Saturday, January 27, 2018

New releases from Cubicle 7!

Order by Date: February 15, 2018
Release Date: March 2018
 

Package Qty: Single / The Lone Wolf Adventure Game: Sommerlund

$39.99 SRP

The Realm of Sommerlund! Home of the Kai Order, the great city of Holmgard and so much more!

In this exhaustive setting guide for The Lone Wolf Adventure Game you’ll find a detailed history of this most essential region of the Lone Wolf world. You’ll discover detailed city maps for seven of Sommerlund’s greatest cities, with hundreds of locations to explore. Beyond the cities, you’ll find detailed gazetteers for the provinces that make up the home of the proud Sommlending people.

With additional details on the Sommlending army and navy, the royal family, Kai monasteries, the Brotherhood of the Crystal Star, Druids and Darklords, the calendar of Sommerlund and much, much more, this book contains the most complete and up-to-date body of information about Sommerlund, the heart of Joe Dever’s incredible Lone Wolf setting, ever published!

Get ready for the greatest adventure of your life. For Sommerlund and the Kai!

208 pages, full colour, hardcover
Written by Joe Dever, Vincent Lazzari (Scriptarium), August Hahn & Darren Pearce
Illustrated by Sam Manley, Scott Purdy, Jon Hodgson and Francesco Mattioli


CB72215
Package Qty: Single / Lone Wolf Adventures: Terror of the Darklords

$34.99 SRP

Welcome to Terror of the Darklords - the first campaign for the Lone Wolf Adventure Game!


Terror of the Darklords is designed to take Players through a series of interconnected adventures in which they will uncover a nefarious plan to crush Sommerlund. With teamwork, a little luck, and a great deal of stealth and cunning, all of the participating Kai might just survive to reach the climactic ending and become fully fledged Kai Masters.


The campaign is comprised of five separate but sequential adventures, each one a mission in its own right.


Adventure 1 – Something Wicked This Way Comes

The first indications of a possible invasion of Sommerlund are realised. The Kai must choose between a doomed rescue attempt or risking their lives to save a village of innocent woodsmen from destruction.

Adventure 2 – Treachery in Toran

Sent to track down a traitor, the party must pursue their kidnapped Kai Master across the reaches of Northern Sommerlund. Along the way they uncover a trail of evil...

Adventure 3 – Confrontation in Cloeasia

The Kai must pursue the agents of evil from Toran to the town of Kadan. Their overland route is beset with peril, challenges that threaten to end both their desperate race and their lives.

Adventure 4 – A Situation in V’Ka

Following hot on its heels, the Kai Lords track their quarry to V’Ka, the swamp fortress of the Gourgaz. Here an army of Swamp Giaks is being mustered in preparation for the invasion of Sommerlund!

Adventure 5 – Restless Ghosts of Maaken

The Kai arrive at the ruined city of Maaken, on the edge of the forbidding Maakengorge. They must overcome a deadly test and make the ultimate sacrifice. Only then can the evil plan of their foul enemies be thwarted, Vashna returned to his grave, and Sommerlund saved from devastation!

Only the bravest and truest of heart can hope to triumph over evil. Get ready for the greatest campaign of your lives.

For Sommerlund and the Kai!

Written by Joe Dever, August Hahn, Vincent Lazzari, Pete Nash, Ken Spencer,  

Illustrated by Sam Manley and Scott Purdy


Hard cover, full colour, 144 pages


CB72304
Adventures in Middle Earth: Mirkwood Campaign

$39.99 SRP

The Mirkwood Campaign is a complete campaign framework for Adventures in Middle-earth, set in and around Mirkwood, played out over the course of three decades.

It allows your customers to tell your own phenomenally epic saga, following their heroes in their quest as the tale of years unfolds before them.

This guide includes enough adventure material to keep your customers playing for months or even years, and includes new rules that give their heroes a real stake in what happens to the world around them.

Rules for Holdings allow them to carve out their own corner of Middle-earth, whilst new options for the Fellowship Phase and new Undertakings allow them to chart their own path through the years. Additional optional rules allow their Player-heroes to weave their backgrounds into Journey Events.

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