered on an ancient alien station, it connects to more than a thousand other portals to a thousand different star systems, each with one or more worlds shaped by the ancient aliens who created the protomolecule and intended to do the same to Earth. Now they are long gone, and vast frontiers have opened for human settlement and exploration. Beyond the Ring details the Slow Zone, Medina Station, travel through the Ring gates, and some of the many systems found beyond them, along with tools for Game Masters to design their own systems for characters to explore. Beyond the Ring opens up a whole new type of adventure for The Expanse RPG, as characters travel to distant star systems and face unknown perils!

  • - A Blue Rose Anthology
    av Natania Barron
    189,-

    The blasted expanse of the Shadow Barrens has menaced the Kingdom of the Blue Rose for generations. Legends of its sinister residents and the fallen glories of long-lost Mount Oritaun have provoked both fear and wistful hope. Now, an envoy from that lost kingdom has made contact, and a history long forgotten by all but a few scholars has been brought to light. But the armies of Shadow loom over Mount Oritaun, and its lunar light may soon be extinguished forever.Tales from the Mount features nine short stories which visit the deadly Shadow Barrens, wicked fallen Austium, and the lunar glories of Mount Oritaun. These are the tales of a people lost, the shattered pieces of an ancient and proud civilization, and the sinister stain that has crept over those legacies in the generations since the Doom of Faenaria. Come explore some of the most tragic parts of the Blue Rose setting with us.Authors for this anthology include Natania Barron, Nerine Dorman, Georgina Kamsika, Rhiannon Louve, Michael Matheson, Tiffany Trent, Caias Ward, and Suzanne Willis.This anthology is tied to the Envoys to the Mount campaign book for Blue Rose: The Roleplaying Game of Romantic Fantasy from Green Ronin Publishing.

  • - Aldea in 5th Edition
    av Steve Kenson
    509,-

    For Aldis and the Queen! Aldis, the Sovereignty of the Blue Rose, shines as a new light in the world after the dark age of the Shadow Lords. Envoys of the Sovereign's Finest strive to protect Aldis from threats like t he Shadow - dominated land of Kern and the fanatical Theocracy of Jarzon, as well as corrupt monsters and artifacts left over from the devastating Shadow Wars. The peoples of Aldis -- human, sea - folk, arcane vata, the doughty night people, and psychic, intellig ent beasts known as the rhydan -- unite in common cause. The Blue Rose Adventurer's Guide opens up the award - winning romantic fantasy world of Aldea for players of the Fifth Edition of the world's most popular fantasy roleplaying game. It comes complete with all of the ancestries, class options, feats, and more you need to create your own Blue Rose adventurers, and details on the unique arcana, magic items, and creatures of Aldea. The Sovereignty and its people need heroes! Will you answer the call and become one of the Sovereign's Finest? Swear your allegiance to the light and to the rightful Sovereign -- adventure and romance await!

  • av Malcolm Sheppard
    249,-

    THE CITY IS CALLED REDOUBT... Some say the doors to the Underworld flew from their hinges. Others believe that the god of the dead went mad. Whatever the cause, across the lands of Zileska, the dead have become the Dead. Whether human, elf, dwarf, or monstrous ghûl, all must survive the horror of this world overrun by death, where all that's left of civilization has gathered behind the walls of the world's last bastion of the living... The city of Redoubt. ...AND IT IS THE LAST The world of The Lost Citadel awaits! The Lost Citadel Game Master's Screen is a key accessory for your campaign in the world of The Lost Citadel Roleplaying. It features a sturdy, three-panel hardcover screen that puts all the essential game information right in front of the Game Master, including conditions, setting- specific item statistics, charts for the Woe sub-system, and names common to the civilizations and cultures of Zileska! The Lost Citadel Game Master's Screen is the perfect complement to the The Lost Citadel RPG.

  • - A Mutants & Masterminds Novel
    av Aaron Rosenberg
    189,-

    Lindsey's life changed the night she saw her beloved grandfather in his superhero guise for the first time. It changed again the day she got caught in a strange storm, and she tookup her grandfather's mantle as a protector. Diagnosed at a young age with a rare chronic illness, she must balance her family's protectiveness against her desire to carry on their legacy and prevent a bitter genius from taking revenge on those who slighted him. Heightof the Storm is the first novel to explore Earth-Prime, the setting of the hit superhero RPG Mutants & Masterminds.

