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The Grand History of the Realms

The Grand History of the Realms chronicles the rich history of the Forgotten Realms campaign setting, presenting a detailed timeline accompanied by essays from Elminster of Shadowdale and other Realmslore experts. Although not a game supplement, it serves as a handy reference guide for players and Dungeon Masters seeking information on specific historical events.

The Grand History of the Realms chronicles the rich history of the Forgotten Realms campaign setting, presenting a detailed timeline accompanied by essays from Elminster of Shadowdale and other Realmslore experts. Although not a game supplement, it serves as a handy reference guide for players and Dungeon Masters seeking information on specific historical events.
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13.03.08 15:30
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Shadowdale - The Scouring of the Land

Elminster’s tower lies in ruins, and the town of Shadowdale has been conquered by evil Sharrans and the nefarious forces of Zhentil Keep. To drive the villains out of Shadowdale, the heroes must organize and lead a desperate revolt of Dalesfolk against their conquerors, as well as thwart the sinister designs of Shar’s servants and the Zhent garrison.
Shadowdale: The Scouring of the Land is the second part of a three-part series of 160-page hardcover super-adventures set in the Forgotten Realms campaign setting, although it can be easily played as a stand-alone adventure. In addition to encounters, this book contains detailed source material on the town of Shadowdale and environs.
Anauroch - The Empire of the Shade

FR3 Anauroch is the final part of a three-part series of 160-page hardcover super-adventures set in the Forgotten Realms campaign setting. It can also be easily played as a stand-alone high-level adventure. In addition to encounters, this book contains detailed source material on the land of Anauroch, home of ancient Netherese ruins and the Empire of Shade.

Elminster’s tower lies in ruins, and the town of Shadowdale has been conquered by evil Sharrans and the nefarious forces of Zhentil Keep. To drive the villains out of Shadowdale, the heroes must organize and lead a desperate revolt of Dalesfolk against their conquerors, as well as thwart the sinister designs of Shar’s servants and the Zhent garrison.
Shadowdale: The Scouring of the Land is the second part of a three-part series of 160-page hardcover super-adventures set in the Forgotten Realms campaign setting, although it can be easily played as a stand-alone adventure. In addition to encounters, this book contains detailed source material on the town of Shadowdale and environs.
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Anauroch - The Empire of the Shade

FR3 Anauroch is the final part of a three-part series of 160-page hardcover super-adventures set in the Forgotten Realms campaign setting. It can also be easily played as a stand-alone high-level adventure. In addition to encounters, this book contains detailed source material on the land of Anauroch, home of ancient Netherese ruins and the Empire of Shade.
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13.03.08 15:41
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#781636
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Cityscape

There’s more to adventuring than crawling around in dungeons. The city holds many avenues of peril and intrigue. It teems with adventure and offers unsurpassed opportunities and challenges. Dark alleys, busy guildhalls, rowdy taverns, fetid sewers, and palatial manors hold secrets to be discovered and mysteries to be explored.
This supplement for the DUNGEONS & DRAGONS game reveals the city in all its grandeur and grimness. It makes the “urban dungeon” feel alive with politics and power, especially through influential guilds. This tome also describes new feats, spells, urban terrain, hazards, and monsters guaranteed to make the party’s next visit to the city a vibrant and exhilarating event.
Dungeonscape

Since the dawn of the DUNGEONS & DRAGONS game, the dungeon has remained a place of mystery, excitement, and danger. Purple worms burrow through the earth, eager for their next meal. Savage orcs lurk within the darkness, ready to surge forth and lay waste to civilized lands. Strange cults, mutated monsters, and forgotten gods hide within the choking darkness of the dungeon's halls. Nowhere else offers greater prospects for wealth, magic, and power. Yet the horrors that lurk beneath the world never give up their treasures without a fight....
This D&D supplement presents a refreshing new take on dungeon adventures. It shows Dungeon Masters how to inject excitement, innovation, and thrilling adventure into their dungeons. New rules for encounter traps allow DMs to build deadly snares to catch the unwary. For players, the factotum class is a cunning wanderer, a jack-of-all-trades who can cope with anything the dungeon throws at him. New equipment, feats, and prestige classes give adventurers the tools they need to survive the dark beneath the earth.
Elder Evils

