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Author Topic: SG: New Roleplaying Games at Spirit Games  (Read 708708 times)
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« Reply #1275 on: 12 January 2017, 04:45:02 »

Puppetland

The Skies Are Dim AlwaysIn one golden hour, you and your friends shall weave a tale none will soon forget: a tale of good-hearted puppets in a bad-hearted world. You shall rise up against the savagery of Punch the Maker-Killer with his army of Nutcrackers and his terrible Boys, sewn from the flesh of the maker of all puppets. You shall be steadfast and true. You shall likely die trying.Puppetland is a storytelling game. You play a valiant puppet who speaks aloud every word you say. You speak for your puppet and the Puppetmaster says the rest. You surprise each other at every turn, collaborating moment by inspired moment to unlock your own creativity and find the puppet within.This lavishly illustrated edition of Puppetland has been significantly revised and expanded. It includes a grim storybook fable of the Maker's foul murder; new Tales ready to be played, written by a brilliant collection of authors; and the true story of the creator's life in Puppetland.Your puppets are ready to take the stage. But speak softly, lest the Nutcrackers hear - and come to call with a sharp rap-rap-rapping at the door.
Source: Puppetland
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1276 on: 12 January 2017, 04:45:02 »

Runequest Old School Resource Pack Book Bundle

The RuneQuest Old School Resource Pack Book bundle includes:Balastor's Barracks - Travel into the old ruins of Pavis to recover the weapon of a fallen hero.Creatures of Chaos - A statted list of broo, scorpionmen, and other chaos horrors to throw at your players.Militia & Mercenaries - Friends or foes? Use these statted characters in your RuneQuest campaign.Trolls and Trollkin - Choose from the list of dangerous Uz and sneakly Enlo stats to bring into your game.The Sea Cave - A never-before-released adventure written by Greg Stafford himself.
Source: Runequest Old School Resource Pack Book Bundle
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1277 on: 12 January 2017, 04:45:02 »

5th Edition Adventure: The Rising Knight A0

A vicious gnoll warrior has come to the Fallow Hills and taken up residence in an abandoned temple. Form here, his band of raiders has encroached ever more often upon the steads of Malforten, taking cattle, grain stores, and stealing away a few residents for slaves, - or worse.The people of that noble town need aid, in both steel and spell!A first level adventure for a party of 4-6 characters. Play as stand-alone or part of a larger series.
Source: 5th Edition Adventure: The Rising Knight A0
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1278 on: 12 January 2017, 04:45:02 »

Numenenra Starter Set

There have been eight previous worldsEach world stretched across vast millennia. Each saw civilizations flourish before dying, scattering, or transcending. Those that ruled these worlds spoke to the stars, re-engineered their bodies, and mastered form and essence.
Source: Numenenra Starter Set
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1279 on: 12 January 2017, 04:45:03 »

All the Strange, Strange Creatures Volume 1

'There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!'For much of our history humans have gazed up at the stars and asked the question: are we alone in the universe? The answer, of course, is no! The galaxy is teeming with life. Aliens populate every corner of the universe, and many have visited our humble little planet.All the Strange, Strange Creatures is all abut aliens. Aliens the Doctor has encountered on his adventures. Aliens he has befriended. Aliens he hopes to never meet again. This supplement provides the Gamemaster with the details of some of the alien races that the Doctor has encountered, from Daleks and Cybermen to the Vashta Nerada and the Skovox Blitzer.As well as providing rules and background for each of the aliens included, this supplement also gets beneath the skin of each of them. What makes them tick? What do they do? How do you use them in your adventures? What sort of stories do they appear in? What else might you do with them? And how do you go about making up your own aliens?
Source: All the Strange, Strange Creatures Volume 1
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1280 on: 12 January 2017, 04:45:03 »

