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  • 1,6 MB
  • 12 lis 15 0:34
The latest book in the line of Legends & Lairs d20 System sourcebooks, Twisted Lore provides a new bestiary of aberrations, shapechangers, and oozes for use in any d20 System game.
  • 0,7 MB
  • 18 cze 14 23:50
Swords, clubs, and daggers are all fine and good, but not always around when you need them. Combat Options: Improvised Weapons creates a foundation of optional rules for using ANY item -- from brooms to chairs to entire buildings -- as a weapon against your opponent. Step into a tavern and unleash havoc in a full-out brawl, or master the art of improvised combat like Jackie Chan.

Items are reassigned new categories, with optional rules for determining damage, critical threat ranges, and "Frailty Ratings" to determine when an item is too broken to wield.

While written for d20 Fantasy, these rules can easily be applying to any d20 setting.
  • 9,2 MB
  • 9 lut 14 22:11
Players in horror campaigns are a little too accustomed to the nightmares their characters face; even the most eldritch of tentacular horrors is less intimidating when you know exactly what it is, because your PC has faced it before.

The Soliloquy

New times demand new nightmares. This, therefore, is a book of horrors, not a manual of monsters. The horrors are nightmarishly intimate, often created from human vice, or let loose by human greed. They show us the ugliness that underlies reality. They are the crawling things under the rock of the everyday, sane world. Consequently, we've detailed our creatures in depth.

Each one has its own agenda, its own reason for existence and its own legend. We've made these creatures unusual, frightening and bizarre, yet sufficiently comprehensible that they players realize they are up against something intelligent, if inhuman.

The Book of Unremitting Horror includes thirty creature each with:

* Diary entries, articles and transcripts
* A detailed description with behaviour
* The forensic clues left behind by the creature
* Details of their history and origins
* Their special abilities

The Book of Unremitting Horror includes an adventure, The Final Case.
  • 3,1 MB
  • 16 wrz 12 19:03
Welcome to the Twilit Lands, where all is fey and faeries rule. This d20 guide to Faeries provides answers on the fair folk, the fey races and creatures more ancient than dragons and far more enigmatic than their sizes or shapes ever reveal. The secrets held by the fey far outstrip all the other races combined, and this book brings them right to players and Game Masters alike.

This supplement provides new rules and a new understanding of fey monsters as well as many new faeries for your d20 games. Players can learn more skills and spells, plus discover magical artifacts and secrets from the fey. Meet new monsters and fey legends that cross many worlds and cultures, from Old Man Winter to the Lady of the Lake. Best of all, the world of Faerie, a world as close as a dream and as magical as its denizens, comes alive with its legends and lore for the Game Masters and can easily be linked to all d20 worlds.

By Bryon Wischstadt
  • 2,7 MB
  • 12 wrz 12 18:28
Deformities and Deformity Feats offer players the chance to customize their character by imposing physical limitations and physical oddities. In a world where dragons and demons can breed true with other species, deformities are as likely to result from magical curses, divine wrath and mad experiments as they are to result from hereditary illnesses, generations of incest, and exposure to toxins during pregnancy. This PDF is an easy-to-integrate item and just the sort of thing needed for DMs to add depth to any great d20 fantasy campaign world and gaming session.
  • 10,9 MB
  • 12 wrz 12 18:28
They Willingly Walk In Darkness, That Hel Will Find No Rest

The merkstaves left their brethren and traveled under the mountains of Niflheim. Oathbound to Forseti, Baldr's son, they swore to guard the one portal through which Hel could escape her prison.

The Mikill Gata (Great Road) runs like an
invisible artery through the mountains
of Niflheim. Beginning close to the
northeastern shore, where the sea is cold
and teaming with life, the Mikill Gata runs
past Loftur the Necromancer’s lair, past
The Mountain King’s home, and past the
watchpost of the great hawk Gnauroq. It
then runs west until it reaches Soltinnbru,
The Hungry Bridge, the cursed portal
through which Hel can cross, if she pays a price.

A new supplement for Niflheim, The Mikill Gata contains information about the merkstaves and their animal companions, the fyldja, as well as gridded maps of key locations along the almost 1,000 mile long Road.
  • 6,3 MB
  • 12 wrz 12 18:28
Beasts of the earth, air, and water. Not even your druid knows these creatures... yet! Need to populate a world with creatures and want it a bit alien? Want your druid or ranger to have an animal companion no one has ever seen before? Need a mount that's never been in a stable? How about a familiar that's not so familiar?

