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  • - Giants
    af Mike Welham
    227,95 kr.

    Rocks will shatter, trees will ignite, bones will break - the giants are coming! Since the beginning of the RPG hobby, giants have been monsters to reckon with. Even the weakest giant towers over its foes and wreaks havoc with sheer physical strength. Give it armor, magic items, and the power of frost, fire, or lightning, and your players have real problems. Larger Than Life gives GMs everything they need to bring these terrifying titans to their table. This 76-page book by RPG Superstar Mike Welham offers Thursir, Hill, Frost, Stone, Fire, Cloud, and Storm Giant NPCs-plus new spells, feats and gear to strike terror into the hearts of puny adventurers.

  • - 13th Age Compatible Edition
    af Wade Rockett
    452,95 kr.

    An Age of Wizardry! Magic is everywhere. Whether it is a hidden might wielded by a secret few or the energy that powers an entire realm, magic is a vital part of any fantasy world. And now its secrets are yours! Deep Magic: 13th Age Compatible Edition is for 13th Age Roleplaying Game players who want new options that allow them to bend reality to their wills and perform spectacular feats of sword and sorcery. This book offers an astounding variety of new magic options, including: 555 wizard spells, ranging from clever tricks to summoning the World Serpent itself to wreak havoc 4 new class talents that put wizard spells within the grasp of every class-play an arcane ranger, a spirit-calling barbarian, a time-warping commander or face-stealing trickster druid 30 new schools of magic, including the Cult of Ouroboros, the Red Inquisition and the Scholars of Dust, with guidelines for creating your own magical tradition 5 magical campaign options: post-apocalyptic vril magic, the mysteries of the ley lines, a class-warfare arcanopunk campaign option, and more! For GMs looking for new material, or players looking for character customization options, this massive tome is the book you've been dreaming of. Dive into Deep Magic!

  • af Janna Silverstein
    237,95 kr.

    At the heart of every adventure lies conflict. A Full-Throated Battle Cry, the Clash of Swords, the Smell of Smoke & Blood... COMBAT! Whether it's between a cursed knight and an elf prince at swordspoint, adventurers facing down an ogre, or two great armies clashing for ultimate power, combat changes everything. Between these covers, more than 15 master game designers and storytellers get into the thick of it. These essays cover strategy and tactics, and the history of military systems at war. They demonstrate how to increase the tension in a conflict, and use monsters, magic, and war machines on the field. And these creators show you how to create great combat on the tabletop and in your storytelling. Open these pages and enter the fray!

  • - A 5th Edition Adventure for 6th-Level Characters
    af Dan Dillon
    227,95 kr.

    Crack Open the Tomb, and Awaken Ancient Curses! Come, friends, and shake the desert from your hair! The chill of night falls swiftly upon the dunes, and we should keep the darkness at bay together. Ah, you have a discerning eye! This is the seal of an ancient king, uncovered by a terrible sandstorm. Shall I tell you of the folly of Menet-Ka and of those who breathed their last in his service? Last Gasp is an adventure set in the Southlands Campaign Setting, exploring the cursed tomb of an ancient king of great magical power, a magical river, and including both deadly combats and mysteries to confound tomb-robbers. It's designed for five or six 6th-level characters using the 5th Edition rules and includes two entirely new monsters, the rotting wind and the anubian, presented with complete 5th Edition stats. Seek out the riches of a king, and may fortune favor you!

  • af Mike Franke
    227,95 kr.

