Gry fabularne , RPG
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14.07.07 07:48
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Vampire the Requiem: Lancea Sanctum

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Shaitzu1337
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16.07.07 11:54
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#545140
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hasło jakby trzeba było
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i przepraszam ze beza info ale kazdy powinien wiedziec co to Dnd podreczniki sa raczej do 3ed
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16.07.07 21:04
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Vampire The Requiem: Coteries

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16.07.07 21:13
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#545629
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Vampire The Requiem: Nomads

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29.07.07 22:03
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#561357
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Wampir Maskarada PL w doc bez obrazków....
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Kilka podręczników do AD&D:
Against the Giants

Against the Giants (module code G1-2-3) is an adventure module for the Dungeons & Dragons roleplaying game, published by TSR in 1981. It combines the contents of three earlier modules: G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, G3 Hall of the Fire Giant King. The "G" in the module code represents the first letter in the word "giant."[1]
The 1981 version was produced for use with the 1st edition Advanced Dungeons & Dragons rules. To recognize the 25th anniversary of TSR, an updated version, Against the Giants: The Liberation of Geoff, was released in 1999. Also in 1999, Wizards of the Coast published Against the Giants, a novelization of the adventure by Ru Emerson.
The original three modules play as a classic dungeon crawl,[2] against giants under an external influence.[3] The focus is on hill giants, frost giants and fire giants, three of the original evil giant types used in the Dungeons & Dragons roleplaying game.
The original "G" series modules formed the lead-in to an overall campaign set in the World of Greyhawk that then continued on an odyssey into the Underdark. These adventures included the "Drow" series of modules, D1 - Descent into the Depths of the Earth, D2 - Shrine of the Kuo-Toa, and D3 - Vault of the Drow. (D1 and D2 were later compiled into a single adventure, D1-2 - Descent into the Depths of the Earth). The campaign finally culminated with module Q1 - Queen of the Demonweb Pits.
Dwellers of the Forbidden City

Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find - the Forbidden City!
Parts of this module were used in 1980 for a major East Coast convention tournament. Information is presented here to reconstruct this exciting tournament and even more has been given to expand play. Here characters may adventure several times in a unique and interesting mini-campaign. Included in this module are background and tournament notes, referee's keys, new monsters, pre- generated characters, and eight different maps.
Lost Caverns of Tsjocanth
AD&D Players Handbook - 1978

NO MORE SEARCHING THROUGH STACKS OF BOOKS AND MAGAZINES TO FIND OUT WHAT YOU NEED TO KNOW. THE PLAYERS HANDBOOK PUTS IT ALL AT YOUR FINGERTIPS, INCLUDING:
ALL RECOMMENDED CHARACTER CLASSES
Fighters, Paladins, Rangers, Magic-Users, etc.
CHARACTER RACES
Dwarves, Elves, Gnomes, Half-Orcs, Humans, etc.
CHARACTER LEVEL STATISTICS
EQUIPMENT LISTS WITH COSTS
SPELL LISTINGS BY LEVEL AND DESCRIPTIONS OF EFFECTS (INCLUDING MANY NEW SPELLS!)
AS A DUNGEON ADVENTURER OR A DUNGEON MASTER, YOU WILL FIND THE CONTENTS OF THIS BOOK TO BE WHAT YOU HAVE BEEN WAITING FOR. ALL USEFUL MATERIAL IS NOW COMPILED UNDER ONE COVER, ESPECIALLY FOR PLAYERS!
The Complete Classes Handbooks - The Complete Druid's Handbook, The Complete Thief's Handbook i The Fighter's Handbook
Against the Giants
Against the Giants (module code G1-2-3) is an adventure module for the Dungeons & Dragons roleplaying game, published by TSR in 1981. It combines the contents of three earlier modules: G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, G3 Hall of the Fire Giant King. The "G" in the module code represents the first letter in the word "giant."[1]
The 1981 version was produced for use with the 1st edition Advanced Dungeons & Dragons rules. To recognize the 25th anniversary of TSR, an updated version, Against the Giants: The Liberation of Geoff, was released in 1999. Also in 1999, Wizards of the Coast published Against the Giants, a novelization of the adventure by Ru Emerson.
The original three modules play as a classic dungeon crawl,[2] against giants under an external influence.[3] The focus is on hill giants, frost giants and fire giants, three of the original evil giant types used in the Dungeons & Dragons roleplaying game.
The original "G" series modules formed the lead-in to an overall campaign set in the World of Greyhawk that then continued on an odyssey into the Underdark. These adventures included the "Drow" series of modules, D1 - Descent into the Depths of the Earth, D2 - Shrine of the Kuo-Toa, and D3 - Vault of the Drow. (D1 and D2 were later compiled into a single adventure, D1-2 - Descent into the Depths of the Earth). The campaign finally culminated with module Q1 - Queen of the Demonweb Pits.
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Dwellers of the Forbidden City

Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find - the Forbidden City!
Parts of this module were used in 1980 for a major East Coast convention tournament. Information is presented here to reconstruct this exciting tournament and even more has been given to expand play. Here characters may adventure several times in a unique and interesting mini-campaign. Included in this module are background and tournament notes, referee's keys, new monsters, pre- generated characters, and eight different maps.
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Lost Caverns of Tsjocanth
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AD&D Players Handbook - 1978

NO MORE SEARCHING THROUGH STACKS OF BOOKS AND MAGAZINES TO FIND OUT WHAT YOU NEED TO KNOW. THE PLAYERS HANDBOOK PUTS IT ALL AT YOUR FINGERTIPS, INCLUDING:
ALL RECOMMENDED CHARACTER CLASSES
Fighters, Paladins, Rangers, Magic-Users, etc.
CHARACTER RACES
Dwarves, Elves, Gnomes, Half-Orcs, Humans, etc.
CHARACTER LEVEL STATISTICS
EQUIPMENT LISTS WITH COSTS
SPELL LISTINGS BY LEVEL AND DESCRIPTIONS OF EFFECTS (INCLUDING MANY NEW SPELLS!)
AS A DUNGEON ADVENTURER OR A DUNGEON MASTER, YOU WILL FIND THE CONTENTS OF THIS BOOK TO BE WHAT YOU HAVE BEEN WAITING FOR. ALL USEFUL MATERIAL IS NOW COMPILED UNDER ONE COVER, ESPECIALLY FOR PLAYERS!
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The Complete Classes Handbooks - The Complete Druid's Handbook, The Complete Thief's Handbook i The Fighter's Handbook
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02.10.07 13:13
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Kilka podręczników do AD&D Planescape:
A Player's Primer to the Outlands

