Eldritch Horror: Under the Pyramids, Star Wars: X-Wing TIE/FO Fighter and T-70 X-Wing, Star Wars: Force and Destiny-Keeping the Peace and The Lord of the Rings: The Card Game-The Dread Realm

Eldritch Horror: Under the Pyramids I saw the horror and unwholesome antiquity of Egypt, and the grisly alliance it has always had with the tombs and temples of the dead. I saw phantom processions of priests with the heads of bulls, falcons, cats, and ibises; phantom processions marching interminably through subterraneous labyrinths and offering unnamable sacrifices to indescribable gods… And behind it all I saw the ineffable malignity of primordial necromancy, black and amorphous, and fumbling greedily after me in the darkness…
   –H.P. Lovecraft and Harry Houdini, Under the Pyramids

Under the Pyramids, a side board expansion for the cooperative Lovecraftian board game, Eldritch Horror.

In the chaotic streets of Cairo, saddled camels stand in front of parked roadsters. Arab merchants are bartering with British officers and Hungarian archaeologists, while Bedouins find refreshment at cafes after spending months wandering in the Sahara. Just outside the city limits flows the wide, shimmering Nile River and only twenty miles away, the Great Sphinx patiently guards a famous trio of Old Kingdom pyramids. And only a few hundred feet from the entrance to the Cairo bazaar, a group of black-robed Cultists chants solemnly in a mysterious and archaic language, summoning back to life the cruelest Pharaoh of all time.

Under the Pyramids invites you to discover Egypt’s secrets as you battle against the Dark Pharoah’s return. A new side board opens up six Egyptian locations, from bustling cities to legendary archaeological sites. Six preludes introduce challenging new horrors, including a lethal, unnatural epidemic and the ghostly return of a fallen investigator. Eight more investigators enter the international fight against evil, armed with mysterious Relics and powerful Glamour Spells that can actually alter fate . You’ll need a strong and well-equipped team to take on the terrible Ancient Ones who have slept silently for millennia in Egypt’s sands, but now threaten to awake.

Ancient Kingdom, Modern Conflicts

Everywhere in Egypt ancient and modern come together. Military speed boats dart back and forth over the massive stone ruins of the Alexandria lighthouse. Academics and tourists toting cigarettes and cameras throng around the pharaoh Akhenaten’s sandstone palace at Tel El-Amarna by the Nile. As the midday calls to prayer ring out over Cairo, Egyptian separatists clash with Imperial officers and bureaucrats feud over rightful ownership of the Rosetta Stone.  Amidst all this, you and your fellow investigators are undertaking a secretive struggle against the Ancient Ones.

You may see the face of a cat goddess  in the stars or foresee your own death in the misshapen shadow of the Bent Pyramid. Your search for clues will lead you down the length of the Nile to the Sudanese border and from the shores of the Mediterranean deep into the drifting Saharan sands. You may also discover that your friend Erich Weiss has been framed in the theft of a priceless pharaonic amulet. The Museum Heist Adventures launch you on a chase across Egypt to catch the actual thief, retrieve the amulet, and clear Mr. Weiss’s name.

Nomads and Scholars

Since long before the historical era, nomads have roamed across Egypt’s deserts, stopping at secret oases on the way to trade in Cairo or rest on the banks of the Nile. All eight investigators of Under the Pyramids are also nomads, each for their own individual reasons. Hank Samson, for instance, left his family farm in Texas in search of his long-lost father. Sister Mary found her calling in eradicating demonic presences throughout Africa.

Many of the new investigators are scholars as well. Mandy Thompson and Dr. Harvey Walters have traveled to Egypt to do first-hand research into psychic abnormalities and arcane texts. The archeologist Monterey Jack particularly unites research and restlessness. As a child he traveled the world alongside his father – but recently the aging man was found murdered. Jack has now undertaken a new investigation, seeking information about his father’s death in the ruins of ancient Egyptian temples and the labyrinthine Cairo streets. He carries with him a Treasure Map given to him by his father and has an uncanny ability to spot valuable Relics like Canopic Jars in the least likely places.

The Dark Pharoah’s Return

The mysteries surrounding the Dark Pharaoh may prove inscrutable even to an Egpytologist like Monterey Jack or a linguistic scholar like Mandy Thompson. Little is known about the ancient king known as Nephren-ka. He was a mighty sorcerer who worshipped Nyarlathotep and a bloodthirsty tyrant who enslaved thousands and sacrificed countless innocent people to his evil god. Some Egyptologists believe that his rule ended the Third Dynasty of the Old Kingdom; others say he lived during the Twentieth Dynasty. Some say he was buried beneath the Bent Pyramid and covered the walls of his tomb with prophecies; some say he was actually a flesh-and-blood avatar of Nyarlathotep and his remains vanished. His true believers say that his return is imminent. All the evidence that you can find supports their claim.

