0
Varukorg
Numenera The Devil's Spine

Numenera The Devil's Spine

240 SEK/st200 SEK/st
Lägsta pris de senaste 30 dagarna240 SEK/st
Läs mer...

Leverans: Finns i lager.

  • Max fraktkostnad är 50kr och handlar du för 1500kr så är frakten fri.
  • Helt säker e-handel, du kan betala med Swish, Kort, Banköverföring och även PayPal och Payson.
  • Om du undrar över något så tveka inte att höra av dig till oss så återkommer vi så fort vi kan.

Beskrivning

Art.nr: MCG003

When we ran the Kickstarter, we announced three short adventures as individual stretch goals. After some consideration, we have decided that the three 32-page adventures are going to be combined into one 96-page book. We can do a lot to make the product better in that format. (To make sure everyone gets at least what they paid for, every Kickstarter supporter who ordered even one of the adventures will get the adventure book. That means that they will effectively get ALL THREE adventures.) The collected adventure book will be called The Devil’s Spine. The current plan is that this product will ship both electronically and physically in the late fall, tentatively scheduled for October.

The three adventures in The Devil’s Spine will be linked, but easily played alone. They take PCs all over the Ninth World (and beyond…but that would be telling), and get them involved in all kinds of strange, cool, and hopefully mind-bending experiences. While the corebook adventures set the stage for what a Numenera scenario might involve, The Devil’s Spine will stretch the boundaries in different ways.

Because I know that beginning GMs have the adventures in the corebook, particularly the first, highly detailed, introductory one, I know I don’t have to hold their hands too much, so to speak, with The Devil’s Spine adventures. I know that the GMs running these adventures will likely have some experience under their belts. Thus, these adventures will be provided with a sort of “mid-range” setting on our “microscope.” They will, however, also include seeds and other ideas for GMs who want to expand and create their own material. The idea is to make them useful to all different kinds of GMs.

While we’ll be doing all kinds of different products in our line, I’m proud that the first one out of the gate will be an adventure. It will likely be one of the most important products of all of them. Hopefully, we’ll get the chance to do even more down the line, but that’s really up to you.

MORE ABOUT THE DEVIL’S SPINE
The Devil’s Spine wraps three distinct adventures in a thrilling, hard-driving frame story—run them (in any order) as a mini-campaign, or ignore the frame story and use them as standalone adventures. They give gaming groups a taste of the fantastic Numenera setting and showcase the narrative structure of the game and its evocative world.

The terrifying Devil’s Spine graft will claim a life, and the clock is ticking. Removing it will send the characters to the depths of the Mechanized Tomb, into a web of Viral Transmissions, and ultimately off the corebook map and into uncharted territory when they go Beyond the Maelstrom.

In addition to introducing new territories not covered in the Numenera corebook, The Devil’s Spine also offers new creatures, characters, and items to add to any campaign.

96 pages, Softcover.