You've never seen a skull like this one, cutter - it's made of a silvery metal, with rainbow hues cascading over its shiny surface. Local bashers call it a mimir. Toss it into the air, and ask it questions: What is Ecstasy? Do fiends patrol the Outlands? The floating skull slicks softly, scouring its enchanted vaults for the answers. Then its bone-box opens, drivens by ancient pistons, and it begins to speak....
A PLANESCAPE accessory for player characters of all levels, the Player's Primer provides a look at the Outlands, which surround the great city of Sigil - the gateway to all the Outer Planes. In this box, a cutter'll find:
An audio compact disc that represents the mimir, a new magical item offering a strange and thrilling tour of the Outlands. More than 40 CD tracks allow players to hear what their characters would hear when consulting this handy (and some say dangerous) oracle.
A 32-page guide to the most important sites and features of the Outlands.
A full-color poster map of the Outlands with never-before-seen maps of gate-towns.
Doors to the Unknown

"These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse. All a body's got to do is tumble to the right keys, open the doors, and face down the Unknown."
-Estavan, merchant lord
Doors to the Unknown is a collection of four PLANESCAPE adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.
The PLANESCAPE Campaign Setting boxed set is required to run these adventures. The PLANESCAPE MONSTROUS COMPENDIUM Appendix (I and II) and Uncaged: Faces of Sigil are recommended to enhance play.
Monstrous Compendium - Outer Planes
Monstrous Compendium Appendix

LISTEN UP, CUTTER...
There's lots of bashers that can plant you pretty fast, out here in the planes. And that's the only "pretty" thing about most of 'em. A blood's got to know what's what, or the results won't rise. A lot of creatures out here're just plain bad, and even the good ones can burn you if you rattle your bonebox wrong. What a cutter needs is a guide to what's out there, and if it's twice as big as the previous guide and illustrated in color, that's just a bonus. Sure, there's been other guides to planar creatures, but most're hard to find, don't scan the turf, or just don't have the straight chant....
This MONSTROUS COMPENDIUM appendix includes a broad spectrum of monsters from the Inner, Outer, Astral, and Ethereal Planes - all geared to provide hours of adventure in the PLANESCAPE campaign setting. Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources.
Monstrous Compendium Appendix II

CLUELESS IS AS GOOD AS DEAD.
Don't matter if you're a blood's blood or a leatherhead with a lot to learn - this book's for you. The planes are full of critters that'd just as soon kill a berk as look at him, and plenty more that like to rattle their bone-boxes for nothing more than the sheer pleasure of it. What a cutter needs is a book like this one - something that tells the real dark of what's waiting out there, just on the other side of that portal.
This MONSTROUS COMPENDIUM appendix contains nearly 100 new monsters from the Outlands and various Outer Planes, and a few updated creatures that haven't seen print for quite some time. The aasimar, a new player character race, awaits your discovery - along with eladrins, hollyphants, rilmani, new tanar'ri, and more!
Monstrous Compendium Appendix III

HOW DOES A BERK FIGHT SOMETHING
HE CAN'T EVEN UNDERSTAND?
Things are different on the Inner Planes. Oh, some bashers might say they're deadlier, or harsher, or just plain weirder, but this truth is, they're merely different. And on planes full of nothing but searing magmas, swampy ooze, glittering mineral, utter desolation, or life incarnate, is it any wonder that a body'd find creatures as alien as any the multiverse has ever seen? Things that eat color, leaving a victim fully transparent. Beasts that spread life like a virus, animating all things around them. Spirits that form bodies by forcing hundreds of smaller animals to act as one. It's enough to make a sod long for a pit fiend.
Liven up any PLANESCAPE or AD&D campaign with the MOSNTROUS COMPENDIUM Appendix III, which features 128 pages of monsters that lurk on the Inner Planes, the Astral Plane, and the Ethereal Plane - some of the strangest and most inhospitable environments in the multiverse. Most of the critters are brand new, though a few old favorites have been updated. This book also provides a detailed look at the ecology of the planes in question, not to mention an appendix of inner-planar creatures that're more like animals than monsters. And, of course, all-new illustrations vividly bring each of these exotic beings to life.
A Player's Primer to the Outlands

You've never seen a skull like this one, cutter - it's made of a silvery metal, with rainbow hues cascading over its shiny surface. Local bashers call it a mimir. Toss it into the air, and ask it questions: What is Ecstasy? Do fiends patrol the Outlands? The floating skull slicks softly, scouring its enchanted vaults for the answers. Then its bone-box opens, drivens by ancient pistons, and it begins to speak....
A PLANESCAPE accessory for player characters of all levels, the Player's Primer provides a look at the Outlands, which surround the great city of Sigil - the gateway to all the Outer Planes. In this box, a cutter'll find:
An audio compact disc that represents the mimir, a new magical item offering a strange and thrilling tour of the Outlands. More than 40 CD tracks allow players to hear what their characters would hear when consulting this handy (and some say dangerous) oracle.
A 32-page guide to the most important sites and features of the Outlands.
A full-color poster map of the Outlands with never-before-seen maps of gate-towns.
Kod:
Tylko dla zarejestrowanych. Chcesz mieć pełny dostęp do Ajo.pl?
Zarejestruj się i dołącz do naszego grona wirtualnych przyjaciół!
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Zarejestruj się i dołącz do naszego grona wirtualnych przyjaciół!
Doors to the Unknown

"These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse. All a body's got to do is tumble to the right keys, open the doors, and face down the Unknown."
-Estavan, merchant lord
Doors to the Unknown is a collection of four PLANESCAPE adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.
The PLANESCAPE Campaign Setting boxed set is required to run these adventures. The PLANESCAPE MONSTROUS COMPENDIUM Appendix (I and II) and Uncaged: Faces of Sigil are recommended to enhance play.
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Monstrous Compendium - Outer Planes
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Monstrous Compendium Appendix

LISTEN UP, CUTTER...
There's lots of bashers that can plant you pretty fast, out here in the planes. And that's the only "pretty" thing about most of 'em. A blood's got to know what's what, or the results won't rise. A lot of creatures out here're just plain bad, and even the good ones can burn you if you rattle your bonebox wrong. What a cutter needs is a guide to what's out there, and if it's twice as big as the previous guide and illustrated in color, that's just a bonus. Sure, there's been other guides to planar creatures, but most're hard to find, don't scan the turf, or just don't have the straight chant....
This MONSTROUS COMPENDIUM appendix includes a broad spectrum of monsters from the Inner, Outer, Astral, and Ethereal Planes - all geared to provide hours of adventure in the PLANESCAPE campaign setting. Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources.
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Zarejestruj się i dołącz do naszego grona wirtualnych przyjaciół!
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Monstrous Compendium Appendix II