To keep the Dark Pharoah from enslaving Egypt once more, you and your fellow investigators will have to solve three mysteries. You may have to banish a tempestuous and lethal Black Wind from the Nile Delta, or even fight the reawakened Great Sphinx of Giza. Nephren-ka’s history itself is a mystery much harder to solve than it may sound. After he was deposed in a democratic uprising and buried alive, the Egyptian people erased virtually all sculptural, pictorial, and hieroglyphic records about the Dark Pharaoh, striking him from recorded history . Such was their desire to purge his terrible and bloody reign from their memories.

The Horrors of the Gift of the Nile

In these times of deceptive international calm, archeologists and explorers from across the world are pouring into Egypt, scouring her temples, tombs, and pyramids for artifacts and mystical knowledge. Your search, however, is vastly more important than all their scholarly excavations, for yours alone can save humanity. The harsh Egyptian climate will challenge your strength, the hieroglpyhic inscriptions will challenge your knowledge of lore, and the chaos of urban bazaars will test your powers of observation. You’ll need lots of influence to navigate the local and Imperial bureaucracies and a streadfast will to gaze upon the Egypt’s ancient horrors. Only by facing these challenges and solving the mysteries of this truly ancient civlization can you safeguard the future of humanity.

Under the Pyramids is available now at The Wandering Dragon!

 

Star Wars: X-Wing T-70 X-wing Expansion Pack and TIE/fo Fighter Expansion Pack

 

Build up your Resistance and First Order squadrons with the T-70 X-wing Expansion Pack and TIE/fo Fighter Expansion Pack now at The Wandering Dragon!

The Resistance’s T-70 X-wing and the First Order’s TIE/fo fighter just recently debuted in The Force Awakens Core Set, and they’re already flying missions, shooting down enemy fighters, and making their mark on the game. With their new stat lines, tech upgrade slots, and talented aces, these starfighters are rapidly helping to decide the fate of the galaxy, even before The Force Awakens arrives in theaters!

Soon, you’ll be able to add more of these ships to your fleet. We are proud to announce that the T-70 X-wing Expansion Pack and TIE/fo Fighter Expansion Pack are being added to the game’s eighth wave of starship expansions!

 

Like the other expansions in Wave VIII, the T-70 X-wing Expansion Pack and TIE/fo Fighter Expansion Pack introduce pre-painted miniature starfighters, faithfully sculpted at the game’s standard 1/270 scale, along with an assortment of new ship cards, upgrade cards, a maneuver dial, and all the tokens you need to fly your ships into battle.

T-70 X-wing Expansion Pack

Resistance pilots commonly find themselves outnumbered by the First Order. Accordingly, they know that in order to win their engagements – even just to survive – they’ll need to push themselves and their ships to the limits.

In addition to one detailed T-70 X-wing miniature, the T-70 X-wing Expansion Pack comes with five upgrades and four ship cards, including two unique aces, to help push your Resistance forces to victory.

You’ll find an Astromech droid and an X-wing only modification that play to the X-wing’s strengths, and you’ll find a new elite pilot talent, Cool Hand , to help you emerge unscathed from your moments of weakness.

Most importantly, the T-70 X-wing Expansion Pack allows you to field another Resistance X-wing in battle, and that helps you even the odds, especially when that X-wing is flown by a pilot as talented as “Red Ace.”

“Red Ace” possesses an uncanny ability to shrug off incoming fire. The first time he removes a shield token each round, he gains an evade token, making him a hard target for pairs of TIEs to pin down. Combined with the Integrated Astromech modification and the Classic Core Set’s R2-D2 upgrade, “Red Ace” can easily help you turn the tables against the forces of the First Order.

TIE/fo Fighter Expansion Pack

An extremely nimble starfighter, the First Order’s mass-produced TIE/fo offers a unique blend of durability, maneuverability, and advanced tech that its best pilots quickly learn to use to their advantage in combat.

You’ll find one of these ships available in the TIE/fo Fighter Expansion Pack as a carefully detailed and pre-painted miniature, along with six ship cards and two upgrades that allow your First Order pilots to employ cunning new tactics in battle.

