"On Christmas Day in 1893, every man, woman, and child in a remote mining town will disappear, belongings forsaken, meals left to freeze in vacant cabins, and not a single bone will be found -- not even the gold that was rumored to have been the pride of this town. One hundred and thirteen years later, two backcountry guides are hired by a leading history professor and his journalist daughter to lead them into the abandoned mining town so they can learn what happened. This has been done once before, but the people who went in did not come out. Joining them are a psychic and a paranormal photographer -- the town is rumored to be haunted. They've come to see a ghost town, but what they are about to discover is that twenty miles from civilization, with a blizzard bearing down upon them, they are not alone, and the past is very much alive"-- Çc Provided by publisher.
"Everyone has wanted their favorite book to be real, if only for a moment. Everyone has wished to meet their favorite characters, if only for a day. But be careful in that wish, for even a history laid in ink can be repaid in flesh and blood, and reality is far deadlier than fiction . . . especially on Addington Isle. Winterset Hollow follows a group of friends to the place that inspired their favorite book--a timeless tale about a tribe of animals preparing for their yearly end-of-summer festival. But after a series of shocking discoveries, they find that much of what the world believes to be fiction is actually fact, and that the truth behind their beloved story is darker and more dangerous than they ever imagined. It's Barley Day. . . and you're invited to the hunt. Winterset Hollow is as thrilling as it is terrifying and as smart as it is surprising. A uniquely original story filled with properly unexpected twists and turns, Winterset Hollow delivers complex, indelible characters and pulse-pounding action as it storms toward an unforgettable climax that will leave you reeling. How do you celebrate Barley Day? You run, friend. You run."--
A legend amongst the people, told to children to get them to bed, told to young mothers as a warning to watch over their young. Some believe it is how the children of the woods grow their numbers, others chalk it up to explanations of plague, and some think the moon calls to the young. If it happened with regularity they could try to stop it; but without apparent reason, sometimes night will fall, the parents will sleep, and the children will walk out of the city into the wyrd and wild. The woods do not care for you. Never forget that. The book contains: Three adventures, Two short stories, Design notes from Charles Fergusson-Avery, Concepts art, sketches, doodles and creator commentary for Into the Wyrd and Wild. --Text från www.sfbok.se
"When Lady Mae turns eighteen, she'll inherit her mother's job as the Butcher: dismembering Settlement Five's guilty residents as payment for their petty crimes. An index finger taken for spreading salacious gossip, a foot for blasphemy, no one is exempt from punishment. But when her mother refuses to harm a child, the Deputies come to the house for retribution. No one is above the law, and Lady Mae watches as they murder her mother. Within twenty-four hours, now alone in the world, Lady Mae begins her new job. But a chance meeting years later puts her face to face with the Deputy that murdered her mother. Now Lady Mae must choose: will she flee, and start another life in the desolate mountains, forever running? Or will she seek vengeance for her mother's death even if it kills her?" -- Back cover.
Eleven-year-old Magdala and her father have been exiled from their home; they flee through the harsh landscape of the American West, searching for refuge. As violence pursues them, they join a handful of survivors on a pilgrimage to the holy city of Las Vegas, where it is said that vigilante saints reside, bright with neon power. Magdala, born with a clubfoot, is going to be healed. But when faced with the strange horrors of the Sonoran Desert, one by one the pilgrims fall victim to a hideous sickness—leaving Magdala to fend for herself. After surviving for seven years on her own, Magdala is tired of waiting for her miracle. Magdala turns her gaze to Las Vegas once more, and this time, nothing will stop her. She recruits an exiled Vegas priest at gunpoint to serve as her guide, and the pair form a fragile alliance as they navigate the darkest and strangest reaches of the desert, on a journey that takes her further from salvation even as she nears the holy city. --Text från omslaget
"This is the Blade Runner Roleplaying Game. It's a neon noir wonderland that will take your breath away, one way or another—an evocative world of conflicts and contrasts that dares to ask the hard questions and investigate the power of empathy, the poison of fear, and the burden of being human during inhumane times. It's an iconic and unforgiving playground of endless possibilities that picks you up, slaps you in the face, and tells you to wake up. Time to live. Or time to die. The official Blade Runner RPG will propel players into the streets of Los Angeles as Blade Runners with unique specialties, personalities…and memories. The core game and its line of expansions will push the boundaries of investigative gameplay in tabletop RPGs, giving players a range of tools to solve an array of cases far beyond retiring Replicants. Beyond the core casework, the RPG will both in setting and mechanics showcase key themes of Blade Runner—action, corporate intrigue, existential character drama, and moral conflict—that challenge player characters to question their friends, empathize with their enemies, and explore the perseverance of hope and humanity." --Baksidestext
Tom och Lea reser med föräldrarna till sommarstugan för att bomma igen inför hösten. Morgonen därpå åker föräldrarna iväg på ett ärende, men kommer inte tillbaka. På andra sidan sjön bor Udo. Tom och Lea har alltid undivikt Udo, men när de till sist står utan mat och mobiltäckning är han deras enda hopp om hjälp. Men vägen till Udos hus visar sig lång och verkligheten är inte vad de tror./Btj.