CLUELESS IS AS GOOD AS DEAD.
Don't matter if you're a blood's blood or a leatherhead with a lot to learn - this book's for you. The planes are full of critters that'd just as soon kill a berk as look at him, and plenty more that like to rattle their bone-boxes for nothing more than the sheer pleasure of it. What a cutter needs is a book like this one - something that tells the real dark of what's waiting out there, just on the other side of that portal.
This MONSTROUS COMPENDIUM appendix contains nearly 100 new monsters from the Outlands and various Outer Planes, and a few updated creatures that haven't seen print for quite some time. The aasimar, a new player character race, awaits your discovery - along with eladrins, hollyphants, rilmani, new tanar'ri, and more!
Kod:
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Zarejestruj się i dołącz do naszego grona wirtualnych przyjaciół!
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Zarejestruj się i dołącz do naszego grona wirtualnych przyjaciół!
Monstrous Compendium Appendix III

HOW DOES A BERK FIGHT SOMETHING
HE CAN'T EVEN UNDERSTAND?
Things are different on the Inner Planes. Oh, some bashers might say they're deadlier, or harsher, or just plain weirder, but this truth is, they're merely different. And on planes full of nothing but searing magmas, swampy ooze, glittering mineral, utter desolation, or life incarnate, is it any wonder that a body'd find creatures as alien as any the multiverse has ever seen? Things that eat color, leaving a victim fully transparent. Beasts that spread life like a virus, animating all things around them. Spirits that form bodies by forcing hundreds of smaller animals to act as one. It's enough to make a sod long for a pit fiend.
Liven up any PLANESCAPE or AD&D campaign with the MOSNTROUS COMPENDIUM Appendix III, which features 128 pages of monsters that lurk on the Inner Planes, the Astral Plane, and the Ethereal Plane - some of the strangest and most inhospitable environments in the multiverse. Most of the critters are brand new, though a few old favorites have been updated. This book also provides a detailed look at the ecology of the planes in question, not to mention an appendix of inner-planar creatures that're more like animals than monsters. And, of course, all-new illustrations vividly bring each of these exotic beings to life.
Kod:
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Zarejestruj się i dołącz do naszego grona wirtualnych przyjaciół!
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posty: 97
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02.10.07 14:11
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Kilka podręczników do d20 - różne wydawnictwa:
Arms and Armor 3.5 (Bastion Press)

Arms & Armor v3.5 By Jim Butler, Steve Creech, and Kevin Ruesch
Weapons and armor are the pulse behind every campaign. Every slash of a blade, crash of a hammer, and whistle of an arrow is an orchestral testament to life and death in the harsh adventuring world. Armor serves as a chronicle, recording every critical blow and explosive spell. Heroes and villains alike are molded by the weapons they wield and the armor that protects them. Within Arms & Armor v3.5, you�ll find:
- More than 200 weapons
- Nearly 200 unique weapon qualities
- More than 100 kinds of armor
- Nearly 200 unique armor qualities
- New rules for Artifacts and Legendary Weapons
- Open Content culled from more than 100 sources
- And More!
Arms & Armor v3.5 is more then just an update to Bastion Press' original 3.0 release. This book contains all the weapons and armor you�ll need for your campaign, each carefully updated to v3.5 and balanced for easy use in any campaign. New artwork, monsters, weapons, and armor are waiting to rock your world.
Book of Eldritch Might (Malhavoc Press)

The Book of Eldritch Might, best-selling d20 sourcebook for all things arcane, features:
Nine original feats including the new eldritch type, which grant specific magical abilities to enhance your spells in ways that metamagic feats can’t
Three new prestige classes: the embermage (the supreme fire mage), the graven one (who covers his entire body in magical tattoos), and the mirror master (specializing in unique mirror magic abilities and spells).
More than 60 new spells of all levels that you can add to any campaign.
A like number of magic items of all types, from weapons to wondrous items (and artifacts!). This section introduces the brand-new concepts of magic poisons and magic vehicles such as the wheeled war altar and the diving sphere.
Last but not least, The Book of Eldritch Might presents a new monster template, the magical construct, which allows any spellcaster to create golemlike guardians and servants based on existing monsters.
Book of Eldritch Might III - The Nexus (Malhavoc Press)

More than 250 new spells, feats, magical items, and locations infused with primal power
Discover Sites of Timelost Magic
The world is riddled with sites of arcane power, and binding them all together is the Nexus. Visit these places and tap into their magical might with this d20 sourcebook for all things arcane.
Discover seven exciting magical locales ranging from the site of a demonic invasion to a city within an everlasting storm. These fully statted, stand-alone sites resonate with ancient power and introduce new mythic levels to any campaign. Use them with all-new spells, creatures, magical items, prestige classes, and feats that tie in to the sites. Rules for magical travel along the pathways of the Nexus let characters enter all these locales, and detailed treatments of the NPCs who dwell there provide a ready-made roster of allies and enemies.
Now Eldritch Might has a place to live.
Book of Templates Deluxe (Silverhorse Games)

Book of Templates: Deluxe Edition is not merely a tome of templates, but a versatile toolkit with which you can make your imagination a gaming-table reality. Using the templates and new rules from this tome, the monster collections you already possess can be revitalized with new wonder and possibility! Creatures encountered and defeated dozens of times before will take on new dimensions through alterations ranging from simple to complex to the out-and-out bizarre. You'll find all of this along with new ideas for building PC races, exploring the cosmology of your world, and introducing never-before-seen options into your game. Book of Templates: Deluxe Edition includes: More than 70 templates and over 30 variants, creating more than 100 new ways to make an innovative and inimitable monster Fully-statted sample creatures ready for plug-and-play use, including dozens of unique characters, from challenge rating 1/8 to 34 Player options including ten new PC races, over 50 new spells, 5 new feats, and 3 fully-detailed domains Complete monster tables showing everything needed for creature construction and modification Insights, alternatives, and hints to inspire and inform New diseases and treasures for your setting And more! With Book of Templates: Deluxe Edition, you can quickly and easily create creatures distinctive to your campaign, turning tired and familiar monsters into fearsome and frightening foes!
Evil (Alderac Entertainment Group)

Play a character from this book and the experience points come to you!
Who said you had to play the good guys? Being evil just got easier. This book has everything you need to run evil characters, develop evil campaigns, and make your nasty NPCs just a little bit nastier. Evil has rules for new prestige classes, new spells, new clerical domains, and demon summoning. If you're playing good after this book is out, you're on the wrong side of the game.
Iron Heroes (Malhavoc Press)

Iron Heroes (previously also known as Monte Cook Presents: Iron Heroes; originally announced as Iron Lore) is a variant Player's Handbook for the d20 System of role-playing games, in the tradition of Arcana Unearthed. It incorporates the core d20 mechanic, while introducing new rules options, differently-balanced classes, an entirely new feat system, and changes to the way skills and feats operate It is intended to allow players to take on traditional challenges at the same levels that their D&D counterparts would be able to, without recourse to magic items or high spellcasting. It was written by Mike Mearls, is currently owned and updated by Adam Windsor, and published by Fiery Dragon Productions.
Legends & Lairs - Monster's Handbook

