Cthulhu Dice Tower[LAO GMG085]1 Dice tower kit. Includes all the parts need to build 1 Cthulhu horror themed dice tower. Litko dice towers are designed to be easy to assemble, and are fully collapsible for transporting to your next game. |
Settlers of Catan Catan Dice Tower[LAO GMG089]Upgrade Your Game! The Catan Dice Tower is an elegant, functional, thematic addition to your Settlers of Catan board or dice game. Designed for quick assemblage and fully collapsible for easy transporting, the Catan Dice Tower aids in rolling your dice and preventing errant dice from skipping across the table and disrupting the game. |
Dungeon Crawl Classics #65: Caves of the Crawling Lord (Lvl 8)[IMP GMG5064]As the crowds of the desert bazaar haggle under wind-torn tents, a cursed rain pours from the sky. Hundreds of grayish worms splatter into pots of rare spice and barrels of imported foods, spreading panic all over the market! Sent to uncover the source of this strange curse, the heroes uncover the lost catacombs of a forgotten tiefling kingdom. Soon they are in a realm of madness and entropy ruled by the crawling lord of the caves! This product is compatible with the 4th edition of Dungeons & Dragons and is licensed for 4th edition D&D under the Game System License (GSL). |
Age of Cthulhu: Volume 5—Long Reach of Evil[IMP GMG7005]It is the Age of Cthulhu, and the cold tentacles of primeval madness reach across the globe. In this compilation of three adventure modules, the investigators journey to Peru, Sumatra, and Tibet in a desperate quest to uncover mysteries that imperil the world. Incan ruins, erupting volcanoes, and madness at the top of the world await those brave enough to unravel the long reach of evil. This all-new adventure module uses the Chaosium BRP system and is officially licensed for use with Call of Cthulhu. Set throughout the globe and torn from the pages of the hidden history of the world, Age of Cthulhu adventures bring new secrets and mind-bending horrors to your 1920's Call of Cthulhu game. Each adventure comes with copious player handouts, detailed maps, and pre-generated investigators ready to risk their lives and their sanity to confront the horrors of an uncaring universe. Age of Cthulhu adventures include many of the classic elements of Call of Cthulhu: action, investigation, and a forbidding sense of horror. Though the adventures utilize real locations and historical events, Age of Cthulhu is first and foremost dedicated to exploring the horrors of the Cthulhu Mythos, and to bringing the excitement of heroic pulp-themed adventure to your gaming table. So dim the lights, load your trusty sidearm, and prepare to venture into the unknown... |
Crime Pays: Godfather's Grimoire (4E)[IMP GMG4455]Growing up on the miserable streets, you learned early on that no man is free. Every knight answers to his lord. Every lord to his king. Every king to his patriarch, and every patriarch his god. The Thief, alone, dares to defy both man and god, answering to none save the Godfather. Beneath the rain-slick cobblestones that line the foggy streets, behind the ratty curtains hung over the back of smoky taverns and gambling dens, there is a secret city as real and as vibrant as the bejeweled palaces and wide promenades ruled by its own sinister princes and lords of the night. The underworld. A world of black markets and shadowy principalities. A hidden society that rewards treachery between allies and honor among thieves, where glittering fortunes can be won by the bold, and anything can be had for a price. A culture that thrives in the shadows of every city, state, hamlet and town anywhere that a handful of tarnished coins and a few bright jewels can trump a man's sense of duty and principle. When you were young you swore to become a master of rogues, above the law, answering to no one but yourself. A godfather. Crime Pays: A Godfather's Grimoire includes everything a player or DM needs to bring the grim and gritty underworld into stark focus. Form your own band of rogues, make a bid for master of thieves, and win a king's ransom in jewels. But above all, don't get caught. |