Elder Evils provides DMs with truly wicked threats to challenge high-level heroes. Each "elder evil" described in this nightmarish tome comes with a detailed description, stat blocks for the elder evil and its minions, tips for how to incorporate the elder evil into any D&D campaign, adventure seeds, and maps of the elder evil's lair (complete with encounters and room descriptions). The book also provides guidelines to help DMs create their own unique elder evils as worthy campaign villains and endgame encounters.
ROBERT J. SCHWALB is a staff designer and developer for Green Ronin Publishing. His design credits for Wizards include the Player's Handbook II, Tome of Magic, and Fiendish Codex II: Tyrants of the Nine Hells supplements. Robert lives in Tennessee with his patient wife and pride of cats.
Exemplars of Evil

The Exemplars of Evil supplement shows Dungeon Masters how to construct memorable campaign villains and presents nine ready-to-play villains of various levels that can be easily incorporated into any D&D campaign. Each villainous entry provides complete statistics for the villain (or villains), as well as adventure seeds, campaign hooks, pregenerated minions, and a fully detailed lair.
ROBERT J. SCHWALB is a staff designer and developer for Green Ronin Publishing. His design credits for Wizards include the Player's Handbook II, Tome of Magic, and Fiendish Codex II: Tyrants of the Nine Hells supplements. Robert lives in Tennessee with his patient wife and pride of cats.

As Deadly as Any Dungeon
There’s more to adventuring than crawling around in dungeons. The city holds many avenues of peril and intrigue. It teems with adventure and offers unsurpassed opportunities and challenges. Dark alleys, busy guildhalls, rowdy taverns, fetid sewers, and palatial manors hold secrets to be discovered and mysteries to be explored.
This supplement for the DUNGEONS & DRAGONS game reveals the city in all its grandeur and grimness. It makes the “urban dungeon” feel alive with politics and power, especially through influential guilds. This tome also describes new feats, spells, urban terrain, hazards, and monsters guaranteed to make the party’s next visit to the city a vibrant and exhilarating event.
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Dungeonscape

Welcome to the Dungeon!
Since the dawn of the DUNGEONS & DRAGONS game, the dungeon has remained a place of mystery, excitement, and danger. Purple worms burrow through the earth, eager for their next meal. Savage orcs lurk within the darkness, ready to surge forth and lay waste to civilized lands. Strange cults, mutated monsters, and forgotten gods hide within the choking darkness of the dungeon's halls. Nowhere else offers greater prospects for wealth, magic, and power. Yet the horrors that lurk beneath the world never give up their treasures without a fight....
This D&D supplement presents a refreshing new take on dungeon adventures. It shows Dungeon Masters how to inject excitement, innovation, and thrilling adventure into their dungeons. New rules for encounter traps allow DMs to build deadly snares to catch the unwary. For players, the factotum class is a cunning wanderer, a jack-of-all-trades who can cope with anything the dungeon throws at him. New equipment, feats, and prestige classes give adventurers the tools they need to survive the dark beneath the earth.
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Elder Evils

Elder Evils provides DMs with truly wicked threats to challenge high-level heroes. Each "elder evil" described in this nightmarish tome comes with a detailed description, stat blocks for the elder evil and its minions, tips for how to incorporate the elder evil into any D&D campaign, adventure seeds, and maps of the elder evil's lair (complete with encounters and room descriptions). The book also provides guidelines to help DMs create their own unique elder evils as worthy campaign villains and endgame encounters.
ROBERT J. SCHWALB is a staff designer and developer for Green Ronin Publishing. His design credits for Wizards include the Player's Handbook II, Tome of Magic, and Fiendish Codex II: Tyrants of the Nine Hells supplements. Robert lives in Tennessee with his patient wife and pride of cats.
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Exemplars of Evil

The Exemplars of Evil supplement shows Dungeon Masters how to construct memorable campaign villains and presents nine ready-to-play villains of various levels that can be easily incorporated into any D&D campaign. Each villainous entry provides complete statistics for the villain (or villains), as well as adventure seeds, campaign hooks, pregenerated minions, and a fully detailed lair.
ROBERT J. SCHWALB is a staff designer and developer for Green Ronin Publishing. His design credits for Wizards include the Player's Handbook II, Tome of Magic, and Fiendish Codex II: Tyrants of the Nine Hells supplements. Robert lives in Tennessee with his patient wife and pride of cats.
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Zarejestruj się i dołącz do naszego grona wirtualnych przyjaciół!
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13.03.08 15:59
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#781664
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Heroes & Aliens

