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Great Rift Adventures 1-5 (ONLINE ORDER ONLY)
Great Rift Adventures 1-5 (ONLINE ORDER ONLY)
Regular Price $49.99$49.99Product Type : Supplement
Hurry! Only1units left in stock!
This Item is Availible Online OnlyPrice & Availability will vary by locationItem LocationWarehouseAverage Processing Time24-72 HoursNo In store pickupOnline Order only
Deep in the Great Rift lie ancient mysteries, strange alien races and human cultures who have not seen offworld contact in centuries. Great Rift Adventures 1–5 provides a set of adventures that can be inserted into any ongoing campaign set in this region of the Charted Space universe, while showcasing the Great Rift and some of the worlds within.
Islands in the Rift: The Travellers are sent to Amondiage in the Old Islands subsector to pick up a starship. Their mission is to take it to Zuflucht for transfer into Imperial space ‘behind the claw’ in Deneb or the Trojan Reach. However, the task is not simple; the ship is not sitting on a berthing pad at Amondiage – it is in fact on an entirely different world and not in a flyable condition...
Deepnight Endeavour: The Travellers board a derelict exploration vessel to locate fuel. With no way to get home, they discover there are survivors, and that the ship has taken aboard a malevolent entity seeking to reach an inhabited planet. The Travellers might simply try to escape or they could attempt to destroy the entity, but they will face opposition from the original crew as well as the entity itself.
Flatlined: The Travellers wake up from cold sleep after nearly flatlining, and find themselves in a sinking ship on an unknown world. They must escape their predicament, make their way to safety and hopefully find their way off the forlorn planet.
The Lost Garden: The Travellers visit Garden, an out-of-the way world that was once the homeworld of the Salika. The Travellers will have to delve into an ancient research facility to find the artefact their patron seeks and try not to bring the entire compound crumbling down upon themselves in the process.
The Undying: The Travellers journey to Rraerrgdzakaek in the Great Rift, and into the arms of a Vargr doomsday cult who are hellbent on not letting them leave the world. The Travellers will need to work out a way to get off the world alive, avoiding the dangerous wildlife and the roving groups of cultists.
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Anime Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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'Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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'Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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'Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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'Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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