"Senator William Esquival is in a rush to save his family's life. Fleeing political persecution, William takes his family from the capital and flees to the family stronghold of Rio Rojo, a town known as the birthplace of William's ancestor, a powerful former dictator whose legacy haunts the nation of Antioch. But even as the Esquival family seeks refuge, the country continues to fray around them. As Antioch bleeds, ancient hatreds, secrets, and ghosts pour from its wounds." --Baksidestext
"Dexter meets Secretary in Michael J. Seidlinger's provocative, disturbing literary thriller that reinvents the serial killer genre, exploring the psychology of desire. Claire studies forensic science, Victor is the Gentleman Killer. Subverting expectations, Clair seduces Victor and keeps him in her apartment as her pet, her darkest secret. Beautifully written, provocative to read, Seidlinger delves into Claire's motivations and impetus to present a compelling psychosexual portrait of a woman obsessed with performance, with power, with sex, and with gore."--Förlagstext.
"This is the Blade Runner Roleplaying Game. It's a neon noir wonderland that will take your breath away, one way or another—an evocative world of conflicts and contrasts that dares to ask the hard questions and investigate the power of empathy, the poison of fear, and the burden of being human during inhumane times. It's an iconic and unforgiving playground of endless possibilities that picks you up, slaps you in the face, and tells you to wake up. Time to live. Or time to die. The official Blade Runner RPG will propel players into the streets of Los Angeles as Blade Runners with unique specialties, personalities…and memories. The core game and its line of expansions will push the boundaries of investigative gameplay in tabletop RPGs, giving players a range of tools to solve an array of cases far beyond retiring Replicants. Beyond the core casework, the RPG will both in setting and mechanics showcase key themes of Blade Runner—action, corporate intrigue, existential character drama, and moral conflict—that challenge player characters to question their friends, empathize with their enemies, and explore the perseverance of hope and humanity." --Baksidestext
"An apocalyptic RPG based off of MÖRK BORG. CY_BORG Core Rulebook, A Nano-infested Doomsday RPG about cybernetic misfits and punks raging against the relentless corporate hell. CY_BORG is a complete rules-light, rage-heave tabletop roleplaying game based on and compatible with MÖRK BORG. A world constantly in flux; shifting, distorting, always reborn as something worse. Destruction by catastrophes, the fallout of history's belligerence; by modern man-made miseries or the blook spilled by the reckless machine of capitalist supremacy. Mankind's greatest ability truly is to destroy itself in creative ways. Designer demise, consumer-customized death, endlessly on repeat. Poisonous space rocks, nuclear weapons, cyclical revolutions, warring nations, warring corporations, warring neighbors; pandemics, tsunamis, volcanoes, In Between it all: direct person-machine interfaces, tactical neural implants, and bacteria from outer space hijacking intercellular nanorobotics. And the sky is full of ads." --Sammanfattning från utgivaren
"Bastion is the only city that matters. In its industrial age, it sits as the smoke-shrouded hub of mankind, surrounded by a world of lurking horrors and cosmic interference. The Underground spreads beneath our feet and the stars loom above. You are an Explorer, braving places too far for maps and too old for records. Your expeditions touch the bizarre, wondrous, and horrific. You search for riches, but also Arcana, mysterious devices with unnatural powers. The remastered version of the 2014 TTRPG revisits Industrial Bastionland, giving the original Into the Odd a lavish hardback, full-colour restoration with expanded content." --Text från utgivaren
"Welcome to Tal'Dorei, a fantasy-filled continent brimming with grand tales of heroes and adventure - and eagerly awaiting your own epic stories. Soar on a skyship from the metropolis of Emon to the distant haven of Whitestone, venture into wilderness rife with terrifying monsters and wayward mages, and uncover magic items that range from simple trinkets to the legendary Vestiges of Divergence. The hit series "Critical Role" first explored this continent through the epic adventures of Vox Machina. Now the world moves on in their wake. This campaign setting is newly revised and expanded to cover the exciting conclusion of the Vox Machina campaign and the characters' lives in the years following. Let your footsteps, too, shape the fate of Tal'Dorei and perhaps the wider world of Exandria. This definitive, art-filled tome is revised and expanded, containing everything you need to unlock the rich campaign setting of Tal'Dorei and make it your own: - A guide to each major region, with story hooks to fuel your campaign - Expanded character options, including 9 subclasses and 5 backgrounds - Magic items such as the Vestiges of Divergence, legendary artifacts that grow in power with their wielders - Dozens of creatures, including many featured in the "Critical Role" campaigns - New lore and updated stat blocks for each member of Vox Machina The adventure begins. Where will you take it?"--