Fringe Fauna is 59 pages of brand new animals. There's no monsters here, just 50 animals that don't exist in the real world. Also included are lists for animal companions (for druids and rangers), familiars, and mounts utilizing the animals in this book. Finally, the book wraps it all up by wilderness encounter and CR. Every animal is illustrated in black and white and has a page to itself (and a few are on two). Check out the demo and see what creatures could soon be living in your world!
  • 8,0 MB
  • 6 wrz 12 0:43
Blue Deception - Quod - Wisp of Pallstone. These are but three of the lethal poisons that grace the pages of this book. Never again will your characters yawn at the mention of a poisoned arrow or the sight of a venomous serpent. For instead of merely being weakened by the kiss of poison, they may find themselves deafened, unable to cast spells, or thrown into the very depths of fear!

The first in our Complete line of d20 sourcebooks, this 96-page tome contains so much more than a simple recitation of poisons. A free-form poison creation system means the product of your character's skill will be limited only by the breadth of your imagination. The Complete treatment includes:
# Detailed rules for brewing magical poisons, harvesting raw materials from vanquished foes, and creating antidotes.
# More than 40 new feats, including metapoison feats, epic feats, and the dreaded Toxic Substitution.
# Over 30 poison-related spells, including the ultimate in retributive magic: Vengeance on Tainted Hands.
# An armory-full of new equipment and magic items, like the sinister Hollow-Blade and the legendary Staff of Serpents.
# Six new prestige classes, including the Ki Corrupted and Toxomancer.
# A menagerie’s worth of baneful creatures, featuring the venomous gaze of the Syrallax and the grim essence of the Toxic Deathlord.
# Adventure seeds incorporating all of the new rules for levels 1-20, including fully statted NPCs.
# Detailed notes for using the Poisoncraft rules in any Monte Cook's Arcana Unearthed campaign.

You might find all of that in a regular sourcebook. In a Complete sourcebook, that's just the beginning! Blue Devil Games also gives you: rules on poison decay, the perils of handling poison, two versions of the poison cleric domain, three creature templates, a random poison naming table, a detailed description of all nineteen poison families, a character sheet addendum, and a Poisoncraft worksheet for creating new poisons. Oh, and did we mention the Codex Venenorum, with more than 60 poisons!

All this, brought to life by the incomparable artistic talents of Tyler Walpole, Kev Crossley, Jennifer Rodgers, and Fil Kearney.
  • 352 KB
  • 5 wrz 12 22:03
The Mad Merchant's Shop of Curious Wares is a free D20 PDF supplement for use in any fantasy campaign. This PDF details a shop that deals in treasures both mundane and magical. The shop is designed to be dropped in the largest city in your campaign world and should need little to no work for it to integrate with your already ongoing campaign.
  • 3,0 MB
  • 5 wrz 12 15:17
There are monsters in the deep, beasts whose flesh is perfect obsidian, whose eyes shine like midnight stars and who yearn to hunt again beneath the open sky. These beasts are the drow, and it is their doom to never again feel the light and warmth of the sun, until such time as the elven gods are thrown down and all their favoured children slain.

The cities of the drow spread like a cancer through the veins of the world, glittering jewels of decadence, soaked in blood and steeped in corruption. Ruled by great, matriarchal families and the will of the Dark Mother of Spiders’ clergy, these cities are cosmopolitan nightmares, home to the worst depravities imaginable and swarming with untold legions of drow.

While all drow have earned a reputation for cruelty and deadly cunning, none deserve it more than those drow who command the primal, arcane forces. The Encyclopaedia Arcane: Drow Magic shows you why. In this, the latest in Mongoose Publishing’s line of books designed to broaden the horizons of wizardry in fantasy gaming, you will find a host of new options specifically designed with the sinister needs of the drow in mind. You will find page after page of new spells; spells which create living webs, which infect enemies of the drow with deadly soul poisons or virulent diseases, which summon up gibbering mounds of shadow to bite and tear at both flesh and spirit.