* More than 60 new feats for monsters of all types.
* More than a dozen new prestige classes, including the thunder hammer giant and draconic tyrant.
* Dozens of new special attacks, special qualities, and traits conveniently broken down by creature type.
* New templates such as the chaos dragon and relentless undead that can be applied to a variety of creatures to create devastating and interesting new breeds of enemy.
* Detailed guidelines on adding abilities to monsters and adjusting their CRs to reflect the new challenge for PCs.
* A comprehensive discussion on using monsters effectively in your game, and suggestions on how to modify existing monsters to present exciting and mysterious new challenges to your players every session.
* In-depth suggestions for combining core feats, skills, classes, and magic items with different types of monsters.
* Sample creatures in each section showcase the new rules and make suggestions on how to effectively integrate them into your campaign.
The Book of Hallowed Might (Malhavoc Press)

Those who wield power channeled from the gods command the very forces of creation. The Book of Hallowed Might offers exciting options for workers of divine magic, including over 100 new spells, classes, magic items, feats, and more. Plus, the book includes an all-new look at the paladin class and the alignment system.
The Book of Hallowed Might supercharges your divine spellcasters, from clerics and priests to paladins, druids, and rangers. And they’ll need that extra edge when it comes time to face off against the vilest forces of evil….
Characters of all levels can use this source material in any fantasy campaign. If you liked the Books of Eldritch Might, you don't want to be without this essential companion volume.
Make Yours the Strength of the Heavens!
The Tome of Horrors (Sword & Sorcery)

The Horrors Return!
Necromancer Games brings you another volume in the series of monster books that made Monte Cook says "If a role playing game is a gun, then Tome of Horrors is a case of hollow point, explosive shells!" Tome of Horrors III contains over 200 never-before-seen monsters, from the devestation swarm to the mortuary cyclone to the rakewood devourer. And what would a Necromancer Games product be without new demons and devils, including the nightmarish ahazu and the vile aegrodaemon, and other outsiders such as the angelic chalkydri!
Undead (Alderac Entertainment Group)

Where darkness and evil walk, the spirits of the dead find no rest. The newest d20 prestige format AEG sourcebook brings to life that which should not live. With an entirely new perspective on the spectral realms, this book contains backgrounds for undead PC templates as well as crucial information on hunting the undead. Packed with details on becoming undead, the spirit world beyond, rules for imbuing spirits into magic items, more spells, and over 10 prestige classes, this book promises to provide GMs and PCs with months of campaign ideas. From the team that brought you Dragons and Evil, comes a new dimension in fantasy gaming.
Arms and Armor 3.5 (Bastion Press)

Arms & Armor v3.5 By Jim Butler, Steve Creech, and Kevin Ruesch
Weapons and armor are the pulse behind every campaign. Every slash of a blade, crash of a hammer, and whistle of an arrow is an orchestral testament to life and death in the harsh adventuring world. Armor serves as a chronicle, recording every critical blow and explosive spell. Heroes and villains alike are molded by the weapons they wield and the armor that protects them. Within Arms & Armor v3.5, you�ll find:
- More than 200 weapons
- Nearly 200 unique weapon qualities
- More than 100 kinds of armor
- Nearly 200 unique armor qualities
- New rules for Artifacts and Legendary Weapons
- Open Content culled from more than 100 sources
- And More!
Arms & Armor v3.5 is more then just an update to Bastion Press' original 3.0 release. This book contains all the weapons and armor you�ll need for your campaign, each carefully updated to v3.5 and balanced for easy use in any campaign. New artwork, monsters, weapons, and armor are waiting to rock your world.
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Book of Eldritch Might (Malhavoc Press)

The Book of Eldritch Might, best-selling d20 sourcebook for all things arcane, features:
Nine original feats including the new eldritch type, which grant specific magical abilities to enhance your spells in ways that metamagic feats can’t
Three new prestige classes: the embermage (the supreme fire mage), the graven one (who covers his entire body in magical tattoos), and the mirror master (specializing in unique mirror magic abilities and spells).
More than 60 new spells of all levels that you can add to any campaign.
A like number of magic items of all types, from weapons to wondrous items (and artifacts!). This section introduces the brand-new concepts of magic poisons and magic vehicles such as the wheeled war altar and the diving sphere.
Last but not least, The Book of Eldritch Might presents a new monster template, the magical construct, which allows any spellcaster to create golemlike guardians and servants based on existing monsters.
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Book of Eldritch Might III - The Nexus (Malhavoc Press)

More than 250 new spells, feats, magical items, and locations infused with primal power
Discover Sites of Timelost Magic
The world is riddled with sites of arcane power, and binding them all together is the Nexus. Visit these places and tap into their magical might with this d20 sourcebook for all things arcane.
Discover seven exciting magical locales ranging from the site of a demonic invasion to a city within an everlasting storm. These fully statted, stand-alone sites resonate with ancient power and introduce new mythic levels to any campaign. Use them with all-new spells, creatures, magical items, prestige classes, and feats that tie in to the sites. Rules for magical travel along the pathways of the Nexus let characters enter all these locales, and detailed treatments of the NPCs who dwell there provide a ready-made roster of allies and enemies.
Now Eldritch Might has a place to live.
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Book of Templates Deluxe (Silverhorse Games)

Book of Templates: Deluxe Edition is not merely a tome of templates, but a versatile toolkit with which you can make your imagination a gaming-table reality. Using the templates and new rules from this tome, the monster collections you already possess can be revitalized with new wonder and possibility! Creatures encountered and defeated dozens of times before will take on new dimensions through alterations ranging from simple to complex to the out-and-out bizarre. You'll find all of this along with new ideas for building PC races, exploring the cosmology of your world, and introducing never-before-seen options into your game. Book of Templates: Deluxe Edition includes: More than 70 templates and over 30 variants, creating more than 100 new ways to make an innovative and inimitable monster Fully-statted sample creatures ready for plug-and-play use, including dozens of unique characters, from challenge rating 1/8 to 34 Player options including ten new PC races, over 50 new spells, 5 new feats, and 3 fully-detailed domains Complete monster tables showing everything needed for creature construction and modification Insights, alternatives, and hints to inspire and inform New diseases and treasures for your setting And more! With Book of Templates: Deluxe Edition, you can quickly and easily create creatures distinctive to your campaign, turning tired and familiar monsters into fearsome and frightening foes!
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Evil (Alderac Entertainment Group)

Play a character from this book and the experience points come to you!
Who said you had to play the good guys? Being evil just got easier. This book has everything you need to run evil characters, develop evil campaigns, and make your nasty NPCs just a little bit nastier. Evil has rules for new prestige classes, new spells, new clerical domains, and demon summoning. If you're playing good after this book is out, you're on the wrong side of the game.
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Iron Heroes (Malhavoc Press)

