Description
A thrilling space-based campaign for the world’s greatest roleplaying game.
Home of the stars and gateway to the heavens, the Astral Plane teems with excitement and possibility. With the help of magic, spelljammers can cross the oceans of Wildspace, ply the silvery void known as the Astral Sea, and hop between worlds of the D&D multiverse.
This collection contains everything a Dungeon Master needs to run a campaign set in the starlit realms of Wildspace and the Astral Sea, as well as new options for players who want to create characters at home in this fantastic setting.
- Collection includes adventure book, setting book, book of monsters, poster map, and DM screen
- Light of Xaryxis—a 64-page hardcover adventure set in the Astral Plane for characters of levels 5–8
- The Astral Adventurer’s Guide—64-page hardcover book presenting the Astral Plane as a campaign setting, including space-based character options, spells, magic items, spacefaring rules, ships, and more
- Boo’s Astral Menagerie—a 64-page hardcover book with game statistics and descriptions for over 60 creatures found in Wildspace and the Astral Sea
- Double-sided poster map of the Rock of Bral—an asteroid-city that can serve as both an adventure location and a campaign hub
- DM Screen—four-paneled Dungeon Master’s screen designed for rollicking space adventures
Set Sail for the Stars!
What is a spelljammer? Spelljammers are pilots who propel and steer ships through the Astral Plane using a magic item called a spelljamming helm.
What is the Astral Plane? The Astral Plane is an infinitely vast celestial void where the stars and portals to the divine and demonic planes reside. It surrounds all the worlds of the Material Plane and is comprised of two parts—Wildspace and the Astral Sea.
What is Wildspace? A part of the Astral Plane—every world in the D&D multiverse is situated within Wildspace, an airless ocean teeming with space-dwelling life forms.
What is the Astral Sea? Beyond the edges of Wildspace is the second part of the Astral Plane—a silvery haze known as the Astral Sea. In this realm of thought and dream travelers may find swirling pools of color that serve as portals to other planes.
Spelljamming Ships & More Playable Races
The Astral Adventurer’s Guide is a book for both players and Dungeon Masters that can be read before the campaign starts. Among other useful tidbits, it includes:
More Character Options—including 6 character races, from astral elves to plasmoids—the first option to let you play as an ooze!
Space Rules—learn how magical fire functions (or doesn’t) in Wildspace, how to wrestle control of a ship from another spelljammer, and what happens when you throw a punch while weightless
Cool Ships—browse deck plans, stats, and weaponry for every type of spelljamming vessel characters may crew or . . . commandeer
An Astral Adventure for Characters Levels 5–9
Light of Xaryxis is a pulpy sci-fi-inspired adventure set in Wildspace and the Astral Sea.
It’s full of battles with otherworldly foes, thrilling plot twists, and cliffhanger endings that will make it hard to wait for your next session. The adventure begins on the world of your choosing and introduces the Rock of Bral—an asteroid city that may serve as a campaign hub.
Giant Space Hamsters, Lunar Dragons, and More
Steer clear of vampirate ships, check for chwinga stow aways, and don’t bother trying to power your ship with giant space hamster wheels. (It’s been tried.)
Any well-seasoned spelljammer should already know these things. For those who don’t, Boo’s Astral Menagerie is a bestiary full of lore and stat blocks for over 60 creatures adventurers may encounter while journeying through the Astral Plane.
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