    In a City of Secrets, the Truth Cuts Deep Why has truth suddenly become so strangely frequent in Freeport? Can the city support not one but two churches dedicated to truth-speaking? How are the secrets of thieves, assassins, Captains' Council members, and "legitimate businessmen" becoming common knowledge, and what can be done about it? Should anything be done? And maybe, just maybe, is this strangeness linked to the rash of thefts, murders, and insanity plaguing the city? Dark Deeds in Freeport is an 80-page adventure arc of five connected scenarios designed for four Pathfinder RPG characters beginning at 9th level and ending at 12th. These linked adventures feature: swashbuckling, sin, investigation, and insanity familiar to fans of Green Ronin's popular Freeport, City of Adventure setting new spells, new magic items (from minor to near-artifact level), new monsters, and new fully-statted Freeport NPCs Dark Deeds is fully-integrated into the history and ongoing storylines of the Freeport setting, and it can be used individually or in a level-spanning mini-campaign. Something is horribly wrong in Freeport. Something that will surely require dark deeds to set right!

  •  
    227,95 kr.

    Kobolds Work a Little Magic The popular and wildly useful Kobold Guide series tackles the biggest subject in fantasy: Magic! What makes a fantasy fantastic? Magic, of course! Whether it's unearthly beasts, scheming sorcerers, legendary swords or locales that defy logic and physics, a compelling fantasy story needs magical elements. The tricky part is that in order for the story to work, you have to get your reader or player to believe the unbelievable. The Kobold Guide to Magic takes you behind the scenes to learn the secrets of designing and writing about magic from 20 top fantasy authors and game designers. Find out how to create more compelling, more interesting, and more playable magic at your table or in your stories-with the word from some of the most talented creators working today. The topics are wide-ranging, from the secrets of Irish magic to tricks of impractical magic, from how to generate a sense of wonder at the gaming table to how to rejigger the teleport spell for stronger adventures tohow to sell a character's soul and how to run a game with visions and prophecies. There's even sections on the magic of J.R.R. Tolkien and the tools available to a game master for making magic their own. The Essential Guide to Magic in Fiction and Games This essential companion for fantasy gamers and readers alike feature essays by: Wolfgang Baur Clinton Boomer David Chart David "Zeb" Cook James Enge Ed Greenwood Jeff Grubb Kenneth Hite James Jacobs Colin McComb Richard Pett Tim Pratt John Rateliff Thomas Reid Aaron Rosenberg Ken Scholes F. Wesley Schneider Amber E. Scott Willie Walsh Martha Wells Steve Winter This latest volume in the best-selling and award-winning series of Kobold Guides tackles the mystery at the heart of the fantasy genre. Improve your game and expand your magical power with the Kobold Guide to Magic! This book ships early in 2014 and will be in high demand. Don't miss out, and get it in print before everyone else!

  • af Wade Rockett
    287,95 kr.

    Make your icon rolls-and hope for sixes! The Midgard Bestiary: 13th Age Roleplaying Game Compatible Edition is sending 100 weird, warped and unpredictable new monsters your way. This book includes: Adventure hooks for each monster and lists of things you're likely to find on them 9 new player character races including ghouls, gearforged, kobolds and ravenfolk All-new Midgard icons by Wade Rockett Get ready to face deadly foes from every corner of Midgard: the alleys of Zobeck, the empire of the ghouls, the courts of the shadow fey and the magic-blasted Wasted West. The Midgard Bestiary is full of exciting new creatures and NPCs including: Steam golems, ice maidens and fellforged warriors Dwarf mercenaries, marauders and berserkers Elf spellblades, mages and theurges Wizards, warmages and alchemists Iron ghouls, imperial ghasts and spectral wolves 13 icons including the all-new Master of Demon Mountain, Illuminated Brotherhood, and the Beloved Imperatrix of the elves, Regia Moonthorn Kalthania-Reln van Dornig Use these monsters in the Midgard Campaign Setting, or bring them into the fantasy campaign world of your choice. Get the Midgard Bestiary today, and unleash the dire weasels!

  • af Matt Blackie
    172,95 kr.

