The ALIEN tabletop roleplaying game is a beautifully illustrated 392-page full-color hardcover book, both presenting the world of ALIEN in the year 2183 and a fast and effective ruleset designed specifically to enhance the ALIEN experience. The game can be played in two distinct game modes:
Cinematic play is based on pre-made scenarios that emulate the dramatic arc of an ALIEN film. Designed to be played in a single session, this game mode emphasizes high stakes and fast and brutal play. You are not all expected to survive.
Campaign play is designed for longer continuous play with the same cast of player characters over many game sessions, letting you explore the ALIEN universe freely, sandbox style.
The rules of the game are based on the acclaimed Year Zero Engine, used in award-winning games such as Tales from the Loop and Mutant: Year Zero, but adapted and further developed to fully support and enhance the core themes of ALIEN: horror and action in the cold darkness of space.
The mission was a manhunt, the objectives clear—track down four fugitives, recover any assets they may have made off with, and keep ‘em all out of enemy hands. Go find them on a frozen moon full of hostiles and get it done on the eve of war.
Nothing you couldn’t handle.
But what it is that these bastards stole—and how the hell it got inside them—is another thing altogether. It’s all above your paygrade, marine—but somehow you’re the one who’s got to deal with it.
Of course, now there’s an invasion fleet incoming, and there’s something else, too—something much worse. Something out there hates you—hates everyone. Something big and ugly. Something with metal teeth—and you’re pretty sure it ain’t alone.
Yeah, the mission was supposed to be a simple manhunt. Instead it turned out to be just another glorious day in the corps.
Destroyer of Worlds is a complete Cinematic Scenario for the ALIEN roleplaying game, written by sci-fi novelist Andrew E.C. Gaska. In Destroyer of Worlds, players take the roles of Colonial Marines. The scenario is designed for 3–5 players plus the Game Mother, and it’s a gauntlet of one hell after another. Expect it to take three sessions to complete. This boxed set contains:
The main Destroyer of Worlds scenario book.
A huge double-sided map (format 864x558mm) of Ariaricus colony on one side and the Fort Nebraska space elevator ground base on the other.
Five pre-generated characters to play.
Custom cards for weapons, vehicles, and personal agendas.
Player maps and handouts.
NOTE: The ALIEN RPG core rulebook OR the ALIEN RPG Starter Set is required to play Destroyer of Worlds.
Alone Against the Frost is a solo horror adventure for one player, set during a research expedition to Canada’s Northwest Territories during the 1920s. Here, you choose your own path as you navigate through the story—your choices will determine whether you find success or failure!
What has Professor Harris’ research got to do with the strange green fog enveloping the town? Who are the menacing, dark-suited men that arrived on the ferry with your investigator? And, why is a Buddhist monk visiting Esbury, a town more used to entertaining New England’s wealthy elite?
Take on the role of an investigator traveling to a remote lakeside town where strange things are happening. Decide your path through the story, and the fate of the citizens of Esbury!
Cthulhu Dark Ages is a world lit only by fire. The ancient empires collapsed centuries ago, taking their culture and learning with them. It’s a dark world and people are right to be afraid of the dark. Apart from the Viking raiders, witches, and outlaws, there are the unquiet dead, ancient horrors, and other malevolent beings stalking the countryside. Dark entities, beyond good and evil, wait hidden in the recesses of time and the angles of space. A few brave souls try their best to resist the horrors and push them back from whence they came.
Horror on the Orient Express contains a massive and legendary campaign, of up to nineteen adventures and more than 700 pages, for Call of Cthulhu 7th Edition. Beginning in 1920s London, the investigators journey to Paris and thence to the ancient city of Constantinople. With luck, they also return home.
Optional episodes are set in ancient times or special places (Roman-era, Dark Ages, Gaslight-era, the Dreamlands), so that the players can experience the founding, creation, and discovery of crucial elements of this campaign. Also included is a modern-day coda to the storyline, an alternate ending for those wishing a shorter campaign, and a built-in survival guide to aid beleaguered investigators.
Two-Volume Hardcover book set includes the complete campaign & player handouts. 24 x 18 inch full color Poster Map
The Investigator Handbook contains expanded rules for creating players characters, a wealth of over 100 occupations and skill descriptions, as well as guidance on getting the most from the game.
The book introduces a range of organizations for your investigator to belong to, detailed information about the classic 1920s setting, equipment and weapons for both the 1920s and modern day, and expert tips and advice for all budding and experienced players alike.