Encyclopaedia Arcane: Drow Magic presents a new insight into the magic of one of fantasy gaming’s staple races, the dark elves known as the drow. Designed to be slotted seamlessly into any fantasy-based d20 system, this sourcebook will enhance and expand all arcane spellcasting classes, while adding a whole new dimension to your campaigns. Encyclopaedia Arcane: Drow Magic is not just intended for the Games Master to enhance his campaign, however. Players will also find full details on the use of new magic systems with their characters, greatly increasing the wealth of options they are presented with.
  • 4,5 MB
  • 5 wrz 12 15:17
Welcome, mortal, to the Dark Road. Within these secret pages you will find the most forbidden knowledge of all - that of summoning, binding and ultimately controlling the demons, devils and fiends of the infernal planes. This book is not for the faint of heart for only the strongest of wills may dare to dabble in the blackest art of all. The perils are great and the dangers terrifying but for those willing to gamble their very souls, the rewards are far greater than any mortal can possibly conceive.

Encyclopaedia Arcane: Demonology - The Dark Road provides Games Masters and players alike with all the information they need to introduce this dangerous form of magic into their campaigns. The Demonologist character class is presented alongside those who go far deeper into the art, the mysterious Binder and the dreaded Possessed. Each has access to the most incredible powers, drawn from the very forces of evil itself.

How far will you dare travel the Dark Road?
  • 3,7 MB
  • 3 wrz 12 19:14
Children of violence, half-orcs seem condemned to lead a life of violence from the moment they leave their mothers' womb. Few half-breeds are as commonly scorned and looked upon with so much prejudice as the half-orc, born from an union not as foul to be unholy but still not 'clean' or eagerly expected in the least. Whether they grow up amidst humans or raised by orcs, a half-orc child can look forward to a life filled with abuse and misunderstanding.

At their core, half-orcs raised by humans are not as different as those taken in by an orcish tribe even if their outward demeanour is completely different. A runt raised by orcs learns to endure the physical abuse of other orcs his age, just like a bastard child must endure the psychological and emotional torture of growing up in human society. Even those rare half-orcs who grow up without ties to either society, or as a result of both have the same core of rage, shame and resentment that makes up most of a half-orc's mindset. With the help of this sourcebook, however, any character choosing the half-orc race will find many alternatives of growth for any class the character follows beyond the stereotypical barbarian.
  • 3,6 MB
  • 3 wrz 12 19:14
There are many curious things in the world and not only are gnomes one of them, but they are determined to find out about the rest. They toil in their burrowed workshops and laboratories, churning out wonders that range from a cure to mummy rot to the ultimate salt shaker. Their inquisitive nature and innate restlessness always push them forwards, even if 'forwards' leads straight to a ravine because, who knows, maybe there is something interesting at the bottom?

A good-natured approach to every problem seems to be the way of gnomes. Always ready to laugh at their own misfortune, they roll up their sleeves and get to work to resolve them. Where others see a closed box, gnomes see a wooden wrapping for something potentially exciting and caution be damned: they are going to open it!

The Quintessential Gnome offers players a comprehensive guide to playing characters of this class that will prove to be invaluable for characters of any level from 1st to 20th.
  • 4,1 MB
  • 3 wrz 12 19:14
The smallest and humblest of the races, halflings often go unnoticed in the grand scheme of things. It is this obscurity that is also their strength, for fate often turns on factors that go unnoticed until the last moment. It is in these moments, when the whole world seems to hold its breath that the halflings arise to greatness. From the fields and hedgerows, from the alleyways and burrows, from garden and shadow, the little folk emerge to fulfil their destinies.

Unlike many of the other fantasy races, the halflings are not a composite from built from different mythologies, but spring from a small handful of clear sources. Halflings therefore have a rich, coherent background to draw from, but lack the varied breadth of other races. Every halfling adventurer, regardless of class, will find their place in this book. The naive but determined adventurer, the beguiling trickster, the lethal assassin, the cryptic fortune teller, the master chef, the wise old crone, the undetectable thief; all these halfling archetypes and more can be found within these pages.
  • 5,2 MB
  • 3 wrz 12 15:06
Elves delight the readers of fantasy books and gamers alike. Ephemeral beings of light and spirit, they dance just on the edge of our awareness. They can be angels and demons, the personification of otherworldly magic or nature spirits depending on who does the telling. They may be warriors, wizards, singers, poets, dreamers… or nothing at all, just figments of movement at the corner of our eyes. The Quintessential Elf II: Advanced Tactics focuses on trying to help the reader get the most out of what he already knows about elves. It starts off with basic rules for tailoring elves to fit specific roles in a campaign or world. We then move on to discuss building truly epic elves using multiple classes and legendary career paths that lead to the ultimate reaches of combined martial might and elven magic.