Erebor: The Lonely Mountain

With Smaug the Dragon defeated and the Dwarves of Erebor returning to their ancient mansion, the land east of Mirkwood resounds once more with the din of hammer on anvil. King Bard has completed the rebuilding of Dale, City of Bells. The furnaces of the Lonely Mountain are relit, and the toy-market is reopened. Travellers, merchants and adventurers turn North once again to seek their fortunes, as hope returns to Wilderland.Packed with new information on some of the best-known locales and characters described in The Hobbit, this invaluable guide, aimed to players and Loremasters alike, describes the Dwarf-hold of Erebor, the city of Dale, the surrounding regions, and the many different activities to undertake there.Also included are new rules for Dragons, Dwarven artefacts and the art of their making, as well as two brand-new playable cultures - The mail-clad Dwarves of the Iron Hills and the wandering Dwarves of the Grey Mountains.Behold the majesty of The Great Chamber of Thror, marvel at ancient tales of the War of Orcs and Dwarves, experience the hustle and bustle of the river Road in Dale, commission a smith of Anvil Way, visit the ravens and venture into The Waste, Erebor and Dale await!
Source: Erebor: The Lonely Mountain
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1281 on: 12 January 2017, 04:45:03 »

Shadowrun: Anarchy

SHADOWRUN. The Sixth World. Orks in pinstripe suits with uzis: mohawked dwarves jacked into vehicles racing through megasprawls at breakneck speed: humans casting fireballs at corporate-trained paracritters: elves hacking the Matrix for a datasteal of the latest tech or working to topple an upstart corp. It's where man meets magic and machine.Dive into a cyberpunk dystopia and become a shadowrunner, a deniable asset who does the jobs no one else can - or will - do. It's not an easy life, but it beats selling your soul to the megacorps. You'll break into top-secret labs, stand up to gangs bent of destruction and chaos, encounter dark spirits hiding even darker secrets, and come face to face with some of the infinite dangers the Sixth World can throw at you. And you'll come out on top - because if you don't, you don't get paid.Shadowrun: Anarchy is a new way to get into the best cyberpunk/urban fantasy action around. Based upon the rules-light and easy-to-learn Cue System. Shadowrun: Anarchy is a narrative-focused game experience that has everything you need to quickly grab some gear, load up on spells, and get to throwing the die. With loads of characters and missions, the book makes it simple to get up and running. Immerse yourselves in the Sixth World!
Source: Shadowrun: Anarchy
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1282 on: 12 January 2017, 04:45:03 »

Doors to Darkness

Five Scenarios For Beginning KeepersDoor To Darkness provides five scenarios written especially for beginning Keepers and players of Call of Chthulhu. Here you will find horror, mystery, investigation, ghastly monsters, strange magics, and forgotten secrets, as well as plenty of advice about how to run the adventures for best effect.As well as the scenarios, an essay by Kevin Ross details a wide range of hints and tips on running Call of Cthulhu - guidance any Keeper, new or experienced, will find very useful.The Darkness Beneath The Hill - A friend's house renovation project leads to unexpected discoveries in Providence, Rhode Island.Genius Loci - Not all is well at Danvers State Lunatic Asylum and it's down to the investigators to heed a friend in need's cry.Servants Of The Lake - The hunt for a missing person reveals ancient secrets in the wilds north of Kingsport.Ties That Bind - Strange rock formations have been found in Mrs Carrington's prized fountain. But these are like no rocks seen before!None More Black - The death of a Miskatonic University student leads the investigators into unsavoury neighbourhoods and dark business dealings.Also included are ten diverse and ready to play investigators, allowing players to dive straight into the mysteries contained within Doors To Darkness. Lastly, just because these scenarios are written with new players in mind, don't expect them to be a walk in the park! Those who dare to open the doors to darkness will discover just what secrets and danger lie within!You must have a copy of the Call of Cthulhu Keeper Rulebook 7th Edition to fully enjoy these scenarios.
Source: Doors to Darkness
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1283 on: 12 January 2017, 04:45:03 »