    Small But Fierce! For a kobold, nearly every foe is a giant to kill, and they have long practice at evening the odds. Kobolds are the ultimate underdog contenders, striving gamely to survive and conquer in a hostile and brutal world. Like all true heroes, the odds are against them-and glory is waiting to be seized in their tiny, scaled claws! Advanced Races 6: Kobolds gives you everything you need to play a member of this iconic race in the Midgard Campaign Setting or the campaign world of your choice. Compatible with Pathfinder Roleplaying Game, this 32-page book includes: Practical notes on kobold ecology, culture, and gods 100 kobold names and 10 traits that come with them, including Dirtskulker, Ghostsnare and Gougeeye 7 alternate racial traits, and 26 new kobold feats 7 new archetypes including Arcanomechanist, Scrap Warrior, and Tunnel Harrier New gear, spells, magic items and street traps And much more! The whole world is against you--and you have so very many surprises planned for it...

  • af Crystal Frazier
    342,95 kr.

    Your Path is Calling - It's Time to Start the Journey! Where better to begin your journey than character creation? This first step is where you forge your identity, and decide how your new hero will meet the challenges of dark magic and fierce monsters: with blade, spell or the power of the gods. The New Paths Compendium gives you a dazzling variety of new options to create your new favorite PC. You'll find 7 new and expanded classes from level 1 through 20-plus enough new feats, spells, archetypes, and resources to build and play a character that you'll be describing to other gamers (and confused baristas) for years to come. The New Paths Compendium includes: 28 new archetypes for monks, ninjas, gunslingers, barbarians, fighters, clerics, and 7 Compendium classes 7 tracking sheets for animal companions, favored enemies, prepared spells, summoned monsters and more 20 new spells for druids, rangers, shaman, and more Almost 100 new feats for new and existing classes The seven Compendium classes each bring something new to your Pathfinder Roleplaying Game: The spell-less ranger, a skilled warrior of the wilderness The shaman, with otherworldly new abilities and an animal spirit guide The battle scion, a master of sword and spell The white necromancer, wielding death magic for the side of Good The elven archer, deadly ranged fighter capable of astonishing feats of marksmanship The savant, master of all trades (if only for an instant) The all-new theurge class, combining arcane and divine power! There's a big world of adventure and peril out there - get your Compendium today and make a hero that it won't soon forget!

  • af Maurice De Mare
    227,95 kr.

    "You hear a click!" The great tradition of traps in roleplaying games continues - because traps create that freak-out moment when things really, really go wrong! Traps make your game better and they add a sting of surprise to any encounter. The Trapsmith sourcebook provides you with original, easy-to-run traps for many Challenge Ratings, and each trap has been maximized for in-game flavor and mechanics by master trap designer Maurice de Mare. All Trapsmith designs come complete with statistics for the Pathfinder Roleplaying Game. This volume includes: 120 traps spanning a wide range of Challenge Ratings, several locks, and many useful rogue items Guidance for creating fun, appropriate traps for your own adventures A complete trap-heavy adventure called Whispers of Wyrmhood Put a little fear into your next dungeon crawl with this collection of trigger-ready traps, and revel in the deathtraps of the old-school dungeon!

  • - for Pathfinder RPG
    af Ryan Costello Jr
    227,95 kr.

    Heroes, beware the temptation of sin, for sinful acts are impulses disguised as choices, burdens disguised as boons. Yet every day, even great adventurers feel the temptation to sin, the small weaknesses that can humble the mighty. While all sins are indulgent, reactive, or thoughtless, only seven are vile enough to be called deadly. Each spawns unique and startling monsters in this volume, including: Avarice - the hoard golem and bone swarm, dark things that glorify wealth; Envy - the poison of jealousy and desire for the unearned; Gluttony - the bottomless pit that consumes and squanders; Lust - the inbred orc and the lovelorn, horrors born from carnal desires; Pride - the overindulgence of the abominable beauty and overconfidence; Sloth - monsters that waste for nothing; Wrath - raging creatures that destroy without thought! Monsters of Sin for the Pathfinder Roleplaying Game includes 21 monsters thematically tied to one of the seven deadly sins, 7 templates to bring that sin out in monsters and NPCs, complete notes on using sin in any fantasy world, 7 Embodiments of Sin to challenge the greatest heroes! The Monsters of Sin Collection is suitable for multiple levels of play and can be used in any existing setting and campaign, or combined to create a campaign of Sin. Go beyond ordinary monsters, and challenge your champions with threats to mind, body, and spirit!