The universe of Babylon 5 is incredibly vast and complex, a place teeming with life of all shapes and forms. Many of these life forms might not even be recognised as such, but life they are nonetheless. On distant worlds new life evolves and gazes at the stars; on ancient worlds the memories of long-dead races whisper through the tumbled ruins of once-great cities, and on the tachyon networks and jump gates of the galaxy the star-faring races write the history texts of the future in blood and hope.
Each of the great star-faring races has its own heroes and its own villains, most of whom take part in the great saga that is Babylon 5. These are the individuals who shape the events of the galaxy, whether they intend to or not, their smallest action yielding consequences beyond what they imagine. Much as the stones in the Japanese Garden on Babylon 5 demonstrate the power of one mind to change the world, so do the men and women of Babylon 5, no matter their race, change the face of the galaxy.
Heroes and Aliens is dedicated to all these creatures and races, the many forms of life that make the universe of Babylon 5 so deep and compelling. It is dedicated as well to the heroes and villains of Babylon 5, demonstrating their advancement in knowledge and skill throughout the scope of the story.
Ship Builder's Manual

The Babylon 5 television series saw dozens of different starships that soared, sailed, barrelled and blasted their way across our television screens time and time again. As fans of the series, there was always a part of us that wanted to be at the helm in one of those crimson-lit G’Quan heavy cruisers, or flipping J-turns in a Starfury – which is just one of the many reasons why we created the Babylon 5 Roleplaying Game.
Space travel and starships are a huge part of the Babylon 5 universe, and almost every chronicle will no doubt run into the use of one in some way. Roleplaying evolution states that eventually the players will get tired of seeing ‘the same old thing’ over and over, looking for those ships that never saw screen-time. When those grow old, then inevitably players and Games Masters alike will soon look into creating vessels of their own.
That is what this book is for – to help you create your very own Babylon 5 starships. From simply ripping the weapons off an old hulk to totally funding the design and creation of unique hulls, Babylon 5 players can use the information in this text to build it.
There is a host of information contained in this book concerning the design, building, altering and retrofitting vessels of all shapes, sizes and varieties. Using the rules found here players can go about adding bigger engines and external cameras to their commercial freighters, or maybe finding room for that rare antimatter torpedo launcher!
Anything is possible if you have the space, time and – of course – credits.

The universe of Babylon 5 is incredibly vast and complex, a place teeming with life of all shapes and forms. Many of these life forms might not even be recognised as such, but life they are nonetheless. On distant worlds new life evolves and gazes at the stars; on ancient worlds the memories of long-dead races whisper through the tumbled ruins of once-great cities, and on the tachyon networks and jump gates of the galaxy the star-faring races write the history texts of the future in blood and hope.
Each of the great star-faring races has its own heroes and its own villains, most of whom take part in the great saga that is Babylon 5. These are the individuals who shape the events of the galaxy, whether they intend to or not, their smallest action yielding consequences beyond what they imagine. Much as the stones in the Japanese Garden on Babylon 5 demonstrate the power of one mind to change the world, so do the men and women of Babylon 5, no matter their race, change the face of the galaxy.
Heroes and Aliens is dedicated to all these creatures and races, the many forms of life that make the universe of Babylon 5 so deep and compelling. It is dedicated as well to the heroes and villains of Babylon 5, demonstrating their advancement in knowledge and skill throughout the scope of the story.
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Ship Builder's Manual

The Babylon 5 television series saw dozens of different starships that soared, sailed, barrelled and blasted their way across our television screens time and time again. As fans of the series, there was always a part of us that wanted to be at the helm in one of those crimson-lit G’Quan heavy cruisers, or flipping J-turns in a Starfury – which is just one of the many reasons why we created the Babylon 5 Roleplaying Game.
Space travel and starships are a huge part of the Babylon 5 universe, and almost every chronicle will no doubt run into the use of one in some way. Roleplaying evolution states that eventually the players will get tired of seeing ‘the same old thing’ over and over, looking for those ships that never saw screen-time. When those grow old, then inevitably players and Games Masters alike will soon look into creating vessels of their own.
That is what this book is for – to help you create your very own Babylon 5 starships. From simply ripping the weapons off an old hulk to totally funding the design and creation of unique hulls, Babylon 5 players can use the information in this text to build it.
There is a host of information contained in this book concerning the design, building, altering and retrofitting vessels of all shapes, sizes and varieties. Using the rules found here players can go about adding bigger engines and external cameras to their commercial freighters, or maybe finding room for that rare antimatter torpedo launcher!
Anything is possible if you have the space, time and – of course – credits.
Kod:
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17.03.08 21:14
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Expedition to the Demonweb Pits