Two of the expansion’s three unique aces feature the elite pilot talent slot, and that means they can equip the new Juke upgrade. For two squad points, this elite pilot talent enters X-Wing as one of a very limited number of cards that allow the attacker to modify the defender’s dice results.

“When attacking, if you have an evade token, you may change 1 of the defender’s  results to a  result.”

The drawback, of course, is that you have to hold an unspent evade token, and the rules state that you clear all of your ships’ evade tokens at the end of each round. Here, the TIE/fo fighter’s new tech upgrade, Comm Relay , offers a solution. For three squad points, this upgrade allows you to store a single evade token that you don’t need to remove at the end of the round. Thus, you can perform an evade action in the game’s first round as you close on your opponent’s Resistance forces, and save it to fuel your Juke.

What’s more, if your pilot fires early enough in combat, you can still use that evade token to save his ship from damage after he takes his shot. Accordingly, you’ll find there are few better at juking their opponents than “Omega Leader,” one of the expansion’s three unique aces, whose pilot skill value of eight ensures he almost always fires near the top of combat.

X-Wing Past and Present

Explore Bigger Battles in the Star Wars Galaxy, Past and Present

There are more ships in X-Wing than just those of the Resistance and First Order.

  • You can pair your Resistance starships with those of the Rebel Alliance
  • You can command your First Order pilots and starfighters into battle alongside the ships and pilots of the Galactic Empire.
  • The galaxy’s Scum and Villainy include a notorious blend of pirates, mercenaries, and bounty hunters.

When you build a squad, you choose one of these three groups and can use any of its ships, pilots, and upgrades.

With their new starfighters, pilots, and upgrades, the T-70 X-wing Expansion Pack and TIE/fo Fighter Expansion Pack will soon add new intensity to the battles already raging between the forces of the Resistance and the First Order.

As part of X-Wing Wave VIII, they will also expand and intensify all your X-Wing battles, including those fought between the forces of the Rebel Alliance, the Galactic Empire, and the galaxy’s Scum and Villainy.

The Force Awakens Core Set introduces rules for playing with your Resistance and First Order forces alongside the game’s three existing factions, and that means you can look forward to giving Luke Skywalker an Integrated Astromech, flying your swarm of TIE/fo fighters alongside “Howlrunner,” and shutting down focus tokens with Carnor Jax , only to Juke your opponents.

The Star Wars galaxy is a vast and wondrous place, and your X-Wing expansion packs afford you tremendous freedom to explore its space battles, past and present!

Star Wars: Force and Destiny Keeping the Faith

“For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times, before the Empire.”
   –Obi-Wan Kenobi

Keeping the Peace, a sourcebook for Guardians and the first career supplement for the Star Wars: Force and Destiny roleplaying game is now available at The Wandering Dragon!

Guardians live to protect, whether that means enforcing justice, shielding others in battle, or fighting oppression through political means. They put the needs of others ahead of their own. They ask questions first and strike after – but only if violence is absolutely necessary. Keeping the Peace offers Guardian characters everything they need to live up to their noble ideals and make a positive difference on countless worlds, including new Guardian specializations, playable species, weapons, and starships to convey them throughout the Star Wars galaxy.

Lead and Fight

To establish a benificent order, you sometimes have to engage in the brutalities of war. If you take up the new Warleader specialization introduced in Keeping the Peace, you can use your foresight, tactical acumen, and lightsaber to win necessary battles with minimal bloodshed. Warleaders gain Leadership, Perception, Ranged (light), and Survival in addition to the core Guardian skills, so that they can see the enemy’s approach, command their own troops, take up arms, and keep fighting in the worst of circumstances. Warleaders also have access to Force talents including Forewarning, which boosts the defense of your allies, and Prescient Shot, which gives you an advantage in using weapons like blasters and thermal detonators.

Craft and Create

Whether you’re fighting wars or fighting crime in a shadowport’s streets, you’ll need to protect yourself in order to protect others. That might mean investing in some armor, such as Jedi battle armor or Jedi temple armor, made for Jedi Guardians in the days before the Empire. You’ll have to get the armor refitted to you, but once you put it on you’ll be much harder to wound.

