Magic in the Sixth World is not about complex incantations
In High and Dry the Travellers are given a ship in which they can explore the galaxy for the rest of the campaign – the only catch is that they have to find it first
Contents:1 Treasure Trunk with Built-in Divider7 Card Dividers5 Plastic Game Trays (2 compartments each) This is not a stand-alone game
The guidance in this book means that you can apply the Pulp Cthulhu rules to any setting and time period
you’ll want to split up into two mixed teams
LIGHTHOUSE AT END OF THE WORLD Warhammer Age of Sigmar Soulbound Magic in the Sixth WorldTend the light. Fend off the dead. In all things, persist. You play a lighthouse keeper at the furthest reaches of civilization. Your tormentors are numerous: the crushing solitude, the chaotic weather, the penal colony nearby, and a legion of unquiet dead conspire to erode your sanity until one of them claims you. You may well die. But you will not go quietly. With a die, a tower, a deck of cards and a handful of coins, you will reveal why you came