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Based on the award-winning RPG book Toolbox, the Ultimate Toolbox starts off where the original stopped. Focusing on inspiration, the Ultimate Toolbox is 400 pages of the best charts, tables, and seeds of gaming adventure. From character backgrounds and world building to pirate lore and magical portals, every page is the key to adventure. Covering seven distinct and ever-important topics, the... More |
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This is a collection of four Blue Planet hardcover supplements at an amazing price. Fluid Mechanics: More than just a guide to gear this source book presents detailed information on the design and capabilities of computers, genetic modifications, vehicles, robots, weapons, and more! First Colony: This source book allows you to make your colonial boomtowns vivid in every detail. Frontier Justice:... More |
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You can't tell them where you're going. You can't tell them when you're getting back. But you can tell them what to do if you don't come home. Every airdrop against a moonless night promises intrigue, another chance to own the field - or die trying. You're a veteran of the global espionage scene, but how are you when the bullets start flying so fast you can't count... More |
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Astronaut John Crichton, on an experimental space mission, is accidentally hurled across the universe into the midst of an intergalactic conflict. Trapped among alien creatures wielding deadly technology and hunted by a merciless military race, Crichton is on an epic odyssey more spectacular than anything he has ever imagined. Now, you too, can explore an odyssey of your own making in the... More |
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Dungeons are an integral part of fantasy gaming, but there's far more to them than just stone corridors and random monsters. This book contains a plethora of tips, tricks and rules to help make your dungeons the stuff of legend. It includes essays on design and construction, overviews of different dungeon types, player advice for surviving underground perils, and a host of new rules, spells,... More |
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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. Detail |
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A complete adventure, complex story with rich historical detail
For generations, the River Purvaas has suffered the pain and struggle of brutal warfare. As the key border between three perpetually feuding kingdoms, many battles have been fought over control of bridges, fords, and natural defenses on every side. To everyone in this corner of the world, it is not the River Purvaas, but the River... More |
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Roaming bands of mercenary monsters run along side their human and elven compatriots, searching out adventure and making names for themselves. Orcs, minotaurs, and all the rest are packed into one book. And now that you have Evil, GMs can run full monster campaigns. Details about monster culture, psychology, and adventuring provide GMs and PCs with enough information to run an entire party of... More |
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This book includes 16 new pantheons of over 30 new gods for monster races such as Dark Elves, Hobgoblins, Lizardfolk, Minotaurs, Ogres, Orcs, Trolls, and more. New holy symbols, temple maps, prestige classes, domains, spells, and holy relics fill this massive tome providing GMs and PCs with important information to flash out their fantasy campaigns. Gods is the perfect companion book to... More |
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The time for heroes is over. Pay up.
Money is the only goal worth dying for; mercenaries know this and have learned profit from their wisdom. This sourcebook is the perfect resource for playing mercenaries and running mercenary campaigns. Inside these 256 pages you'll find new races, classes, feats, magic - everything DMs and players need for endless adventuring opportunities. Mercenaries... More |
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As the armies of evil rise, only a handful of heroes dare to oppose them. New paladins and clerics rise to fight against the darkness that would turn men from the path of good. With new classes, magic, prestige classes, and details for running holy and good campaigns, this book opposes everything in EVIL. Detail |
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Collecting some of the most innovative, exciting, and well designed feats presented for use in the D20 system, this volume is the first in a series that promises to be popular with players AND DM's. Feats culls the best from a variety of D20 sourcebooks, bringing together a wealth of material in an easy to use format. Detail |
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Since the dawn of role playing games, magical artifacts have held a special place in the lore of fantasy gaming. Some of the most popular items amongst gamers are powerful, unique artifacts whose detailed histories and unique traits cause them to stand out from the pack of magical swords, potions, and other items. Relics presents a bevy of artifacts that DMs can insert into their games. Each... More |
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This sourcebook expands the venues of adventure, presenting an array of hostile environments for your wilderness campaigns. From the tunra's deadly cold to the desert's searing heat, the wilderness offers dangers and threats that make an angry ogre or hungry troll look like a pushover. With the rules and advice outlined here, DMs can design adventures that emphasize the environment's daunting... More |
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Format: 128 pages, B/W Perfect bound
It's good to be the king.
Author: Mike Mearls
Description: In d20 fantasy games, characters can gain power with spells, swords, stealth, and supplications. Yet this power rarely extends beyond the character's personal capabilities. Empire introduces rules for founding and building a political realm and carefully tending it from a tiny barony to a sprawling... More |
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FORMAT: 160 pages, B/W, Perfect bound
It's not what you know. It's who you know.
Add more detail and flavor to your d20 fantasy games with Guilds, a book that introduces arcane orders, fraternal brotherhoods, secret conspiracies, and other organizations. Member characters can receive training, material support, and social connections. Guilds introduces a new concept to the d20 system: chapters.... More |
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"What you don't know can harm you." Behind the curtain of every good fantasy campaign is a wealth of secrets just waiting to be released. Secrets is a unique sourcebook that offers a number of "what if" situations for your campaign. What about true elves, is there a secret class no one has ever seen before? Could wizards and sorcerers learn a secret that could unravel the very fabric of magic?... More |
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Swashbuckling Théans have more to worry than sharp blades. Sorcerous bloodlines, born from an unholy bargain struck centuries ago, control powers beyond belief. Fate witches twist the strands of destiny to their own devising. Laerdom rune mages call upon the forces of creation itself. Porté sorcerers tear holes in the fabric of reality, while Glamour mages possess the strength of legends brought... More |
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This 128 page mechanics expansion for the Spycraft RPG contains all the rules needed to create the ultimate fixer or point man. With exhaustive coverage of modern trade craft and mission resources, this book is a "must have" for any serious secret agent. Detail |
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"Everyman an army. Every nation the world." Take your Spycraft games to the farthest corners of the globe with this comprehensive guide to military forces outside the United States. From the Middle East to Japan to Russia to the UK and beyond, this book provides all the gritty real-world details about the world's foremost warriors, including gear, tactics, vehicles, missions, and more! (128... More |
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The few, the brave, the best." Some of the Agency's best and brightest are chosen from the ranks of the U.S. Armed Forces, which are also often the last line of defense against the most aggressive of criminal organizations. This comprehensive volume offers a view into these noble and often secretive institutions, with precision details about their tactics, tools, training grounds, and more.... More |
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Softbound 176 pages, full color
Every adventure begins with one fateful first step...
The Stargate links to millions of worlds the SGC has yet to visit. Within this book, your SG team has the chance to discover them. Each of the worlds included in this book is an all-new creation of the AEG team, never-before-seen in any medium, complete with background, history, cultures, characters, and... More |
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This essential Spycraft GC aid presents hundreds of new campaign options, from new ways to expand your basic criminal organizations to devious plots they can unleash upon the agents. This definitive volume not only expands upon existing GC options but pushes the limits of the Spycraft system with all-new game and design options. (208 pages, Softbound) * Countless GC tools! Encounter charts!... More |
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"At the farthest edges of the universe, the line between friend and foe is dangerously thin" The stakes are raised even higher as the SGC's mission to explore the galaxy delves into dangerous new territory. Uncover the secrets of the mysterious Tok'ra and find a new ally against Earth's implacable foes. Match wits with the cunning Gamekeeper and grapple with the dangerous technology of... More |
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"Teamwork - on a global scale…" This essential Spycraft player aid presents hundreds of new agent options, and also takes the game in a new direction with a system that allows players to design an Agency to their liking! Coupled with all-new agent Team Options - mechanics an entire team uses individually or in tandem to much greater effect - this invaluable rules volume is a must-have for all... More |
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