Call of Cthulhu players will love having the Investigator Handbook at their fingertips during play. The book enhances the player experience and speeds gameplay thanks to a wealth of quick-reference charts, player advice and setting information.
Call of Cthulhu is the world’s best game of secrets, mysteries, and horror.
Playing the role of steadfast investigators, you travel to strange and dangerous places, uncover foul plots, and stand against the terrors of the Cthulhu Mythos. You encounter sanity-blasting entities, monsters, and insane cultists. Within strange and forgotten tomes of lore you discover revelations that humanity was not meant to know.
You and your companions may very well decide the fate of the world.
The Keeper Rulebook, contains the core rules, background, guidance, spells, and monsters of the game. It is everything you need for Call of Cthulhu at your fingertips, and will enhance all of your games. The Keeper Rulebook is intended for use by the Keeper of Arcane Lore—the Game Master who will present the scenario to the other players.
The other players—the Investigators—will benefit hugely from a copy of the Investigator Handbook, which contains expanded rules for character creation, skills, occupations, equipment, and a primer on 1920’s New England—the signature setting of Call of Cthulhu.
ARRAKIS. DUNE. DESERT PLANET.
The Dune: Adventures in the Imperium roleplaying game takes you into a far future beyond anything you have imagined, where fear is the mind killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics, and mysterious abilities, noble Houses politic constantly for power, influence, and vengeance in a universe where a blade can change the fortunes of millions. Build your House, carve your place in the universe or rebuild an ancient lineage and fight for the Imperial throne.
Take your characters on a journey through the storied worlds of Frank Herbert's sci-fi masterpiece, inhabit elite agents working for noble Houses where Mentats, Swordmasters, Spies, Bene Gesserit Sisters, Devious Advisors, or even desert Fremen join together to follow your banner.
Whoever you choose to be, remember that those that control the spice control the universe.
The Dune: Adventures in the Imperium core rulebook contains:
• Everything you need to create your own stories of intrigue and adventure on the sands of Arrakis as agents of a powerful noble House.
• A brand new version of the 2d20 System adapted specially for the Dune Universe.
• An extensive look at the Imperium, its society, factions, history, technology, culture, faith and more.
• Guidelines for novice and experienced gamemasters on how to run Dune-themed adventures and campaigns of intrigue and adventure for the elite agents of a noble House.
• Rules for creating a noble House of your own, from House Minor to Major House, detailing its holdings, areas of expertise and agenda.
• Systems for architect play, where you become the puppet masters, moving agents to your designs to serve your House.
• An introductory adventure designed to quickly get you and your fellow players involved in the byzantine plots of the Imperium on Arrakis.
Enter the world of Middle-earth with The One Ring, the official tabletop roleplaying game based on the works of J.R.R. Tolkien. Designed specifically to evoke the atmosphere of The Hobbit and The Lord of the Rings, the game contains rules for creating heroes and sending them off on adventures in a land threatened by the growing Shadow. Rules for travelling across the land (Journey), facing frightening foes (Combat), and meeting the personalities of Middle-earth (Council). Thorough advice for the Loremaster on how to bring Middle-earth to life, including rules for magical treasure, the Shadow, and the Eye of Mordor.
A strange invitation from Bilbo Baggins, mentioning that he’s in need of help. Most odd! But then again, a great many things about that particular Hobbit have been odd ever since that business with the Dragon. Nothing wrong with taking a stroll and helping old Bilbo out I suppose. After all, it's not like there's any real dangers to worry about here in the Shire...
The One Ring™ Starter Set contains all you need to take your first step into Middle-earth and experience the adventures Hobbits get up to. With streamlined rules and ready made characters, it is easy to quickly sit down and actually play the game. The One Ring is set between the time Bilbo went on his journey and the events in The Lord of the Rings™, allowing you to explore the Shire by taking on the roles of those same Hobbits whose children will go on to do extraordinary things, such as Drogo Baggins, Rory Brandybuck and Esmeralda Took. Besides the Rules and The Adventures, there’s a full compendium covering the four Farthings of the Shire, all the way from Greenholm and the White Downs in the west to Buckland and the Old Forest in the east.
This boxed set contains:
A 24-page volume of Rules.
A 52-page volume describing The Shire.
A 31-page volume containing The Adventures.
Eight double-sided pre-generated character sheets.
Two large maps showing the Shire and Eriador.
30 Wargear Cards that can also be used with The One Ring core rules.
Six double-sided Journey Role and Combat Stance Cards that can also be used with The One Ring core rules.
Two D12 Feat Dice.
Six D6 Success Dice.