Then there is the technology and knowledge of the elves. Rather than presenting a single possibility, this book describes the magical and mysterious elven culture, their ways and means of item creation and their fey tricks. How do elves that are effectively angels differ from those who represent the spirits of nature? What tricks does a wild spirit elf use that a near divine immortal does not? Elfin crafts, grown crystals, living magic, woven light, charm feats... all are presented in a discrete, mechanically clear manner, keeping to the theme of elves as essential spirits. Elves express something fundamental, something primal about their world. This purity gives them strength even as it blinds him to the concerns of lesser mortals.
  • 6,3 MB
  • 3 wrz 12 15:06
The Power Classes series of character archetypes from Mongoose Publishing are designed to be seamlessly slotted into any fantasy-based d20 game. Each of these Power Classes introduces an entirely new core character type, adding a whole new dimension to campaigns. Players will find full details on how to use their new characters, greatly increasing the wealth of options they are presented with by the core rulebooks, while Games Masters will revel in the wide variety of new classes they have at their disposal for Non-Player Characters in their campaigns.

Heroes of Fantasy features an eclectic variety of exciting new character classes. Players can now portray the no-nonsense, money grabbing Mercenary, or the slightly strange, secretive Hedge Wizard. Perhaps being an Exorcist for their favourite deity is more to their liking or indulging a desire to play the Fool. Whatever you want as a roleplayer, Heroes of Fantasy provides a new and exciting way of getting the most out of your hobby!
  • 11,9 MB
  • 3 wrz 12 15:06
Humanity’s myths are dreams of dragons. No other creature is quite so present, so dominant, in our stories. Almost every culture has its own tales of the serpents. Our fantasy reflects this, and dragons have been one of the defining elements of the fantasy genre for decades, and their pedigree in adventure gaming is obvious. There is good reason for this pre-eminence – no other creature has the power or the terrifying majesty of the dragons, no other creature has the curious alchemy of horror and glory that makes dragons so wonderful. On leathern wings, they soar across the skies of our imagined worlds. Their fire threatens the world, but also illuminates it.

The Desolation of the Dragon describes the region around a lair, and explores the effects dragons have on their environment. Watchers on the Mountain provides a system for tracking the progress of an adventuring party and the responses of the dragon and its servants. Servants of the Dragon has details on the various kinds of warriors and pawns used by dragons to defend their lairs and affect the mortal world.

Dragon Lairs has all the detail needed to design a dragon’s lair, from a dank cave filled with rotting remains of previous adventurers to an ancient ruined city despoiled by the beast. When a party finally encounters the dragon, Flattery and Riddles lets them have a few last moments before the dragon employs its Tactics and Warfare to wipe them out.

If by some miracle the party survive, they can delve into the fabled Hoards of the dragons, or even into the carcass of their foe with reference to Anatomy of the Dragon.

Age Advancement presents a variant method for creating dragons especially skilled in warfare, or magic, or some other field of expertise. A selection of new Feats (with especially emphasis on the feared breath weapon) follows. The rules in those two chapters are then used as the basis of a system of Dragon Design.

The nightmarish fruits of that system are presented in New Dragons, ranging from the parasitical Sin Dragons to the noble Heraldic Dragon and chaotic Planar Dragons.

Dragon Magic has new spells and items for dragons (and their enemies). Lifecycle and the Heritage of Dragons delves into the physiology and history of the draconic species. Hatching and Raising Dragons examines the egg. Campaigning contains advice on using dragons in a game, as symbols, enemies, allies, mounts or even characters. Finally, a Mortal Miscellany deals with the response of the lesser races to the dragons.
  • 10,1 MB
  • 3 wrz 12 15:06
The fifth in the ‘Classic Play’ series from Mongoose Publishing, The Book of the Sea examines a single element of fantasy gaming in glorious and unprecedented detail. Each book contains new rules, ideas and insight to bring this particular aspect to life. This series forms a collection of definitive works on subjects relevant to any gaming group.

