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🚀 Embark on the ultimate space odyssey—where your D&D universe expands beyond the stars!
Spelljammer: Adventures in Space is a comprehensive Dungeons & Dragons campaign collection featuring an adventure book, setting guide, monster compendium, poster map, and DM screen. Designed for mid-level characters (levels 5-8), it introduces a thrilling space-based setting in Wildspace and the Astral Sea, complete with new player options and durable, high-quality materials for immersive, long-lasting gameplay.









R**N
Time for a magical mystery tour of the Astral Sea and worlds beyond your own.
What you get: A 3 book set(64 pages each) the Astral Adventurers Guide, Boo's Astral Menagerie, and the adventure Light of Xaryxis, plus a 4 panel DM screen, and a large, double sided map of The Rock of Bral, a city built on the top and bottom of a huge asteroid. All in a slipcase, and all of it illustrated with some beautifully rendered artwork inside and out. At first I was leery of this new edition of Spelljammer, but I find this to be a nice addition to the 5E library. I will warn anyone looking for a carbon copy of the 2E Spelljammer rules, this IS NOT that! It's 5E's rules keeping things fast so you the DM, and your group, can get to the fun and action, not Fantasy Starfleet Battles. Consider yourself warned! This Spelljammer keeps with 5E's theory of 'keep it simple" and gives you 6 new playable Races, a couple new Backgrounds, Boo's Astral Menagerie gives you 39 new critters to add to the fun, and many with multiple stat blocks showing off certain variants, like Giff Shipmate, Shock Trooper, etc. An easy to understand definition of "Wildspace" aka Space as we know it, that area that surrounds the planets of our solar system, just a bit weirder(never you mind that gigantic space whale floating off the starboard bow!). The Astral Sea and its affect on those who live & travel through it, and how Wildspace and the Astral Sea are connected. Plus, how DMs can create their own unique "setting-space" by using the two mentioned in the adventure Light of Xaryxis, as guides. Couple it with the info from Chapter #2 of the DMG on Creating a Multiverse, and you've got all you need to create new worlds for your Player Characters to explore, plunder, and survive, the skies are not the limit any longer. The included adventure, Light of Xaryxis, is meant for characters of 5th level. You can use the Starter Kit or Essentials Kit to build your PCs up to 5th level, or your own homebrew adventures. If you want to jump in right away, they give guidelines for making 5th level PCs to begin quickly. The world setting you start from doesn't really matter, the PCs just need to be in a port town when you begin the first session. Then things get interesting fast! The adventure is broken into 4 Sections, with 3 chapters each, getting you off world, and hopefully on your way to saving your homeworld. If you're truly looking for a naval combat game in Space, as I said before, that's not what this is, but there's nothing stopping you from using the original 2E rules for any specific, large scale tactical combat, if that's what you want, or I would highly suggest you pick up a copy of 5E's Ghosts of Saltmarsh, which is a nautically themed series of 7 adventures, but more importantly, it has a section on ship combat, upgrading ships, etc. I preferably, would simply keep to 5E's idea as I see it, treating each ship like a PC, just on a grander scale. You determine encounter distance, initiative, and then assign your crew to weapons or whatever tasks need doing before things get too dicey. Once your ships are close enough to start slinging spells or character-size weapons at each other, then you're playing as normal, person to person. As it is, you're given 16 ships with deck plans, from the generic Space Galleon to the dreaded MindFlayer's Nautiloid, more than enough to keep your players hopping from ship to ship, looking for that special one to call their own. All in all I like it, as I have little time these days to mess around with a ton of minutiae, that if handed out, gets skipped over for some random sparkly nugget of info a PC finds odd. This new Spelljammer gives me what I need to whip up something quick, keep it fun and as detailed, dramatic or over the top as I want, and any game item that can do that, I consider money well spent. Yes, you'll have to do some work as far as planning wildspace systems, but that's the fun of DMing, and just think of the weirdness you can throw at your players, and they'll love you for it. So I say go for it and grab a copy! It's my opinion you'll love it once you're group's survived its first encounter with a Space Clown raiding party, Solar Dragon, or even a Cosmic Horror.....Wildspace is aptly named. But, they'll have a grand tale worth a few free meals back on Bral.... if they make it back!
J**N
Damaged but great product! Ignore the veteran spelljammer trolls and haters.