"Root: The Tabletop Roleplaying Game is a game of woodland creatures fighting for money, justice, and freedom from powers far greater than them. Based on the Root: A Game of Woodland Might & Right board game and officially licensed by Leder Games, Root: The TTRPG brings the tales of the Woodland to your RPG table! In Root, you play vagabonds, outcasts from the normal society of the woodlands who have come to live in the spaces between, whether that's in the forests themselves or on the fringes of society. You are competent and skilled-you have to be to survive as vagabonds-and you aren't tied down to any particular place or faction. You might be a badger arbiter, serving many sides in resolving conflicts and defending their interests. You might be a cat scoundrel, sliding on your mask before you sneak out into the darkness to cause mischief and mayhem. You might be a wolf ranger, at home in the wilds and the untamed places of the woodland. Root is based on the Powered by the Apocalypse system used by tabletop RPGs like Apocalypse World, Dungeon World, and many of Magpie Games's own games like Masks: A New Generation, Urban Shadows, and Zombie World. It uses the core framework of that system and provides a strong, simple way to tell your own stories of adventure in the woodland. You'll create a character using one of several vagabond archetypes, and then you'll take action, rolling two six-sided dice to resolve the outcomes of desperate situations." --Text från förlaget
Beyond the reach of roads, past the scope of mortals there is a darkened place. A shadowed tree-line where no-one dares cross and whose boundaries go undisturbed. This is not the woods of peaceful fey and beast, but the dark and twisted children's tale that kept you full of terror. It is a world of fear, madness, and bloodshed; ruled over by the uncaring watch of ancient trees. There is no bargaining with the primal forces that rule the uncivilized world, as you have nothing they could ever want. The woods do not care for you. Never forget that. Into the Wyrd and Wild is a supplemental book for those seeking to incorporate a weird and terrifying wilderness into their role-playing game. Players and GMs who enjoy a level of horror and prefer the sweeping, darkened landscapes of forest and mires to the well-trodden cobblestone of dungeons need look no further when it comes to books. Presented within the book is a light overhaul of the adventuring system, modified to fit better with a campaign centered around forays into the frightening wilderness. --Baksidestext
"Herne the hunter, mischief-maker, spirit of the forest, leader of the wild hunt, hurtles through the centuries pursued by his creator. A shapeshifter, Herne dons many guises as he slips and ripples through time - at candlelit Twelfth Night revels, at the spectacular burning of the Crystal Palace, at an acid-laced Sixties party. Wherever he goes, transgression, debauch and enchantment always follow in his wake. But as the forest is increasingly encroached upon by urban sprawl and gentrification, and the world slides into crisis, Herne must find a way to survive - or exact his revenge. With its intoxicating, chameleonic voice and boundless imagination, Mischief Acts is British folklore as you've never read it before: dangerous, sexy, troubling, daring, savage, an exhilarating race through time and space, weaving together the ancient and the contemporary."--Publisher description.
Ghosts are converging on the cursed Mount Tonglu for a massive battle royale, the sole survivor of which may become a Ghost King, a being of unimaginable power. Xie Lian is sent to secretly infiltrate and try to prevent this--by destroying any ghosts strong enough to stand a chance. His heavenly powers are weakened near the cursed mountain, but he has one trump card on his side--Hua Cheng, who has survived Mount Tonglu before. As they struggle against murderous ghosts and the mountain's strange defenses, Hua Cheng's knowledge of the area may prove invaluable. But can they even begin to unravel the cursed peak's secrets?--baksidestext
"Showcasing the grim and chilling artwork behind the fan-favorite game, Dark Souls: Design Works features key visuals, concept art, character & monster designs, rough sketches, and an exclusive interview with the game's creators."--baksidestext.
An exciting and accessible study of the genre of fantasy.One of the dominant modes of storytelling in the twenty-first century, fantasy can mirror contemporary experiences and convey our anxieties and longings better than any representation of the merely real. It is the lie that speaks truth. This book addresses two central questions about fantastic storytelling: first, how can it be meaningful if it doesn't claim to represent things as they are, and second, what kind of change can it make in the world? How can a form of storytelling that altersphysical laws and denies facts about the past be at the same time a source of insight into human nature and the workings of the world? What kind of social, political, cultural, intellectual work does fantasy perform in the world--the world of the reader, that is, not that of the characters? Focusing on various aspects of fantastic world-building and story creation in classic and contemporary fantasy, from the use of symbolic structures to the way new stories incorporate bits of significance from earlier texts, this book shows how fantasy allows writers such as Michael Cunningham, Hans Christian Anderson, Helene Wecker, C. S. Lewis, Ursula K. Le Guin, Nnedi Okorafor, Nalo Hopkinson, George MacDonald, Aliette deBodard, and Patricia Wrightson to test new modes of understanding andinteraction and thus to rethink political institutions, social practices, and models of reality.
An essential reference guide for RuneQuest players, Weapons & Equipment showcases Gloranthan culture and life, describing the items and services adventurers use everyday, exceptional and magic items, as well as how they can sell their hard-won treasure.
I den här boken hittar du fyra rysliga mysterier till Nordiska väsen - rollspelet. Spela dem som en sammanhängande kampanj under ett år, ett äventyr för varje årstid, eller använd dem där det passar i din pågående kampanj.
"Celebrate the King of Horror's 75th birthday with Stephen King: The Ultimate Companion, which explores the connections between Stephen King's life and his body of work"--