Iron Heroes (previously also known as Monte Cook Presents: Iron Heroes; originally announced as Iron Lore) is a variant Player's Handbook for the d20 System of role-playing games, in the tradition of Arcana Unearthed. It incorporates the core d20 mechanic, while introducing new rules options, differently-balanced classes, an entirely new feat system, and changes to the way skills and feats operate It is intended to allow players to take on traditional challenges at the same levels that their D&D counterparts would be able to, without recourse to magic items or high spellcasting. It was written by Mike Mearls, is currently owned and updated by Adam Windsor, and published by Fiery Dragon Productions.
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Legends & Lairs - Monster's Handbook

* More than 60 new feats for monsters of all types.
* More than a dozen new prestige classes, including the thunder hammer giant and draconic tyrant.
* Dozens of new special attacks, special qualities, and traits conveniently broken down by creature type.
* New templates such as the chaos dragon and relentless undead that can be applied to a variety of creatures to create devastating and interesting new breeds of enemy.
* Detailed guidelines on adding abilities to monsters and adjusting their CRs to reflect the new challenge for PCs.
* A comprehensive discussion on using monsters effectively in your game, and suggestions on how to modify existing monsters to present exciting and mysterious new challenges to your players every session.
* In-depth suggestions for combining core feats, skills, classes, and magic items with different types of monsters.
* Sample creatures in each section showcase the new rules and make suggestions on how to effectively integrate them into your campaign.
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The Book of Hallowed Might (Malhavoc Press)

Those who wield power channeled from the gods command the very forces of creation. The Book of Hallowed Might offers exciting options for workers of divine magic, including over 100 new spells, classes, magic items, feats, and more. Plus, the book includes an all-new look at the paladin class and the alignment system.
The Book of Hallowed Might supercharges your divine spellcasters, from clerics and priests to paladins, druids, and rangers. And they’ll need that extra edge when it comes time to face off against the vilest forces of evil….
Characters of all levels can use this source material in any fantasy campaign. If you liked the Books of Eldritch Might, you don't want to be without this essential companion volume.
Make Yours the Strength of the Heavens!
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The Tome of Horrors (Sword & Sorcery)

The Horrors Return!
Necromancer Games brings you another volume in the series of monster books that made Monte Cook says "If a role playing game is a gun, then Tome of Horrors is a case of hollow point, explosive shells!" Tome of Horrors III contains over 200 never-before-seen monsters, from the devestation swarm to the mortuary cyclone to the rakewood devourer. And what would a Necromancer Games product be without new demons and devils, including the nightmarish ahazu and the vile aegrodaemon, and other outsiders such as the angelic chalkydri!
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Undead (Alderac Entertainment Group)

Where darkness and evil walk, the spirits of the dead find no rest. The newest d20 prestige format AEG sourcebook brings to life that which should not live. With an entirely new perspective on the spectral realms, this book contains backgrounds for undead PC templates as well as crucial information on hunting the undead. Packed with details on becoming undead, the spirit world beyond, rules for imbuing spirits into magic items, more spells, and over 10 prestige classes, this book promises to provide GMs and PCs with months of campaign ideas. From the team that brought you Dragons and Evil, comes a new dimension in fantasy gaming.
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Ptolus by Monte Cook

Ptolus is a campaign setting for the Dungeons & Dragons role-playing game written by Monte Cook. It was published by Malhavoc Press on August 10, 2006. Ptolus is also the name of the city featured in the campaign.
Ptolus is based upon the setting for Cook's home game, which served as the initial campaign for the 3rd edition of Dungeons and Dragons. The campaign centers around the city of the same name, which lies on the Whitewind Sea at the edges of the crumbling empire of Tarsis. The city lies in the shadow of an impossibly tall and narrow spire. Below the city are many dungeons, including the city's sewers and a forgotten dwarven city named Dwarvenhearth.
The book's author claims it is the "most deluxe roleplaying product ever published," weighing in at 672 pages with multiple special features, including a CD-ROM that includes a new adventure, The Night of Dissolution, and two previous Malhavoc products with Ptolus connections: The Banewarrens and Chaositech. The book was produced in hardback on full colour glossy paper. The first 1000 pre-publication orders of the Ptolus book had their copy signed and numbered by Monte Cook. All pre-ordered copies also received a printed copy of The Night of Dissolution, which was not otherwise available at the time, and five copies of A Player's Guide to Ptolus.

Ptolus is a campaign setting for the Dungeons & Dragons role-playing game written by Monte Cook. It was published by Malhavoc Press on August 10, 2006. Ptolus is also the name of the city featured in the campaign.
Ptolus is based upon the setting for Cook's home game, which served as the initial campaign for the 3rd edition of Dungeons and Dragons. The campaign centers around the city of the same name, which lies on the Whitewind Sea at the edges of the crumbling empire of Tarsis. The city lies in the shadow of an impossibly tall and narrow spire. Below the city are many dungeons, including the city's sewers and a forgotten dwarven city named Dwarvenhearth.
The book's author claims it is the "most deluxe roleplaying product ever published," weighing in at 672 pages with multiple special features, including a CD-ROM that includes a new adventure, The Night of Dissolution, and two previous Malhavoc products with Ptolus connections: The Banewarrens and Chaositech. The book was produced in hardback on full colour glossy paper. The first 1000 pre-publication orders of the Ptolus book had their copy signed and numbered by Monte Cook. All pre-ordered copies also received a printed copy of The Night of Dissolution, which was not otherwise available at the time, and five copies of A Player's Guide to Ptolus.
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Kilka podręczników do Babylon 5 d20:
Babylon 5 1st Ed. Core Rulebook and Fact Book

The Babylon 5 Roleplaying Game & Fact Book is a brand new d20-based roleplaying game based on the award-winning science fiction series created by J. Micheal Straczynski. Featuring full color pictures and film stills throughout, the Babylon 5 Roleplaying Game & Fact Book is the most detailed exploration into the world of Babylon 5. Newly developed combat systems including both deep space skirmishes and personal combat serve to heighten the dangers of life in and around the infamous diplomatic station. This game allows players to take the role of characters on board Babylon 5 and travel to the many stars and planets seen in the television series. The possibilities available to players are limitless, taking such characters as lowly lurkers and smugglers or brave Earthforce Officers and members of the Minbari warrior caste. Featuring exclusive never-before-seen official background material, the Babylon 5 roleplaying game is the most comprehensive information resource available for the award-winning television series! This 304-page d20 sourcebook details the entire Babylon 5 space station, along with the characters and personalities to be found onboard.
Babylon 5 Galactic Guide