Traveller Reach Adventure 2: Theories of Everything

Set in the Sindal Subsector featured in the recently released Core Rulebook, Theories of Everything is an exciting and memorable adventure set in the Trojan Reach.In Reach Adventure 2: Theories of Everything the Travellers are hired as crew and research assistants aboard the laboratory vessel Insight III. The ship is owned by a cooperative of scientists working in a cross-discipline environment to solve problems and discover knowledge as they journey across the vast reaches of space... or so they claim. In fact, Insight III is basically a jump-capable shouting match as its owners bicker, squabble and argue their erratic way across a dangerous subsector.The Travellers' mission is thus more than merely running the ship and helping collect data. They will need to be advisers, diplomats and bodyguards too, injecting a little common sense into the heady mix of ego and brilliance aboard Insight III. The storyline of the adventure is as much about the interactions of the scientists and crew as the situations they find themselves in, and it my be that the Travellers' greatest challenge will be keeping the scientists from murdering one another...Includes two new vehicles: the Sealed Air/Raft and the Electric Dirt Bike.
Source: Traveller Reach Adventure 2: Theories of Everything
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1284 on: 12 January 2017, 04:45:03 »

Demon Lord's Companion

Fight the Shadow or Fall!!As the Demon Lord's influence creeps across the land, it touches more people, awakening in them crippling dread, tempting them to commit unspeakable acts, or to rise up and take a stand and fight back against the spreading darkness. In the end times, all must choose a side, to save the world or watch it burn.The Demon Lord's Companion reveals new options for players and Game Masters alike, providing a host of new options such as:Faun and Halfling ancestriesSix expert paths including the psychic and mountebankA dozen master paths such as the blackguard, and martial artistAlchemical Items, Forbidden Items, Marvels of Engineering, and new PotionsNew rules for creating gear and using vehiclesAlchemy, Demonology, Telekenesis, and more new traditions of magicMagical places, relics, new creatures, and more!An essential addition to the Shadow of the Demon Lord line of products, the Demon Lord's Companion is bound to take your games into darker and stranger places!
Source: Demon Lord's Companion
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1285 on: 12 January 2017, 09:45:03 »

Tales of the Demon Lord

The End Starts Here!The signs are everywhere. The mad prophets shriek dire warnings on the streets of Crossings, while strange monsters roam the lands beyond the city's walls. Strange cults flourish in the lawless wilds, while the undead muster the desert wastes to the north. The end is near, but is it too late to stop it?Tales of the Demon Lord presents eleven adventures set in the lands of the Northern Reach, the far-flung province of a dying empire. Game Masters can run the adventures as a complete campaign, taking starting characters to the heights of their master paths, or use them individually to tell a different story.In addition to the adventures, this sourcebook contains detailed information about the city of Crossings and a selection of new creatures to terrorize the Northern Reach and beyond.
Source: Tales of the Demon Lord
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1286 on: 12 January 2017, 09:45:03 »

GURPS Discworld RPG 4th Edition (2nd Edition)

This is the second edition of Discworld, for 4th edition GURPS.The World Is Round...And Also Flat!It's obvious really. Everyone* knows it.The Disc rests on the back of four giant elephants, who in turn stand on the back of Great A'Tuin, the only turtle to form the basis of an entire branch of astrophysics.For many years, events on the Discworld have been chronicled in the works of Terry Pratchett. Fans have enjoyed the adventures of Rincewind the incompetent wizard, Granny Weatherwax (known to trolls as "She Who Must Be Avoided"), Commander Sam Vimes, Susan Sto Helit (granddaughter of Death), Moist von Lipwig, and a cast of other strange and unique characters.Now, with the aid of this Completely revised and updated edition of the Discworld Roleplaying Game (with special thanks to Mr Moist von Lipwig for his assistance with all the restructuring), role players can once again venture to the far end of the probability curve and...THRILL to the distinctive sights, sounds, and smells (especially smells) of Ankh-Morpork, most dubious city in the multiverse!SAIL the Circle Sea in pursuit of glory, pirate gold, or a suntan!INTERVENE in the cultural interactions of trolls and dwarves (watch out for flying axes)!AVOID the attentions of Death, Fate, the Lady, and the Patrician!CAMPAIGN for goblin rights!WONDER why they bought a second meat pie from Mr Dibbler!RUN AWAY from an angry Swamp Dragon (two feet of mindless fury and high-explosive digestion)!LEARN why the second-greatest lover on the Disc needs a stepladder.Complete with a brand-new Discworld magic system, Things from the Dungeon Dimensions, Gaspode the Wonder Dog, and a Thousand Elephants. (Well, maybe we exaggerated a bit about the elephants.)* Except the devout followers of the Great God Om, who firmly believe it's a sphere.
Source: GURPS Discworld RPG 4th Edition (2nd Edition)
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1287 on: 12 January 2017, 19:45:02 »

Troika!