From Here to There - Nine All-New Adventures (Lvl 2-13)[IMP GMG5351]Why is “getting there” only half the fun? From Here to There presents nine all-new adventures focused on traveling from point A to point B. Sure, your players may be going from one dungeon to another – but why not spice up things in between? From aerial assaults to haunted bridges, From Here to There turns “getting there” into a lot more fun! Covering levels 2 to 13, this compilation has a place in every campaign. This adventure compilation includes the following great adventures: The Quick and the Dead (level 12), by Aeryn Rudel: While en route to their next adventure, the PCs pass through a thick copse of trees and are ambushed by a group of quickling muggers. The quicklings, however, do not attack to kill; instead, the little fey attempt to snatch a valuable item from each PC and and then race off into the forest! When Madness Seeps Through (level 5), by Philippe-Antoine “ChattyDM” Menard: While traveling from a nearby town to their destination, the PCs spot a group of aberrant humanoids running across the road, each clutching struggling humans who call for help. Chasing the humanoids or following their trail deeper in the forest, the PCs find a forgotten temple occupied by the corrupted remnants of cultists. The Deadly Blue Yonder (level 13), by Brandes Stoddard: A group of evil cultists discovered a nest of wyvern eggs, and when those eggs hatched the cultists trained the wyverns as mounts. They have used this remarkable advantage to establish a dominion over the local countryside. As the PCs pass through their territory, they must defend themselves against aerial attack! The Toll Station (level 6), by Adrian Pommier: While passing through a toll station, the PCs are beset by nightmare creatures pulled from the imprisoned minds of the road wardens. To awaken the sleeping guardsmen and end the attacks, the PCs must smash a profane idol and defeat a demon of the Nightmare Goddess! The Crossing (level 4), by Chris Dias: The PCs are traveling near a river or through mountainous terrain when they find themselves in a thick fog. As they venture further, they come to a bridge. With no sign of alternate routes, they must make their way across. The bridge is an illusion generated by a predatory monster called a chosis mimic – a psychic creature that feeds on the life spirit of those traveling near it. The illusionary bridge has no beginning and no end, and no matter how long the PCs travel, they never reach its end before they reach theirs – unless they destroy the chosis mimic! The Hanging Tree (level 5), by Lee Hammock: The village of Tarrow has been using a local hanging tree to execute criminals for centuries, but now an innocent man has been added to its roster of the dead. The spirits of those previously killed on the tree have now risen up in a quest for vengeance, making travel through the area very difficult. After escaping from the undead raised by the hanging tree, the players reach Tarrow and discover why the spirits of the tree are restless by talking to the locals. Flying High (level 2), by Colleen Simpson: The PCs are en route to their next adventure, traveling through a lightly wooded hilly area, when they are swooped upon by steelwing hippogriffs, which attempt to carry one or more PCs to their nest site. When the PCs arrive at the nest area, they observe kobolds attacking the steelwing hippogriff nests. The steelwing hippogriffs need the assistance of the heroes! Mystery at the Wandering Wineskin Inn (level 5), by Ken McCutchen: The adventurers are resting comfortably at an inn. When the sun rises on a new day, the characters discover that one of the party members is missing! There are several items out of place in the room, and a search reveals several interesting clues. To locate the missing character, the party must gain knowledge about the missing companion, overcome misdirection from false allies, and defeat the brigands who are holding the missing character for ransom. The Hunting Party (level 2), by Brandes Stoddard: In the wilds, the PCs encounter a large group of goblins. The normally aggressive creatures recognize that the PCs carry their weapons with experience and skill, and they are reluctant to engage a foe who could cost them many of their own hunters and foragers. They even go so far as to buy off the PCs with a side of boar meat or venison from a recent kill. This product is compatible with the 4th edition of Dungeons & Dragons and is licensed for 4th edition D&D under the Game System License (GSL). |