Featuring new spells, tactics and prestige classes, and whether in pursuit of profit or prey, The Book of the Sea presents all the information necessary to sail the infinite seas.

From selecting a ship, it’s crew and fittings to the journey itself, every aspect of adventuring, both above and below the waves, is detailed here, expanding not only nautical travel but those ports, monsters and even those random occurrences that plague those who would wander the seas of the world. Including rules for mutiny and the punishment of those who would dare to test their captain’s authority, as well as a Ship’s Log system to measure the weeks or months at sea that can try the will of the toughest sailor.

Whether setting out on a short voyage or an ocean-spanning campaign, Classic Play: The Book of The Sea is a must for both Players and Games Masters.
  • 3,5 MB
  • 14 sie 12 18:41
Paths of Power

The myriad ways of magic.

By Patrick Bryant and Paul Melroy, 52 Pages.

Distant Horizons Games presents Paths of Power, a d20 enhancement for magic and spellcasting.

Within lies path magic, designed to create spellcasting specialization in your games. Set up for easy customization, Paths of Power offers a quick and easy method of turning your game into something special. It contains 90 new magical paths and domains, covering every magical application, as well as rules on researching additional paths, magical items related to paths, 21 new spells, 8 new path-based feats, including feat-based magic with no special class attached, and the Savant class for those players who just have to have every last spell or Feat

For easy reference, the standard d20 domains are included in an appendix, squeezed down into 5 short pages, along with the obscure domains and spells buried in the depths of the SRD.
  • 6,2 MB
  • 14 sie 12 18:29
D20 Adventure Setting.

The north breeds men and women as cold and honest as the winter winds. Life is hard, but fair, as long as the swords of Thor have anything to say about it.

Includes 23 NPC character sheets. Designed for the World of Prime setting, but suitable for any D20 campaign.
  • 3,5 MB
  • 25 mar 10 12:47
  • 3,2 MB
  • 25 mar 10 12:47
  • 4,7 MB
  • 25 mar 10 12:47
  • 8,9 MB
  • 12 lut 10 22:37
Where Madness Dwells is the first d20 adventure from the Inner Circle.
In the quiet, remote city of Niarva, the Witten Asylum stood as a testament to ground-breaking care for the mentally ill. Forty years ago, Witten was renowned throughout the surrounding communities as a place of peace and tranquility. Today, the asylum has fallen on dark times. Patients have gone missing, and the once placid establishment stands at the breach of a terrible discovery. Journey into the dark recesses of this fetid place and find out if the dark rumors surrounding Witten Asylum hold true. . . if you dare.

Where Madness Dwells is suitable for four 7th-level characters, and offers a good mix of roleplaying, problem solving and combat and can easily be adapted for parties of varying strength. This is one module your players will never forget.
  • 34,9 MB
  • 12 lut 10 22:37
The definitive d20 System resource for steampunk fantasy settings and adventures.


* A comprehensive discussion of what steampunk is, what it looks and feels like, and how to introduce it into your fantasy game.
* Detailed guidelines on incorporating the existing core classes into a steampunk game, along with three new classes and more than a dozen prestige classes.
* A handful of new skills, including Drive, Munitions, and Use Steamcraft Device, as well as new uses for existing skills.
* Detailed information on new equipment and technology, from steamcraft devices to black powder weapons.
* Comprehensive vehicle rules and descriptions of several common steamcraft vehicles, including locomotives, ironclads, and zeppelins.



Requires the use of the Dungeons & Dragons® Player's Handbook, Third Edition, published by Wizards of the Coast®
  • 4,4 MB
  • 12 lut 10 22:37
In this kit you will find:

* The d20 Modern SRD text files
* 100 page PDF of expanded non-FX Modern d20 character rules including:
o Character Creation
o Base Classes
o Advanced Classes
o Feats
o Skills
* Modern d20 Character sheet
  • 10,2 MB
  • 12 lut 10 22:37
Inland Empire is a rather original take on steampunk, published as an RPG on /tg/. It features Vikings in zeppelins and telegraph hacking. Terra Nova is a 34-page fluff book of vignettes surrounding the world's first atomic detonation.

The basic premise of the setting is that the pagan Vikings remained a strong naval power, eventually founding colonies along the eastern coast of the New World. Others followed, and the Renaissance bloomed in Terra Nova instead of Europa.
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