You could also take up the new Armorer specialization and make your own armor. Armorers aren’t just talented craftspeople. They can wield their lightsabers with deadly precision and retrofit materials with their bare hands even in the middle of battle. Guardian Armorers also possess a tool that other Mechanics and Technicians lack – the Force. It allows them to succeed in Mechanics checks without proper repair equipment, easily comprehend foreign technology, and even imbue an item that they make with the Force, granting that item qualities far beyond those that can be produced through mere physical manufacturing. In order to allow Armorers to use these incredible talents to their full extent, Keeping the Peace introduces guidelines for making armor, from designing the piece and selecting the materials to the exacting crafting process itself.

Protect and Defend

While Warleaders and Armorers occupy the front lines in a battle, Guardians of the Warden specialization prefer to identify and subdue enemies before they make the move to attack. Wardens are adept, disciplined hand-to-hand fighters, but even better at convincing potential attackers not to fight at all. They know the underworld inside and out, and their talents allow Wardens to intimidate adversaries and prevent them from getting away, or launch into scathing verbal tirades that cause evil-doers to suffer strain as they are forced to hear their own cruel deeds cataloged. Yet a Warden’s use of coercion may conflict with his sense of justice. The empowering practice of intimidating or threatening an opponent can corrupt a Warden’s sense of right and wrong, drawing him towards the dark side he originally set out to fight against.

Because physical might has no bearing on your ability to do what’s right, three playable species of widely varying size are introduced in Keeping the Peace. Lanniks are small, fiery warriors from the mid rim, masters of using their short stature to gain the advantage against a much larger opponent. The horned, large-handed Iktochi are comparable to humans, Zabrak, and Twi’leks in size. This species is uniquely gifted with an innate ability to see flashes of the future. Whiphids loom over other sentients, standing an average of two meters tall. Having evolved in a cold climate where survival is impossible outside of the group, Whiphids are stout, hairy creatures with a straightforward language who tend to avoid conflict. They also tend to live a very long time – over two hundred years – and the wisdom gained over such a long lifetime augments their desire to establish peace and promote justice whenever possible.

No matter what specialization or species you choose, Keeping the Peace offers you two Guardian Signature Abilities and a new Force Power that characters within any Career can acquire. The Suppress Power will particularly interest Guardians because it enables them to shield themselves and others from Force-based attacks, ensuring safety in the presence of sentients wielding the dark side.

Become a Hero

Once you’ve developed your Guardian character, or perhaps diverse group of Guardians, it is time to turn your attention to the heroic journey ahead. Keeping the Peace therefore concludies with extensive suggestions for Game Masters on how to create adventures and campaigns suited for Guardians, from archetypal quests of self-discovery or monster-slaying to military adventures in which characters must lead villagers in a battle for independence and survival, with all the odds against them.

When the Jedi Order fell, innumerable worlds lost their peacekeepers, protectors, leaders, and defenders. Under the gaze of Imperial officers local conflicts are exploding. Small-time crooks are becoming criminal bosses. Pirates, slavers, corrupt politicians, and all manner of villains thrive. With Keeping the Peace, you have the opportunity to establish a just and compassionate order amid this chaos. Now is your chance to become a hero.

Keeping the Peace is now available at The Wandering Dragon!

 

The Lord of the Rings: The Card Game-The Dread Realm

“It was at the beginning of the reign of Malvegil of Arthedain that evil came to Arnor. For at that time the realm of Angmar arose in the North beyond the Ettenmoors. Its lands lay on both sides of the Mountains, and there were gathered many evil men, and Orcs, and other fell creatures.”
     –J.R.R. Tolkien, “The North-kingdom and the Dúnedain”

The Dread Realm, the climactic conclusion to the Angmar Awakened cycle of Adventure Packs for The Lord of the Rings: The Card Game is now available at The Wandering Dragon!

For months, several of Middle-earth’s greatest heroes have traveled with the Rangers of the North and fought alongside them in the hopes that they might safeguard the realm against a new and massing threat. Now, their adventures have led them to the fortress of Carn Dûm, the very source of the North kingdom’s greatest evils. There, accompanied by a small army of Elves and the few remaining Dúnedain, they have fought through the outer guard and their captain, earning passage into the darkened hallways that lie ahead of them, but those hallways are eerily quiet, cold, and lonely in comparison to the battle raging outside…

In the new scenario from The Dread Realm, your heroes must make their final push through the halls of Carn Dûm to prevent an ancient evil from returning to the world, but the halls that initially appear so cold and empty are full of terrible sorcery and other evils. The dead don’t lie quiet in Angmar, and you’ll need to battle past wraiths, witches, and possibly even those members of your fellowship who fall in battle only to be reanimated by the dark magic that pervades the fortress and its catacombs.