Age of Cthulhu #4 (1920s): Horrors from Yuggoth (OGL)[IMP GMG7004]History tells us that General Umberto Nobile and Roald Amundsen overflew the North Pole in 1926, making the first trans-polar flight from Europe to America. In 1928, Nobile went back in the Italia, which crashed on the ice north of Svalbard, Norway. An international rescue mission was launched to find him and his aeronauts. Your characters are part of this mission and the State Department wants you to rescue the survivors before the Russian expedition gets them! But soon this humanitarian mission becomes embroiled in international tensions, mysterious disappearances, and the cold arcano-science of Yuggoth... Set throughout the globe and torn from the pages of the hidden history of the world, Age of Cthulhu adventures bring new secrets and mind-bending horrors to your 1920's Call of Cthulhu game. Each adventure comes with copious player handouts, detailed maps, and pre-generated investigators ready to risk their lives and their sanity to confront the horrors of an uncaring universe. Age of Cthulhu adventures include many of the classic elements of Call of Cthulhu: action, investigation, and a forbidding sense of horror. Though the adventures utilize real locations and historical events, Age of Cthulhu is first and foremost dedicated to exploring the horrors of the Cthulhu Mythos, and to bringing the excitement of heroic pulp-themed adventure to your gaming table. So dim the lights, load your trusty sidearm, and prepare to venture into the unknown... |
4E Character Mega-Pack (GSL)[IMP GMG9999]This collection of character options is what every 4E player needs to advance his game. It features six books chock full of character options for both classes and races, drawn from the Forgotten Heroes and Hero's Handbook lines, with a Character Codex thrown in for character record keeping. The featured six sourcebooks chock-full of character options for both classes and races include Forgotten Heroes #1-2, Hero's Handbooks Dragonborn, Eladrin, and Tiefling, and the Character Codex. When purchased together in this mega-pack bundle, you save more than 50% from full retail price! These products are compatible with the 4th edition of Dungeons & Dragons and are licensed for 4th edition D&D under the Game System License (GSL). |
4E Adventure Mega-Pack (Lvl 1-12)[IMP GMG9998]This massive adventure collection contains everything a 4E dungeon master needs to build his campaign! Containing 15 adventure modules totaling more than 800 pages, this mega-pack presentation offers a multitude of options for advancing from level 1 to 12 in any 4E campaign. These products are compatible with the 4th edition of Dungeons & Dragons and are licensed for 4th edition D&D under the Game System License (GSL). |
Dungeon Crawl Classics #64: Codex of the Damned (Lvl 5)[IMP GMG5063]Something is lurking beneath the ruined church. Down the slick stone steps, beneath the musty catacombs and forgotten chambers, there is a vault. A gallery of blasphemous, heretical tomes, this vault conceals an artifact of inestimable power: The Codex of the Damned. For centuries, the Codex has rested undisturbed. But now someone dares to unearth its wicked secrets, loosing the madness of the Codex upon the sunlit world. A strapping band of heroes is all that stands in the way of an ancient power that threatens to undo all existence. Are you and your companions courageous enough to answer the call? This product is compatible with the 4th edition of Dungeons & Dragons and is licensed for 4th edition D&D under the Game System License (GSL). |
Amethyst: Foundations (GSL)[IMP GMG4370]Which side will you choose? Which weapons will you wield? Earth is torn between the order of science and the chaos of fantasy. These two worlds cannot mix. Venture into lands once claimed by skyscrapers and factories, now overrun by elves, goblins, and dragons. Choose your path and commit to the quest. Monsters will hunt you; machines will track you. No gods will help you; no prophecies will choose you. The fate of the world rests with you.