  • av Jack Norris
    389,-

    The Fantasy AGE Campaign Builder's Guide is an indispensable resource for aspiring and experienced Game Masters alike. It provides advice and examples on such topics as designing entertaining and effective encounters, crafting interesting locations, customizing adversaries, and much more. It also includes tables to help generate campaign elements when a bit of spontaneity and randomness is desired. Each chapter in the Campaign Builder's Guide is devoted to a different topic, each approached with a mix of advice, mechanical assistance, and ultimately ready-to-use examples. Whether you're designing your own pantheon of fantasy deities for a campaign or seeking to alter settings, characters, and rules to emulate a particular sub-genre of fantasy, the Campaign Builder's Guide has the advice and tools you need.

  • av Malcolm Sheppard
    459,-

    A vast new setting for Modern AGE where charactersexplore countless planes of existence. Play a member of the Sodality, aninterplanar society devoted to charting and defending numberous realms,including magical Otherworlds and alternate Earths.

  • av Malcolm Sheppard
    385,-

    You can't tell stories without characters and that's where Enemies & Allies comes in. This sourcebook for the Modern AGE RPG is the Game Master's one stop shop for NPCs and creatures, covering genres such as modern fantasy, horror, near future SF, technothrillers, and crime dramas. It also includes rules to help you develop your own creatures and NPCs from scratch and modify those from other Modern AGE resources. The book also includes new game systems for Heat (how much unwanted attention characters are attracting), geomantic places of power, and more. Give your Modern AGE campaign character with Enemies & Allies!

  • av Matthew Dawkins
    379,-

    Level up your campaign with the Fantasy AGE Companion! Once you've been playing with the Basic Rulebook for a while, you'll want more options and this book has you covered. Try out one of the new races or customize your current character with new talents. Explore new specializations like the martial artist and delver, new arcana like Beast and Death, and new spells for all the existing arcana. There are also rules for chases, relationships, organizations, mass combat and much more. The Companion is an indispensable addition to your Fantasy AGE campaign!

  • av Steve Kenson
    389,-

    The Expanse RPG brings the universe of James S.A Corey''s sci-fi novels tothe tabletop. Being a GM for such a rich setting is a big job, so The ExpanseGame Master''s Kit is here to help. It provides a sturdy, full-color GM screenwith essential tables and references for game-play on one side and evocativeartwork on the other. It also includes 4 quick reference cards that put thestunts and actions at your fingertips, a combat tracker that you can write onwith wet or dry erase markers, a set of pre-generated Player Characters, and acomplete adventure to launch your crew right into the exciting universe of TheExpanse!

  • - A Mutants & Masterminds Sourcebook
    av Crystal Frasier
    409,-

    The Superteam Handbook puts the focus on the heroes and their team, with details for players and gamemasters alike to make their team cohesive, dramatic, and fun! Heroes can work closer together than ever before with new, team-focused powers, advantages, and attack options. Eight pre-made hero teamsΓÇöranging from PL 5 to PL 12ΓÇöserve as campaign-kickstarters, with guidelines, resources, and advice for running a variety of heroic campaigns, along with background and statblocks for their members to use as player characters, rivals, or villains. Will you save the planet as part of the globe-hopping UNIQUE, battle to keep the streets safe as one of the street-brawling Ferroburg Four, or take onancient aliens from the cockpit of your own giant robot as a member of MagnaForce? Whatever you choose, be stronger than the sum of yourparts!

  • av Joseph Carriker
    189,-

    When two envoys from the Sovereign's Finest disappear on a critical mission, an unlikely band of allies, led by Soot, a rhy-crow with dark and secret power, are brought together to combat a hidden threat. As portents bloom across the smuggler's den known as Serpent's Haven, these strange agents quickly find themselves tested by the machinations of a cult dedicated to darkest Shadow. Grieving, afraid, and unsure who to trust or where to turn, they must rely on one another and their erstwhile allies in hopes of rescuing the envoys and foiling a terrible plot. Success will bring no great reward, but failure is unimaginable. Can they overcome their suspicion and fear to fulfill their mission, or will they, too, fall to Shadow?>

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