Additionally, The Dream Realm introduces a new Spirit hero and three copies each of twenty-seven player cards (three copies each of nine different cards), many of which cap the cycle’s final exploration of its new Dúnedain and Noldor themes. You’ll find a new Dúnedain ally for the Tactics spheres, a Leadership Weapon that enriches the armies of Gondor or the Dúnedain, and a Spirit Song that recalls the lay of Beren and Lúthien to encourage stronger alliances between the region’s Dúnedain and Noldor. Finally, The Dread Realm introduces a neutral attachment that allows you to profoundly alter the composition of your fellowship.

Reanimated Dead

There’s no peace for your heroes in Carn Dûm, not even in death. Throughout The Dread Realm, your fallen allies, and even the cards from the top of your deck, may turn against you. At the cold, dead heart of this scenario are the sorcerous rules for Reanimated Dead .

Whenever a card is reanimated, it becomes an Undead enemy with two Threat Strength, two Attack Strength, two Defense Strength, and two Hit Points. Of course, there are myriad ways for your characters to become Reanimated Dead throughout The Dread Realm, and any card that is reanimated is immediately brought into play facedown in front of you as though it had engaged you from the staging area.

Because the foul sorcery within Carn Dûm constantly threatens to turn your own strength against you, it adds even more menace to such enemies as the Dwimmerlaik (The Dread Realm, 155) and an extra sting to the possibility that one of your allies could be overwhelmed by some dark spirit’s Possession (The Dread Realm, 162).

The result is that your mission takes on an increased urgency. Your enemies won’t stay dead forever. The allies who were helping you may very well turn against you, meaning even their most heroic sacrifices are in vain. All the time, the hour of midwinter approaches, and you can hear more and more clearly the tortured cries of the fell keep’s unlucky captives as the sorcerous ritual you’ve set out to stop draws ever nearer its completion.

Sword-thain

As you navigate the new scenario from The Dread Realm, you may find yourself surrounded by Undead on all sides, threatened by lurching figures that were once the very allies who fought beside you, and you may find yourself wishing you weren’t limited to a party of just three heroes. Well, wishes sometimes come true, and The Dread Realm introduces Sword-thain (The Dread Realm, 149), a unique neutral attachment that allows you to cheat the usual cap on the number of heroes in your fellowship.

For four resources, the Sword-thain Title attaches to any unique ally belonging to one of the four spheres of influence and transforms that ally into a hero. This is a potent effect, and one that quickly pays for itself. After all, your newly converted hero will generate one extra resource for you each turn, and you may even be able to use the hero’s promotion as a means of balancing out your resources, even permitting you to play Thicket of Spears (Core Set, 36) or Shadows Give Way (The Antlered Crown, 143) in a deck that starts with just two heroes of the appropriate sphere.

Of course, there’s a lot more to each of your heroes than the resources they generate. Most of the game’s attachments work only on heroes, and you need heroes you can afford to exhaust in order to play such powerful events as Peace, and Thought (Shadow and Flame, 135). Moreover, you can quickly add strength to a number of strategies by promoting an ally to hero status.

  • Merry (The Black Riders, 3) and Pippin (The Black Riders, 4) become more effective as soon as you promote another Hobbit to hero status, such as Bilbo Baggins (The Road Darkens, 6) or Farmer Maggot (The Black Riders, 8).
  • Promoting another Tactics ally to hero status enhances the boost to Willpower that you gain from Théoden (The Morgul Vale, 134).
  • Recruiting a fourth hero to a mono-faction deck would allow you to play Tome of Atanator (The Blood of Gondor, 109), or any of the other three unique Record attachments from the Against the Shadow cycle, for free.
  • You could add Sword-thain in a deck with Caldara (The Blood of Gondor, 107) and a small army of Spirit allies to ensure maximum impact from each use of Caldara’s ability. Just remember to include Fortune or Fate (Core Set, 54)!

All told, there are a great number of ways that you can take advantage of Sword-thain, and as you send your heroes into the depths of Carn Dûm’s darkest catacombs, you would do well to explore them.

Can You Save the North?

The halls of Carn Dûm are filled with evil spirits and foul sorcery, and it will take all your strength to survive them. Even should you survive them, will you arrive too late to stop the midwinter ritual? Can you save the North? Nothing is certain within the catacombs of Carn Dûm… not even death.

The Dread Realm brings the Angmar Awakened cycle to its climactic conclusion now at The Wandering Dragon!

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