This product is compatible with the 4th edition of Dungeons & Dragons and is licensed for 4th edition D&D under the Game System License (GSL). |
Age of Cthulhu #3 (1920s): Shadows of Leningrad (OGL)[IMP GMG7003]The death of a brilliant artist summons the investigators to Leningrad, setting them in pursuit of a mystery older than Russia herself. But when each secret revealed brings the investigators closer to madness, is the truth worth the price? The trail of clues takes them from the dachas of the Orkonov Estate to the Revolution Hospital and State Museum of Leningrad, and finally to the wilds of the frozen forests, where the investigators are faced with a terrifying puzzle unlike any other. Set throughout the globe and torn from the pages of the hidden history of the world, Age of Cthulhu adventures bring new secrets and mind-bending horrors to your 1920's Call of Cthulhu game. Each adventure comes with copious player handouts, detailed maps, and pre-generated investigators ready to risk their lives and their sanity to confront the horrors of an uncaring universe. Age of Cthulhu adventures include many of the classic elements of Call of Cthulhu: action, investigation, and a forbidding sense of horror. Though the adventures utilize real locations and historical events, Age of Cthulhu is first and foremost dedicated to exploring the horrors of the Cthulhu Mythos, and to bringing the excitement of heroic pulp-themed adventure to your gaming table. So dim the lights, load your trusty sidearm, and prepare to venture into the unknown... |
Death Dealer: Shadows of Mirahan (Lvl 7-9) (Alternate Cover)[GMG5371A]Death stalks the lands of Iparsia. Mirahan, Destroyer of Worlds, is reborn, unleashing an army of undead warriors. Citadels fall beneath the march of iron and entire kingdoms are laid to waste. The hope for salvation rests on an unlikely band of heroes discovering the ancient secret of the Druids: The Death Dealer. An epic adventure of dark fantasy, magic, and horror, Shadows of Mirahan brings the savage world of Frank Frazetta’s Death Dealer to life with setting details, rules variants like critical hit tables, and pre-generated characters. When the armies of good have all fallen, and the last citadel burns in the night, will your heroes have the courage to rise against the shadows of Mirahan? This is a special alternate cover to The Adventure of Frank Frazetta's Death Dealer. This product is compatible with the 4th edition of Dungeons & Dragons and is licensed for 4th edition D&D under the Game System License (GSL). |
Death Dealer: Shadows of Mirahan (Lvl 7-9)[IMP GMG5371]Death stalks the lands of Iparsia. Mirahan, Destroyer of Worlds, is reborn, unleashing an army of undead warriors. Citadels fall beneath the march of iron and entire kingdoms are laid to waste. The hope for salvation rests on an unlikely band of heroes discovering the ancient secret of the Druids: The Death Dealer. An epic adventure of dark fantasy, magic, and horror, Shadows of Mirahan brings the savage world of Frank Frazetta’s Death Dealer to life with setting details, rules variants like critical hit tables, and pre-generated characters. When the armies of good have all fallen, and the last citadel burns in the night, will your heroes have the courage to rise against the shadows of Mirahan? This product is compatible with the 4th edition of Dungeons & Dragons and is licensed for 4th edition D&D under the Game System License (GSL). |
The Dungeon Alphabet[IMP GMG4385]Designing dungeons is as easy as A, B, C! The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar, B is for Books, and C is for Caves: the Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. Suitable for any rules system, the entries are accompanied by outstanding art from classic fantasy illustrators, with a foreword by noted game designer Zeb Cook. |
Azagar's Book Of Rituals (GSL)[IMP GMG4450]If there is anything I’ve learned in my sixty years on this godsforsaken plane, it’s that you can never be too prepared. Sometimes all the spells and steel in the world won’t pull your arse from the fire when a well-laid plan has gone belly up. What you need then is a good ritual to turn disaster into victory—or at least into something that doesn’t resemble your own very messy demise. Good thing ol’ Azagar is here to chisel a bit of the stupid off a world full of blockheads… I mean adventurers. Azagar’s Book of Rituals presents over 300 new rituals for Fourth Edition Dungeons & Dragons! Narrated by the hobgoblin general Azagar in his own inimitable style, Azagar’s Book of Rituals features every category of rituals. It covers heroic, paragon, and epic play, and even includes rituals appropriate for the PHB2 bard and druid classes. An exhaustive set of indexes makes the book easy to navigate, and allows you to find rituals alphabetically, by level, or by category. Prepare yourself for hundreds of new ritual options for your character! This product is compatible with the 4th edition of Dungeons & Dragons and is licensed for 4th edition D&D under the Game System License (GSL). |