A D&D super-adventure that can be played as a mini-campaign or a series of small side adventures.
Expedition to the Demonweb Pits is a D&D super-adventure for characters of levels 9–12. It is usable as a mini-campaign on its own, as a story arc in a Dungeon Master’s regular campaign, or as a series of small side adventures with a big payoff. The structure is very flexible and eminently customizable. The adventure uses a new combat encounter format designed to make the DM’s job easier and to speed up play.
Heroes who become entangled in the adventure’s plot soon find themselves squaring off against the agents of Lolth and Graz’zt across several planes, including the Abyss.
Expedition to the Ruins of Greyhawk

A Dungeons & Dragons super-adventure for characters of levels 8–13
Expedition to the Ruins of Greyhawk is a 224-page D&D super-adventure that revisits Castle Greyhawk and the classic dungeon beneath. This adventure is usable as a mini-campaign on its own, a story arc in a Dungeon Master’s regular campaign, or as a series of small side adventures with a big payoff. Like other adventures in the “Expedition” series, this product takes a classic Dungeons & Dragons location, updates it for D&D v.3.5, and incorporates many new twists and surprises. This adventure also includes useful source material for the players and a combat encounter format designed to make the DM’s job easier.
Expedition to Castle Ravenloft

A dark shape emerges from the shadow of Castle Ravenloft. A flash of lightning reveals the sneering countenance of Count Strahd von Zarovich. His eyes burn with eternal hunger and contempt for life. From a narrow balcony, he peers out into the drizzling twilight at the few sad lights of the village below and mutters a single name:
“Ireena . . .”
Expedition to Castle Ravenloft is a DUNGEONS & DRAGONS deluxe adventure that updates the original 1st Edition Ravenloft module, retaining the Gothic flavor and familiar elements while expanding and reimagining some of the locations to create a deeper, richer adventure experience.
This campaign arc adventure is designed for characters of levels 6–10 and features a new, easy-to-use combat encounter format. This book also presents new magic items, feats, and prestige classes for player characters.

A D&D super-adventure that can be played as a mini-campaign or a series of small side adventures.
Expedition to the Demonweb Pits is a D&D super-adventure for characters of levels 9–12. It is usable as a mini-campaign on its own, as a story arc in a Dungeon Master’s regular campaign, or as a series of small side adventures with a big payoff. The structure is very flexible and eminently customizable. The adventure uses a new combat encounter format designed to make the DM’s job easier and to speed up play.
Heroes who become entangled in the adventure’s plot soon find themselves squaring off against the agents of Lolth and Graz’zt across several planes, including the Abyss.
Kod:
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Expedition to the Ruins of Greyhawk

A Dungeons & Dragons super-adventure for characters of levels 8–13
Expedition to the Ruins of Greyhawk is a 224-page D&D super-adventure that revisits Castle Greyhawk and the classic dungeon beneath. This adventure is usable as a mini-campaign on its own, a story arc in a Dungeon Master’s regular campaign, or as a series of small side adventures with a big payoff. Like other adventures in the “Expedition” series, this product takes a classic Dungeons & Dragons location, updates it for D&D v.3.5, and incorporates many new twists and surprises. This adventure also includes useful source material for the players and a combat encounter format designed to make the DM’s job easier.
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Expedition to Castle Ravenloft

The master of Ravenloft is having guests for dinner...
and you are invited.
and you are invited.
A dark shape emerges from the shadow of Castle Ravenloft. A flash of lightning reveals the sneering countenance of Count Strahd von Zarovich. His eyes burn with eternal hunger and contempt for life. From a narrow balcony, he peers out into the drizzling twilight at the few sad lights of the village below and mutters a single name:
“Ireena . . .”
Expedition to Castle Ravenloft is a DUNGEONS & DRAGONS deluxe adventure that updates the original 1st Edition Ravenloft module, retaining the Gothic flavor and familiar elements while expanding and reimagining some of the locations to create a deeper, richer adventure experience.
This campaign arc adventure is designed for characters of levels 6–10 and features a new, easy-to-use combat encounter format. This book also presents new magic items, feats, and prestige classes for player characters.
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