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At Lost City Toys we're bring you the ultimate selection of playtime treasures. Explore our extensive collection and discover the joy of childhood with the Best Toys for Kids. From timeless classics to the latest innovations, we curate an exciting array of toys that spark imagination. Foster learning, and bring smiles to faces of all ages. Join us on a journey of endless fun and exploration as we bring you the Best Toys for Kids for their playtime delights!

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Onyx Path Publishing They Came From Beyond the Grave! - Lost City Toys

Onyx Path Publishing They Came From Beyond the Grave!

They Came from Beyond the Grave! is a dramatic, hammy, and horrifying tabletop roleplaying game encompassing the shock, terror, eroticism, and humor of 1970s horror. This game allows you to play with all the magnificent content from the movies of Hammer, Amicus, and Roger Corman, and promises the fun and thrills of the horror movie genre! In They Came from Beyond the Grave!, you play humans faced with the horrors of the supernatural. You'll find yourself pitted against vampires, werewolves, ghosts, and constructed critters, along with demons, slashers, and THE DEVIL HIMSELF. Adventures range from the one-shot exploration of a haunted house, to the multi-era play across the 19th century and 1970s. They Came from Beyond the Grave! contains a mix of serious threat, unmitigated ham, and nonsensical farce. We never tell you what is amusing and what is not, but we do provide the tools to make a seriously fun game incorporating all the elements of 1970s horror movies. This game provides rules for funny quips and amusing cinematics for incorporation in a story, along with dozens of special powers and story devices. They Came from Beyond the Grave! uses the Storypath System, provided in full in the pages of this book!They Came from Beyond the Grave! includes: Five playable Archetypes - the Dupe, the Hunter, the Mystic, the Professor, and the Raconteur. Rules for character creation and play, using the Storypath System fully detailed in this book. Cinematic powers, such as the ability to tear through cheap sets, cut to black when everything is looking grim, and even cut to a montage to speed up play. Quips to throw in at entertaining moments, giving your characters a chance at an award-winning scene, or at least one that makes it into the trailer. Scores of monsters looking to hunt you down and make your lives miserable, from Dracula to Frankenstein's Monster. Two ready-to-play scenarios, playable straight from the book.

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Onyx Path Publishing D&D 5E: Scarred Lands Dead Man's Rust - Lost City Toys

Onyx Path Publishing D&D 5E: Scarred Lands Dead Man's Rust

Death in the Forest of Blood. At the Night of Chronicles in the city of Leoni, the adventurers enjoy a wild revel. Opportunity arises when the aging bard Dradoki Bronzeleaf hires the party to escort him to the Broadreach Horizon. The perilous voyage takes the group through titanspawn infested lands, but should they survive, they arrive at the last bastion of uncorrupted wood in the Hornsaw Forest. There they meet the clans of the Broadreach elves and a century of hollow legionnaires dispatched to the Forest of Blood to offer aid and friendship. But a dark shadow looms over the accursed wood. The necromancers of Glivid-Autel sew corruption and death throughout the Hornsaw Forest. Legionnaires, elves, and dwarves go missing. A horrific infection appears, seeming to target the legionnaires. The people of Broadreach call upon the adventurers to stand against these foul machinations that threaten peace, prosperity, and life itself across central Ghelspad. The party may find allies in the Broadreach Horizon, the Gleaming Valley, and perhaps even the bloody canopies of the Hornsaw Forest, if they are brave enough to answer the call to adventure! Dead Man's Rust contains: A complete campaign taking characters from level 1 to 10. Detailed write-ups of four major locations in central Ghelspad: the Broadreach Horizon, The Gleaming Valley, the Hornsaw Forest, and the necromancer's stronghold of Glivid-Autel. New playable options including races, subraces, and subclasses. New monsters, magic items, and more!

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Onyx Path Publishing Scion 2E: Dragon - Lost City Toys

Onyx Path Publishing Scion 2E: Dragon

You have been chosen by a Dragon, gifted with magic and the incredible ability to shape shift into one of their terrible and awesome forms. In a World of myth, yours has been rewritten time and again, and yet Dragons remember all truths. You are an agent in an ancient war, working behind the lines and preparing for a battle for the fate of The World. Discover the Truth. Find yourself. Make your own destiny. Scion: Dragon details the stories of Heirs, those chosen by Dragons to act within The World as their agents. It is the story of discovering history, subverting enemies, and espionage. Your Draconic patron seeks to embroil you in millennia old plots and ancient grudges as shadowy manipulators. All the while, you must learn their secrets, and either embrace the Dragon's goals for you or make your own. The Scion: Dragon is a standalone game in the World of Scion, and is meant for use with Scion: Origin. Inside, you will find: Character creation system for Heirs; those chosen by Dragons to enact their plots in The World. Knacks, Spells, and all the draconic magic wielded by Heirs, powered by the Storypath System. Six Flights: Draq, Joka, Lindwurm, Long, Naga, and Serpent Dragons, all suitable for patronage of your Heirs. Information about The World from the Dragon's perspective, complete with plots and hooks to get your characters deep into draconic intrigue.