Hero's Handbook: Eladrin (GSL)[IMP GMG4412]“Sad mortal: good and evil have no bearing here. The bright mirror of the fey world has long fascinated mortals. A place of impossibly tall snowcapped mountains, where living mists dance among the twilit boles and still dark pools reflect thousands of stars in strange constellations, the unknown lands of the fey are as beautiful as its folk are deadly. Unknown until now. Herein you will find the Four Courts of the Fey, learn legends of their timeless magic, travel to their greatest cities, and hear tales of their ancient histories. For whether participating in their famed revels, taking part in their dread hunts, or beseeching their four courts, no hero treads lightly in the realms of the eladrin. Rich with culture, new magic items, monsters and character options, Hero’s Handbook: Eladrin is the essential eladrin player’s resource. Second in a complete line of PC aids, each brings character, history and new depth to your player character. This product is compatible with the 4th edition of Dungeons & Dragons and is licensed for 4th edition D&D under the Game System License (GSL). |
Hero's Handbook: Tiefling (GSL)[IMP GMG4413]Tainted by the blood of devils. Reviled by the world. Exiled in their own lands. The path of the tiefling is fraught with danger, deception and ultimately – defeat. But you know better. Every trial makes you stronger, every challenge leaves you fiercer, and every temptation only brings you closer to victory. Herein, players and DMs alike will find a host of new powers, paths, and magic that will make your character stand above the rest, ready to face whatever horrors the world has in store. Third in a complete line of PC aids, each Hero’s Handbook brings new character, history and new depth to your player character. Hero’s Handbook: Tiefling. Embrace the darkness. This product is compatible with the 4th edition of Dungeons & Dragons and is licensed for 4th edition D&D under the Game System License (GSL). |
Dungeon Crawl Classics 63: The Warbringer's Son (Lvl 1)[IMP GMG5062]For years, the Bandit Lord has ground the countryside under his heel, crippling your people with his cruel demands. The time has come to end his bitter reign. Armed with naught but your courage, you will put an end to his tyranny or die trying. But the Bandit King himself is only a pawn answering to Kainos, the Warbringer's Son, a half-god intent on setting the North aflame with conflict, and slaughtering all that stand in his way. The Fifth Annual Gen Con Open Tournament, The Warbringer's Son was one of the bloodiest tournaments on record. Many have tested their might against the Warbringer, and many have fallen. How will you fare? This product is compatible with the 4th edition of Dungeons & Dragons and is licensed for 4th edition D&D under the Game System License (GSL). |
Age of Cthulhu #2 (1920s): Madness in London Town (OGL)[IMP GMG7002]3,000 years before the birth of Christ, fearful tribesmen raised bloody sacrifices on the Salisbury Plain in honor of a dread god. The skies coursed red with blood, consuming the weak, granting boons to the strong, and seeding ghastly young in the wooded glens about the Salisbury Plain. 50 years after the death of Christ, the Roman legion Legio IX Hispana, led by Gnaeus Hosidius Geta, swept through the region, slaughtering the indigenous Celtic tribesmen. Those that stole the religious artifacts soon succumbed to madness, and the legion vanished from the annals of time. Present day, 1928: Misguided worshippers seeks to call forth the patron god of old. The dark god will stride across the Salisbury Plain once more, and madness is sure to follow. Set throughout the globe and torn from the pages of the hidden history of the world, Age of Cthulhu adventures bring new secrets and mind-bending horrors to your 1920's Call of Cthulhu game. Each adventure comes with copious player handouts, detailed maps, and pre-generated investigators ready to risk their lives and their sanity to confront the horrors of an uncaring universe. |