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Kalypso
Arkham Horror: The Card Game – Children of Blood Small Campaign Expansion
Sun sets on the city of Arkham. Citizens hurry home in the growing twilight, eager to find
safety behind locked doors. Arkham has always played host to strange occurrences, but this
time, something is different. The police respond to reports of disturbances, finding spilled blood
and torn clothes but no sign of the culprits or victims. As reports pile up with each passing
week, one thing is abundantly clear: something is stalking the streets after nightfall. Something
dangerous.
Welcome to Children of Blood, a tale of danger and intrigue. In this small campaign expansion
for Arkham Horror: The Card Game, one to four investigators tackle a new mystery that unfolds
across three scenarios. Track monsters through the streets of Arkham, plumb the depths of a
cult’s lair, and crash a swanky party in Northside as you confront the culprit behind it all. The
scenarios can be played as a linked campaign or individually as standalone experiences. Can
you solve the mystery of Arkham’s Waterfront district?
Fallout: Vault Boy – Good Morning/Good Evening Lenticular 9-Pocket Zippered Premium PRO Binder
Ultraman Tiga 9-Pocket Zippered Premium PRO Binder
Earth: Animal Kingdom
Warhammer Fantasy Roleplay: Lords of Stone and Steel
“A Guide to the Empire of the Dwarfs and the Hold of Karak Norn”
Many of the Dwarfs’ ancient holds have been pillaged by Orcs and Goblins or infested by the foul Skaven. Those that endure are scattered throughout the mountainsides bordering the Old World and stretching into lands beyond. Several outposts are dug into the Grey Mountains. Chief among them is Karak Norn, famed for its cannon foundries, cunning merchants, lively taverns, and redoubtable elite garrison, the Peak Guard. Mighty as the remaining holds are, enemies continue to assault them. Adventurers may find opportunity here, the rewards for those who help defend what remains of the Dwarf realm may be rich, but they pale in comparison to the loot that lies amongst its ruins.
- A guide to the Karaz Ankhor, the everlasting realm of the Dwarfs.
- Several important Dwarf patrons, including Thorgrim Grudgebearer, Ungrim Ironfist, and Gotrek Gurnisson.
- New downtime Events and Endeavours.
- Ideas for theming adventures to suit dealings with the Dwarfs. This includes discussion of relations with neighbouring nations and rival holds, both friendly and hostile, and how the Dwarf devotion to honouring oaths and exacting vengeance might lead to new adventures and dangerous complications.
- Rules for fighting underground combat.
- The warparty of Blistrox Blyte, a band of Skaven from Clan Morbidus whose plans to infect Dwarf outposts in the Grey Mountains is being complicated by internal divisions.
- A detailed guide to the hold of Karak Norn.