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Modiphius Entertainment Five Leagues from the Borderlands - Lost City Toys

Modiphius Entertainment Five Leagues from the Borderlands

The last tomb was crawling with Grave Walkers, the Tower held a fey sorcerer, we lost Tring there, blasted by eldritch fire, Artum fell as we ran from the trolls of the deep woods, but for now, the village is safe. Tonight we'll restock the gear and recruit any travellers from the inn who fancy a share of the coin. Tomorrow we'll take the woods, then bring down that cursed tower for good. Maybe then we can rest, but there are already worrying rumours from the next valley. Five Leagues From the Borderlands is a solo adventure wargame where you take the role of a warband of heroes and adventurers and explore a grim fantasy world full of monsters, enemies, creeping malice and exciting quests. The whole campaign is generated procedurally with each battle created from over 100 different enemy types, 17 unique foes and 6 scenario types that can play out in a wide number of ways. As you play, you will explore the game world, discover new locations and take on quests and jobs. Your warband will gain in experience and power and find wondrous loot... or die gruesomely in brutal combat. The game is playable with any miniatures you may own and can be played on a 2x2 foot or 3x3 foot gaming table, making it ideal for players who are just getting started on fantasy gaming or for whom this is their first miniatures game. All you need is 6 figures for your heroes and a handful of suitable enemies to fight.

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Modiphius Entertainment Dune: Power And Pawns: The Emperors Court - Lost City Toys

Modiphius Entertainment Dune: Power And Pawns: The Emperors Court

There is no higher power than the Emperor, but the more power and wealth he has, the more his ambition grows. To make an ally of House Corrino is to ally with the force that controls the Known Universe. Those in the Emperor's grace can wield unspeakable power, as long as they never forget where it comes from.But beyond Kaitain, beyond Arrakis, beyond your House, lie countless other orders and factions, each with their own agenda and specialist skills. The deadly Ginaz swordmasters, the despicable Tleilaxu and the noble Suk school might each be an ally if you know how to offer them the right price.Power and Pawns: The Emperor's Court is a complete 144 page supplement that lays bare the secrets of the Imperium as well as a host of new factions and campaign options to bring your Dune: Adventures in the Imperium game to the next level. No longer mere agents of your House, now you are its rulers, and with this wealth and power comes a host of new duties, enemies and opportunities, if you know where to look.Power and Pawns: The Emperor's Court includes:An in-depth look at the Emperor's Court and the Imperial homeworld of Kaitain, life at court and the entertainments and distractions available on the most beautiful planet in the Known Universe.A look at the brutal Sardaukar, the deadliest fighters in the Imperium, and how to use them as player characters with a host of new abilities.The secrets of the Tleilaxu laid bare, including the option to use Face Dancers as player characters and new options for Mentats.An array of new talents and skills for graduates of the Ginaz sword school and the Suk medical school, including six new Drive options for any character.The mysterious planet of Ix and the advanced technology of House Vernius revealed. A host of detail for the gamemaster on running political campaigns and creating complex intrigues.Notes for players with ambition detailing how they can take control of their House or take a role within it, and destroy the reputation of those in their way, be they ally or enemy.A complete adventure 'Blood and Riches' where the player characters must negotiate a tense conflict between two great Houses that might plunge the Imperium into war.The fate of your House is in your hands, its rise only limited by your ambition and perhaps your ruthlessness.

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Modiphius Entertainment Dune RPG: Masters of Dune Collector's Edition - Lost City Toys

Modiphius Entertainment Dune RPG: Masters of Dune Collector's Edition

Your House had claimed the wealth of Arrakis but can they hold onto that power when so many want to take it from them? You have already uncovered a deadly enemy, but plenty more covet what you have worked so hard to control. You are going to need allies, but who can you trust? The mysterious Bene Gesserit, the elusive Spacing Guild, or perhaps even the Emperor himself. But each faction has their own agenda, and a knife in the shadows lies behind every smile. Continuing the alternate "What if?" scenario begun in Agents of Dune, the stakes become higher as deadly enemies seek the downfall of your House to claim Arrakis and the power of spice for themselves. The player characters must leave the desert world of Arrakis and travel across the Imperium to get the support they need to fight their enemies. As each section of the campaign can be played through in any order, it is very much up to the players to decide on the best plan of action and lead their House into glory or destruction. Masters of Dune is an epic 166 page campaign that can be run on its own or as a continuation of the Agents of Dune boxed set. Play as the renowned House Nagara or create a new House of your own to tame Arrakis.Over the campaign's nine explosive chapters your characters will:Seek out the elusive Fremen to gain their trust and allegiance, if you can navigate their mysterious customs and rituals.Engage in exciting space battles on behalf of the mysterious Guild, taking on lethal pirates in the void between worlds.Visit the deadly House Harkonnen on the industrial hellscape of Giedi Prime where poison and treachery lie behind every corner.Mine spice on Arrakis to quench the insatiable need of the Imperium, even though it can never be enough to satisfy the hunger of the Known Universe.Discover the wisdom of the secretive Bene Gesserit if you can pass their deadly tests and prove yourself worthy of the Sisterhood's trust.Politic on Kaitain against the Emperor and the Landsraad council, where you might play one side against another if you have the cunning and skill for such deceit in the ultimate game.Travel from Arrakis across the Imperium to seek new allies, resources and favors that might tip the balance of power in the universe.The wealth of Arrakis may be yours, but you are going to have to fight to keep it. Every choice you make will determine the future of your House, for good or ill. Will you fall to ruin on the sands of Arrakis, or are you strong enough to survive and become true Masters of Dune? While Masters of Dune is a complete adventure, you need access to the game rules to play. The Dune - Adventures in the Imperium Core Rulebook has these rules in their most complete form. However, the Agents of Dune campaign box set also contains all you need to play.