The world is drowning in nostalgic dross. Everyone with a set of thumbs has glued together a dungeon and a dragon, slapped on a name that tickle our childhood memories and called it good to print.I've got thumbs but I prefer fantasy fighting.What you have here is the bare bones of a role playing game that looks to show that the golden age of UK RPGs has some life left in its neglected old bones. The breed used here, when freed of corporate control and given some vigorous remodelling, shines as a smooth and flexible system that takes a solid five minutes to explain. The guts are tight, logical and robust, ready for a comeback in a new coat of paint.But this isn't really paint. Troika! is a vast unfinished construction on top of sturdy foundations, built in the original's image as it might have been seen out of the corner of your eye on a sunny day. Obscure and incandescent.
Source: Troika!
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1288 on: 24 January 2017, 20:45:05 »

Pulp Cthulhu

Calling All Heroes! It's Time To Take The Fight to Cthulhu!Pulp Cthulhu is a game of two-fisted adventure, weird science, dark deeds, and brave heroes. With this book, some roleplaying dice, and the Call of Cthulhu Rulebook, you have everything you need to adventure and explore games set in the pulp genre.Tired of your investigators dying in quick succession when jaunting around the world in a desperate bid to save humanity? Wishing that sometimes your investigator could make a stand instead of hiding and waiting for the eldritch horror to pass? Pulp Cthulhu ups the ante and provides you with tougher, more capable heroes - ready to take on the villainous machinations of the Cthulhu Mythos!Here you will find an adapted character generation system, rules for psychic powers, sanity, augmented skills, and weird science, as well as tips for Keepers on developing and running pulp-style games. Also, you will find information on "the Pulps" themselves and the 1930s era, when America was in the grip of the Great Depression and on the road to World War II. A collection of pulp villains and monsters, and a range of pulp organizations provide the Keeper with a firm basis for running pulp style scenarios and campaigns. Four action-packed scenarios round out the book, getting your Pulp Cthulhu games started with a bang.The guidance in this book means that your can apply the Pulp Cthulhu rules to any setting and time period, enabling Keepers to bring the flavour and action of pulp to the classic 1920s or modern-day eras, as well as anywhere they see fit.A Time for Heroes and a Time for Adventure!You must have a copy of Call of Cthulhu 7th edition Keeper Rulebook to use this supplement.
Source: Pulp Cthulhu
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #1289 on: 25 January 2017, 15:45:03 »

The Dark Eye Core Rules Pocket Edition

The Dark Eye is Germany's premier fantasy roleplaying game, in continuous publication for more than 30 years, now in English in this exciting new edition.You and your friends play the leading roles at the centre of heroic action. Travel the land as a virtuous knight, elven ranger, or erudite mage. Rebuild the war-weary Middenrealm, marvel at exotic wonders in the Lands of the Tulamydes, discover lost ruins in the steaming jungles of the South, or try to drive back the evil of the Shadowlands. Rescue innocent victims from cults of the Nameless One, navigate labyrinthine plots and intrigues at the Court of the Empress, or stand shoulder-to-shoulder with the brave defenders of the border cities to repel the ever-growing Orc Storm. Experience the breadth of Aventuria, The Dark Eye's immmersive fantasy world crafted by those steeped in medieval lore amid ancient forests, forbidding mountains, and fairy-tale castles.The Core Rules present all of The Dark Eye's refined, time-tested game system. Character experience earns additional skills, new spells, and special fighting styles to face ever grater challenges. To get started, all you need is pen and paper, dice, and this book. Build the characters you want to play, or choose from a large selection of customizable character archetypes.Enter the classic fantastic world of the Dark Eye. Glory and adventure await!
Source: The Dark Eye Core Rules Pocket Edition
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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