It's a big galaxy. This is a guide to living in it, travelling through it, and populating it.
The Babylon 5 universe is a place where interstellar travel has been going on for literally millions of years. Uncounted sentient races have walked between the stars, and many more simply stare up at the lights in the sky and wonder if they are alone. It is a universe old enough and vast enough that many worlds are simply forgotten, waiting for centuries or millennia for explorers to find them. It is a universe rich enough in habitable worlds that many systems are left unexplored entirely, awaiting those brave or foolish enough to discover them.
This books is about worlds and the space between them. It will tell you what life is like for a passenger on a Centauri cruiser, how to hitchhike across Alliance space, and how to determine everything about a world from the colour of its sun to the number of its continents. It also provides detail on the worlds we know, discussing previously unmentioned planets in major solar systems and highlighting exciting, beautiful or dangerous locations across the galaxy.
The Rangers

The Rangers, an elite military group formed by humans and Minbari, are the
very epitome of heroism in Babylon 5. They are the antithesis of the
Shadows and all they stand for - a beacon of good shining across a galaxy.
Replete with information and background on this military order, this
essential d20 sourcebook provides everything players need to introduce the
romantic and heroic Rangers to their Babylon 5 RPG campaigns.
Babylon 5 The Techno-Mages

‘We are dreamers, shapers, singers, and makers. We study the mysteries of laser and circuit, crystal and scanner, holographic demons and invocations of equations. These are the tools we employ and we know many things.’ —Elric to Captain Sheridan in Babylon 5: ‘The Geometry of Shadows’
With this line, Elric introduces the fans of Babylon 5 to a mysterious organisation known as the techno-mages—the ultimate proof of Arthur C. Clarke’s famous Third Law: ‘Any sufficiently advanced technology is indistinguishable from magic.’ Techno-mages appear, even upon careful study, to be the futuristic version of wizards. Cloaked, casting spells, speaking in riddles—the character of Elric could just as easily have been Gandalf or Merlin. In fact, who’s to say Merlin himself was not, in truth, a techno-mage? Perhaps he was...but if so, only the techno-mages know for sure.
Within these pages, the mysterious order of techno-mages is at last introduced to the Babylon 5 roleplaying community. This group adds nothing less than an entire collection of techno-magical characters, spells, items, and technology to the game. However, despite appearances, the reader must remember that technomancy is not magic. Everything a techno-mage does can be traced back to the filaments of highly advanced technology strung throughout his body. Magic is not something that can be easily taught, but takes a lifetime of study to completely master. The life of a techno-mage is a constant struggle to control his destructive impulses and live up to the tenets of his order.
The primary focus of this product is towards the use of techno-mages as player characters. However, techno-mages are extremely powerful in the Babylon 5 setting. Even a low-level mage can dish out more damage with but a thought than most other characters can even dream about. Thus, to keep things balanced, mages are physically weak, and their ability to cast spells is drastically limited. While indeed powerful, a techno-mage is still a living being, and can be hurt or killed.
Games Masters who worry that techno-mages are too powerful to allow as player characters should strongly consider the various balance factors provided hereafter. Mages must remain in an apprenticeship for at least their first three levels, limiting their ability to act independently. Furthermore, for as long as the techno-mage order exists, he must obey their Code or risk destruction. Thus, a techno-mage cannot use his powers for personal gain, to wantonly destroy his enemies, and the like. A mage should always be a mysterious figure, never quite explaining his true purpose, always making even his allies wondering what he is really up to, and why he is on their side.
Techno-mages also make excellent non-player characters. Consider a scenario where the players are enlisted to hunt down a rogue mage, or enlist the aid of an unwilling one. What sort of promises would a techno-mage demand in exchange for his aid? How would a rogue, facing his own death if he is captured, stand up to a determined batch of players? These are but two of the potential uses for mages in a campaign. The possibilities are endless!
The League of Non-Align Worlds Fact Book

The universe speaks in many languages, but only one voice. The language is not Narn or Human or Centauri or Gaim or Minbari. It speaks in the language of hope. It speaks in the language of trust. It speaks in the language of strength and the language of compassion. It is the language of the heart and the language of the soul. But always it is the same voice. It is the voice of our ancestors speaking through us and the voice of our inheritors waiting to be born. The small, still voice that says: 'We are one. No matter the blood, no matter the skin, no matter the world, no matter the star- We are one. No matter the pain, no matter the darkness, no matter the loss, no matter the fear- We are one.' Here, gathered together in common cause, we begin to realize this singular truth and this singular rule that we must be kind to one another. Because each voice enriches us and ennobles us and each voice lost diminishes us. We are the voice of the universe, the soul of creation, the fire that will light our way to a better future. We are one. We are one.’
With these words of wisdom, Representative G’Kar ushered in an unprecedented age of unity under the watchful eye of the Interstellar Alliance. That unity would stand for hundreds of years. While it would not always be a smooth road, the Alliance would prove time and time again the strength in G’Kar message. The Interstellar Alliance was One- one heart, one mind, one common ground of principles and beliefs,
While the story of the Alliance, and of the Babylon Station that made it possible, is a human tale told by humans about humans, the message of being One transcended all racial and moral barriers. Babylon 5 was built by human hands, but the feel that walked its halls belonged to many different people and cultures. The station was a gathering place for hundreds of worlds, a place when governments across the vast reaches of the galaxy could come together and do business with one another in relative peace. This was a union of a sort long before the ISA’s Declarations of Principles attempted to define it in so many words.
In the world of Babylon 5, perhaps no single example of the fractious yet enduring concept of unity can be found than the League of Non-Aligned Worlds - several very different, very alien groups brought together by the universal languages of need and fear. United in their desire to have more power than they could individually wield, the League of Non-Aligned Worlds collectively represented more ships, more guns, and more temporal power than any of the ‘major’ governments of the galaxy could claim. Even the Minbari would have been hard-pressed to deal with the enmity of the entire League.
This sourcebook for the Babylon 5 Roleplaying Game contains information on the League of Non-Aligned Worlds, a political power block with hundreds of years of tradition and galactic influence behind it. You will discover how it calls for internal vote, implements internal policy decisions, and deals with external issues such as treaties with other races and political dealings with the major races of the galaxy (Earth, Minbari, Centauri, and the Narn).
There is also a sizable section of the book devoted to five of the member states of the League (Abbai, Brakiri, Drazi, Gaim, and the Vree). Their culture, biology, and technological developments are listed here in enough detail to provide Games Masters and Player with all the information they should need to make the race an important addition to their campaigns. Feats, prestige classes, and new rules are given in each section.
Lastly, there is a section in this sourcebook on using the League in various time periods, including during the Dilgar Invasion, the Earth-Minbari War, the time of the Babylon Projects, and the era of the Interstellar Alliance. Where needed, rules additions are given to better simulate the changing policies and powers of the League of Non-Aligned Worlds through the history of the Babylon 5 universe. If a game is set at any point during the League’s existence or during the history of a given League race, there will be enough information here to enhance and enrich that campaign
Babylon 5 2nd Edition Handbook