  • af Richard Pett
    197,95 kr.

    Richard Pett's Your Whispering Homunculus is the GM's humble servant and guide to the vile, whimsical, disgusting, bizarre, horrific, odd, skin-crawling, and mildly disturbed side of fantasy gaming. Your Whispering Homunculus provides wonderfully lunatic ideas and encounters to keep your players on their toes - along with tips on how to make ordinary creatures and locations truly memorable. This collection features all Homunculus columns to date, plus more than a dozen ALL-NEW ones from the twisted mind of Sir Richard. Within its 160+ pages of essays, lists, and random tables, the homunculus whispers of: Unsettling Moments and Strange Entertainments Pointless Objects and Mangled Monsters Trog-Kin and Troll-Touched Daft Bets and Dismaying Delicacies The Curious Contents of Dungeon Toilets And so much more... Buy it today and get your very own Whispering Homunculus! ENnie-Award Nominated for Best RPG Writing of 2012

  • af Wolfgang Baur
    177,95 kr.

    Fall In, Soldier! Plunder and Glory Await! In Midgard's Seven Cities, war is embraced and celebrated as nowhere else. The armies of its republics march every spring, looking for conquest, plunder, and glory. Warriors come to the cities to take their coin as mercenaries, and many have seized a lord's title. The oracle who keeps a god in chains, the merchant-assassins of Capleon and the minotaurs and centaurs of Valera--the people of the Seven Cities don't dream small! Will you rise in the ranks from foot soldier to legend? Or do you seek something even greater than the dreams of a broken empire? This 33-page collection of materials provides players with a regional overview of the Seven Cities and its border states, plus a wide range of new powers and options for any Pathfinder RPG campaign, including: New archetypes for Fighters, Druids, and Wizards New spells and magic items including Ballista of Force, Librarian's Robe, and Trident of Nethus New sorcerous bloodlines for Hagblooded and Minotaur 50 new traits and 16 new feats including Blood of the Sea, Dark Dreamer, and Swordborn An overview of the region, with its world-famous libraries, corsair fleets, and scheming rulers Pick up the Player's Guide to the Seven Cities today, and get ready to go campaigning!

  • af Marc Radle
    212,95 kr.

    Throughout the land, legends of the Dusk Queen persist. They speak of a sometimes kind, other times cruel, yet always mysterious fey queen who ruled from her Dusk Tower-a tall spire of smooth, dark stone in the heart of a great, shadowy forest. Perhaps the most gripping legends, however, whisper of the Dusk Queen's sudden and mysterious disappearance. "Shadows of the Dusk Queen" is a Pathfinder Roleplaying Game adventure for 8th level like no other!

  • - Pathfinder Roleplaying Game Edition
    af Ben Mcfarland
    342,95 kr.

    Deep Under the Mountain An Adventure for 8th to 12th Level Characters Halls of the Mountain King is an homage to all the great delves, from the Mines of Moria on-with a few new twists. The dwarves of the Rygar canton were a hardworking group, mining ever deeper and pursuing ore into dangerous territory. This dungeon goes from a snowy mountaintop spire down through the great halls and works of a vanished clan, and into the depths of the earth. Rumors of a huge gold strike lured miners and speculators into the mountain, but as winter came, the old mines grew deadly. The passes became snowed in. Airships failed to arrive with supplies. New monsters, a sinister brotherhood, and secrets locked away for centuries all boil to the surface in a series of challenging and original encounters. Halls of the Mountain King is a 160-page adventure that will give your gaming group something to talk about for years to come!

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