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Modiphius Entertainment Dune RPG: The Great Game: Houses of the Landsraad - Lost City Toys

Modiphius Entertainment Dune RPG: The Great Game: Houses of the Landsraad

The Landsraad is the great council of the Houses that decides the fate of the Imperium under the will of the Emperor. Meeting on Kaitain, the Imperial homeworld, this chorus of powerful voices meet to make deals, craft alliances, crush enemies, and take vengeance in the halls of power. Here, whole worlds can be laid waste at the stroke of a pen and riches beyond your wildest dreams can be bestowed for nothing more than a promise of support.The Great Game: Houses of the Landsraad is a complete 128-page supplement for Dune - Adventures in the Imperium that expands your campaign away from Arrakis into the vast and deadly Imperium. It offers the opportunity for your House to vie for power among its peers. Politic with your rivals, bring power and wealth to your House, and challenge your position among the most deadly powerbrokers of the Landsraad.The Great Game: Houses of the Landsraad includes:Comprehensive detail on the nature and politics of the Landsraad council and the complex relationships between the Houses that keeps the Imperium turning.Secrets of the art of kanly, the rules that govern assassination by blade or poison, and how to manage a deadly war of assassins.Expanded notes on CHOAM, with options and new talents for CHOAM agent player characters. Full dossiers on an array of the most important Houses of the Landsraad, such as the fallen House Richese, the aggressive House Moritani, the noble House Taligari, and the devious House Wydras.A Navigator's guide to the mysterious Spacing Guild and their place in the Imperium, with new talents and focuses for Guild Agent player characters.Cross space in a moment in a Guild Heighliner, with detail on space travel and managing journeys across the Imperium, with or without the Guild.New rules for building any of the 'million worlds' that can be found in the Known Universe or beyond. Create the homeworld of your House, your enemy's domain, or a new planet ripe for exploitation.A complete system for House management, allowing you to craft and build your domains, construct new planetary facilities, manage downtime, and gain leverage and favor from your peers as the power of your House grows.The Imperium is waiting for you, and your House, to take your place among the powers of the Landsraad. Will it be only a step from the throne or under the heel of your enemies?

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Modiphius Entertainment Fallout: The Roleplaying Game Winter of Atom Book - Lost City Toys

Modiphius Entertainment Fallout: The Roleplaying Game Winter of Atom Book

In the ruins of old Boston, the Commonwealth settles in for a long, deadly winter. As its hungry communities do their best to find food and survive the cold, a new sect of the Church of the Children of Atom arrives. Their flock grows as they spread their worship of nuclear division and radiation across the region. Led by an enigmatic prophet calling himself the Last Son of Atom, the Church's army plans to ignite an all-out winter war with the settlements that dare reject their atomic god. A group of ragtag survivors must do whatever it takes to protect their communities and keep the Commonwealth from becoming ground zero... again.Winter of Atom's themes include exploring frozen wastelands, harsh winter survival, building relationships with communities, explosive action against terrifying monsters, high-stakes warfare against a relentless foe, and weird and unexplainable supernatural horrors.Within the 248-page Winter of Atom quest book you will:Face a fearsome sect of the Children of Atom, led by the Last Son of Atom, in an action-packed, open-ended and non-linear sandbox questline that can take characters from level 1 - 21.Meet brand new groups of survivors, from beatniks and circus big tops, to traveling casinos and religious weaponsmiths.Create characters with new origin options: Generation 3 Synths, Protectrons, and Children of Atom.Enhance your game with new rules for surviving the harsh winter and gaining reputation with settlements. Learn how to design balanced combat encounters, and find new rules for surviving defeat, quickly adjusting an encounter's difficulty, and creating Minion NPCs.This book requires the core rules found in the Fallout: The Roleplaying Game Core Rulebook but could be played using the rules and pregen characters found in the Fallout: The Roleplaying Game Starter Set.

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