The Babylon 5 RPG explodes back into your gaming store with the all new 2nd Edition.
With feedback garnered from thousands of gamers since the release of the first rulebook three years ago, the Babylon 5 RPG has been refined and focussed by writer Gareth Hanrahan.
Now 'timeline neutral', the 2nd Edition allows you to play in any era of Babylon 5, from the Earth/Minbari War, through to the Crusade era and beyond. Space combat has been completely overhauled with a faster flowing system that nevertheless squeezes in more detail. New character classes have been added, including the Trader and Ranger, meaning you no longer have to 'qualify' to play one of the most iconic characters of the TV series, as well as new player races - yes, the Pak'ma'ra can now be used by players!
On top of all that, there are copious new notes on the universe of Babylon 5, the station itself and the alien races that can be found throughout the galaxy.
Best of all, the 2nd Edition Babylon 5 RPG is fully compatible with all the supplements printed during the first edition of the game, from the Earth Alliance Fact Book, right up to Merchants, Traders and Raiders!
Ships of the Galaxy

Space is very, very big. There is several billion times as much empty space as there are stellar bodies hanging in the blackness. Just as the first explorers thought the sea was eternal, space was daunting to those who first set their sights on the heavens above. The first rockets that broke away from their planet’s gravity and soared into the vast sea of stars were the first infants of an industry.
The industry of space travel.
Over the millennia countless starships, rockets, saucers and other craft have been constructed to traverse the spacelanes. Some have been sleek and aesthetically attractive; others have been bulky, ugly and mean. Just as different as the races that made them; the ships of the Babylon 5 universe have run the gamut of designs.
This book is a collection of many of their number that could be found in the era of the 23rd Century, when the turning of an age took place. Separated into their various governmental or political factions, this is the ultimate guide to the spacecraft of Babylon 5.
There will be a few ships that only existed for a short time. Many will be commonly found for decades, or even centuries. They have been included to give every Games Master the opportunity to use them accordingly in their own Babylon 5 chronicles – or to base their own.
The Cold Equations

ust like the ancient mariners of Earth, spacefarers have their own brand of legends. One of the most prevalent and widely told is that of the Cold Equations. It is told in gloomy bars and freighter holds throughout the galaxy. It is always about a different ship - the Erasmus, the Lord Cheka, the Sha-Mak - yet it always involves the same dire choices for the two crewmen, trapped in an impossible situation.
The Cold Equations is an introductory scenario for the Babylon 5 RPG: 2nd Edition. It is set at the start of 2259, in the second season of the TV series, and is designed for 1st level characters.
The Cold Equations can be run as a stand alone scenario or as an introduction to The Ragged Edge.
Babylon 5 1st Ed. Core Rulebook and Fact Book

The Babylon 5 Roleplaying Game & Fact Book is a brand new d20-based roleplaying game based on the award-winning science fiction series created by J. Micheal Straczynski. Featuring full color pictures and film stills throughout, the Babylon 5 Roleplaying Game & Fact Book is the most detailed exploration into the world of Babylon 5. Newly developed combat systems including both deep space skirmishes and personal combat serve to heighten the dangers of life in and around the infamous diplomatic station. This game allows players to take the role of characters on board Babylon 5 and travel to the many stars and planets seen in the television series. The possibilities available to players are limitless, taking such characters as lowly lurkers and smugglers or brave Earthforce Officers and members of the Minbari warrior caste. Featuring exclusive never-before-seen official background material, the Babylon 5 roleplaying game is the most comprehensive information resource available for the award-winning television series! This 304-page d20 sourcebook details the entire Babylon 5 space station, along with the characters and personalities to be found onboard.
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Babylon 5 Galactic Guide

It's a big galaxy. This is a guide to living in it, travelling through it, and populating it.
The Babylon 5 universe is a place where interstellar travel has been going on for literally millions of years. Uncounted sentient races have walked between the stars, and many more simply stare up at the lights in the sky and wonder if they are alone. It is a universe old enough and vast enough that many worlds are simply forgotten, waiting for centuries or millennia for explorers to find them. It is a universe rich enough in habitable worlds that many systems are left unexplored entirely, awaiting those brave or foolish enough to discover them.
This books is about worlds and the space between them. It will tell you what life is like for a passenger on a Centauri cruiser, how to hitchhike across Alliance space, and how to determine everything about a world from the colour of its sun to the number of its continents. It also provides detail on the worlds we know, discussing previously unmentioned planets in major solar systems and highlighting exciting, beautiful or dangerous locations across the galaxy.
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The Rangers

The Rangers, an elite military group formed by humans and Minbari, are the
very epitome of heroism in Babylon 5. They are the antithesis of the
Shadows and all they stand for - a beacon of good shining across a galaxy.
Replete with information and background on this military order, this
essential d20 sourcebook provides everything players need to introduce the
romantic and heroic Rangers to their Babylon 5 RPG campaigns.
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Babylon 5 The Techno-Mages

‘We are dreamers, shapers, singers, and makers. We study the mysteries of laser and circuit, crystal and scanner, holographic demons and invocations of equations. These are the tools we employ and we know many things.’ —Elric to Captain Sheridan in Babylon 5: ‘The Geometry of Shadows’
With this line, Elric introduces the fans of Babylon 5 to a mysterious organisation known as the techno-mages—the ultimate proof of Arthur C. Clarke’s famous Third Law: ‘Any sufficiently advanced technology is indistinguishable from magic.’ Techno-mages appear, even upon careful study, to be the futuristic version of wizards. Cloaked, casting spells, speaking in riddles—the character of Elric could just as easily have been Gandalf or Merlin. In fact, who’s to say Merlin himself was not, in truth, a techno-mage? Perhaps he was...but if so, only the techno-mages know for sure.
Within these pages, the mysterious order of techno-mages is at last introduced to the Babylon 5 roleplaying community. This group adds nothing less than an entire collection of techno-magical characters, spells, items, and technology to the game. However, despite appearances, the reader must remember that technomancy is not magic. Everything a techno-mage does can be traced back to the filaments of highly advanced technology strung throughout his body. Magic is not something that can be easily taught, but takes a lifetime of study to completely master. The life of a techno-mage is a constant struggle to control his destructive impulses and live up to the tenets of his order.
The primary focus of this product is towards the use of techno-mages as player characters. However, techno-mages are extremely powerful in the Babylon 5 setting. Even a low-level mage can dish out more damage with but a thought than most other characters can even dream about. Thus, to keep things balanced, mages are physically weak, and their ability to cast spells is drastically limited. While indeed powerful, a techno-mage is still a living being, and can be hurt or killed.
Games Masters who worry that techno-mages are too powerful to allow as player characters should strongly consider the various balance factors provided hereafter. Mages must remain in an apprenticeship for at least their first three levels, limiting their ability to act independently. Furthermore, for as long as the techno-mage order exists, he must obey their Code or risk destruction. Thus, a techno-mage cannot use his powers for personal gain, to wantonly destroy his enemies, and the like. A mage should always be a mysterious figure, never quite explaining his true purpose, always making even his allies wondering what he is really up to, and why he is on their side.
Techno-mages also make excellent non-player characters. Consider a scenario where the players are enlisted to hunt down a rogue mage, or enlist the aid of an unwilling one. What sort of promises would a techno-mage demand in exchange for his aid? How would a rogue, facing his own death if he is captured, stand up to a determined batch of players? These are but two of the potential uses for mages in a campaign. The possibilities are endless!
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The League of Non-Align Worlds Fact Book

The universe speaks in many languages, but only one voice. The language is not Narn or Human or Centauri or Gaim or Minbari. It speaks in the language of hope. It speaks in the language of trust. It speaks in the language of strength and the language of compassion. It is the language of the heart and the language of the soul. But always it is the same voice. It is the voice of our ancestors speaking through us and the voice of our inheritors waiting to be born. The small, still voice that says: 'We are one. No matter the blood, no matter the skin, no matter the world, no matter the star- We are one. No matter the pain, no matter the darkness, no matter the loss, no matter the fear- We are one.' Here, gathered together in common cause, we begin to realize this singular truth and this singular rule that we must be kind to one another. Because each voice enriches us and ennobles us and each voice lost diminishes us. We are the voice of the universe, the soul of creation, the fire that will light our way to a better future. We are one. We are one.’
With these words of wisdom, Representative G’Kar ushered in an unprecedented age of unity under the watchful eye of the Interstellar Alliance. That unity would stand for hundreds of years. While it would not always be a smooth road, the Alliance would prove time and time again the strength in G’Kar message. The Interstellar Alliance was One- one heart, one mind, one common ground of principles and beliefs,
While the story of the Alliance, and of the Babylon Station that made it possible, is a human tale told by humans about humans, the message of being One transcended all racial and moral barriers. Babylon 5 was built by human hands, but the feel that walked its halls belonged to many different people and cultures. The station was a gathering place for hundreds of worlds, a place when governments across the vast reaches of the galaxy could come together and do business with one another in relative peace. This was a union of a sort long before the ISA’s Declarations of Principles attempted to define it in so many words.
In the world of Babylon 5, perhaps no single example of the fractious yet enduring concept of unity can be found than the League of Non-Aligned Worlds - several very different, very alien groups brought together by the universal languages of need and fear. United in their desire to have more power than they could individually wield, the League of Non-Aligned Worlds collectively represented more ships, more guns, and more temporal power than any of the ‘major’ governments of the galaxy could claim. Even the Minbari would have been hard-pressed to deal with the enmity of the entire League.
This sourcebook for the Babylon 5 Roleplaying Game contains information on the League of Non-Aligned Worlds, a political power block with hundreds of years of tradition and galactic influence behind it. You will discover how it calls for internal vote, implements internal policy decisions, and deals with external issues such as treaties with other races and political dealings with the major races of the galaxy (Earth, Minbari, Centauri, and the Narn).
There is also a sizable section of the book devoted to five of the member states of the League (Abbai, Brakiri, Drazi, Gaim, and the Vree). Their culture, biology, and technological developments are listed here in enough detail to provide Games Masters and Player with all the information they should need to make the race an important addition to their campaigns. Feats, prestige classes, and new rules are given in each section.
Lastly, there is a section in this sourcebook on using the League in various time periods, including during the Dilgar Invasion, the Earth-Minbari War, the time of the Babylon Projects, and the era of the Interstellar Alliance. Where needed, rules additions are given to better simulate the changing policies and powers of the League of Non-Aligned Worlds through the history of the Babylon 5 universe. If a game is set at any point during the League’s existence or during the history of a given League race, there will be enough information here to enhance and enrich that campaign
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Babylon 5 2nd Edition Handbook

The Babylon 5 RPG explodes back into your gaming store with the all new 2nd Edition.
With feedback garnered from thousands of gamers since the release of the first rulebook three years ago, the Babylon 5 RPG has been refined and focussed by writer Gareth Hanrahan.
Now 'timeline neutral', the 2nd Edition allows you to play in any era of Babylon 5, from the Earth/Minbari War, through to the Crusade era and beyond. Space combat has been completely overhauled with a faster flowing system that nevertheless squeezes in more detail. New character classes have been added, including the Trader and Ranger, meaning you no longer have to 'qualify' to play one of the most iconic characters of the TV series, as well as new player races - yes, the Pak'ma'ra can now be used by players!
On top of all that, there are copious new notes on the universe of Babylon 5, the station itself and the alien races that can be found throughout the galaxy.
Best of all, the 2nd Edition Babylon 5 RPG is fully compatible with all the supplements printed during the first edition of the game, from the Earth Alliance Fact Book, right up to Merchants, Traders and Raiders!
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Ships of the Galaxy

Space is very, very big. There is several billion times as much empty space as there are stellar bodies hanging in the blackness. Just as the first explorers thought the sea was eternal, space was daunting to those who first set their sights on the heavens above. The first rockets that broke away from their planet’s gravity and soared into the vast sea of stars were the first infants of an industry.
The industry of space travel.
Over the millennia countless starships, rockets, saucers and other craft have been constructed to traverse the spacelanes. Some have been sleek and aesthetically attractive; others have been bulky, ugly and mean. Just as different as the races that made them; the ships of the Babylon 5 universe have run the gamut of designs.
This book is a collection of many of their number that could be found in the era of the 23rd Century, when the turning of an age took place. Separated into their various governmental or political factions, this is the ultimate guide to the spacecraft of Babylon 5.
There will be a few ships that only existed for a short time. Many will be commonly found for decades, or even centuries. They have been included to give every Games Master the opportunity to use them accordingly in their own Babylon 5 chronicles – or to base their own.
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The Cold Equations

ust like the ancient mariners of Earth, spacefarers have their own brand of legends. One of the most prevalent and widely told is that of the Cold Equations. It is told in gloomy bars and freighter holds throughout the galaxy. It is always about a different ship - the Erasmus, the Lord Cheka, the Sha-Mak - yet it always involves the same dire choices for the two crewmen, trapped in an impossible situation.
The Cold Equations is an introductory scenario for the Babylon 5 RPG: 2nd Edition. It is set at the start of 2259, in the second season of the TV series, and is designed for 1st level characters.
The Cold Equations can be run as a stand alone scenario or as an introduction to The Ragged Edge.
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