The product itself is great. My only complaint is the corner of the books and the box was crushed and damaged. This is not WotC fault. I assume it’s because it was shipped in a very large box without any paper or bubble wrap to protect the book from shifting around. Disregard any review saying it’s a glorified picture book. You can’t compare apples and oranges. That being this product and a full blown spelljammer adventure from back in the day. The books are hardback like typical D&D 5e books but a bit thinner. You do get three books that in total equal or surpass the average adventure volume. This is not meant for a long campaign as the adventure book is thin. But you do get a nice players manual/ adventures guide and a “monster manual.” The map is also very large, in color, printed on nice sturdy paper and is detailed. The dm screen is very very very nice and sturdy. It’s a thick cardboard covered in colorful and informative panel's. If you’re just getting into D&D and you’re a sci-fi fan this is an excellent choice. I assume this is only the starter set like the mines of phandelver or dragon of ice spire peak boxed starter sets. I would assume they will release full length adventure and supplementary books to flush out the 5e spelljammer universe. Or this might be an experiment by WotC to see if they should continue with the revamped spelljammer branding. I played the original spelljammer and this doesn’t really compare but it’s a nice fresh take that’s really accessible to newcomers. THEY ARE NOT TRYING TO REPLICATE OG SPELLJAMMER and I think that’s not really a bad thing. Not to mention that if you want to get into the original spelljammer it’ll be very costly for the print books unless you can find them for a decent price at a local comic book store. Just to note, I got this on sale for $41 I believe. I would for sure pay full price for this but at that discounted price you can’t go wrong. Another small gripe is the set does not come with dice like the previous starter and essentials sets did. It’s not really a big deal because it’s comes in such a nice cardboard slipcover and there is no way to package dice in there. Like I said ignore the reviews saying it’s just a bunch of picture books or lacks in content. It’s not meant to be a full adventure. For the price you get a lot of quality materials. To me it’s a nice starter set and a fresh take on 5e. If you like D&D and sci-fi this is right up your alley.
A**S
Three 60 page books, completey worth the purchase
It came in good condition and has beutiful art all around. I wish the main selling point was the astral plain rules and systems instead of the campaign, and I would have preferred all three books to be either combined as one or have the two rules and gameplay be together and the campaign to be on its own. The campaign is only 60 pages so it's a bit short, but to my surprise has a lot in each chapter despite being short, and unlike some longer books, doesn't require the dm to fill in the blanks or pressure players to advance. It is a bit campy like an older sci-fi movie, but it is both intentional and works quite well. The rules and systems it are interesting and worthwhile if you ever want to use the astral plane and space for your campaign, and despite all of the three books being hardcover and the dm screen it only cost a few dollars more than a normal source/campaign book and I believe it is worth the purchase.
P**S
Spelljammer Simplified...
In 1989 the original Spelljammer boxed set was released. I was 17 and we played this game excessively. The setting was creatively gonzo without limits and rewrote the laws of physics to create a connected universe between the campaign worlds decades before the Marvel Cinematic Universe ever existed. It was filled with interesting places, new villains, allies, and monsters, and most of all the absolutely gorgeous ships. The ships were included on full page double-sided handouts with images and stats on one side and a full deckplan on the other. Any person seeing these would immediately want to own one of these ships, to fly it, and experience what that was like. The original design mined tactical games like Star Fleet Battles to simplify 3D fleet combat onto a 2D hex grid and that combat system worked pretty well (with a few exceptions). The rules were crunchy so there was a learning curve but it wasn't that much of a leap for the depth of combat that you got. The movement of the ship was directly tied to the spellcaster using their magical energy to pilot the ship which meant that the encounters had a self-balancing effect provided the two pilots were of similar level. What about the new version? What are you getting? 3 books and a screen: * Screen - Pretty front, back panel is not super useful for regular D&D * Adventure - looks like fun, some cool maps * Monster book - Giff, ported creatures from legacy Star Frontiers, Neogi and more. * Crunch book - 16 ships, Rock of Bral setting, very light combat rules, character options, update of the classic setting The setting has been shifted to the Astral plane (which loses some of the gonzo creativity of the original but it's fine). The ships are still amazing and gorgeous and updated with fabulous art. I think the original lure of the ships is still there. Sadly, the ship-to-ship combat rules are all gone. When WotC published the Secrets of Salt Marsh, they included updated naval combat rules which seemed very close to the Spelljammer rules. (See Salt Marsh pp. 186-199) Enough that I was reasonably certain we would get an update for this which was thoroughly play-tested and ready. Instead, all the work done in Salt Marsh appears to have vanished. That is important because classic 2E Spelljammer combat relied on your ability to turn the ship and bring your weapons to bear on the opponent. All of that is gone and has reverted to the really bare bones vehicle combat from the DMG (p. 119). Worse, a DM seeing this content for the first time won't immediately grasp the quick simplification that Spelljammer always has embraced... just replace 3D space with a 2D map for your own sanity. (Our newcomer DMs may attempt to plot out 3D combat and that will be a nightmare which I can't imagine would be fun.) We just get about 1 page of very short rules on combat and I would have liked to have seen some practical guidance about running combat for the DM. It could talk about the difference between character scale and ship-to-ship combat scale which would be important for the kind of fleet battles that Spelljammer was known for. We could have rules for crews, captains, and individual character actions that impact fleet combat (like Starfinder for example). That's my biggest disappointment. For the rest, I think it looks pretty good but if you want good tactical rules for ship engagements or you're expecting the same kind of stat blocks and combat from Salt Marsh, this aint it. I have to hope that the community will engage with this content and create an updated combat system with some of the classical elements. Here is the deal though... Again, look at the ships. It's over 30 years after these original designs were released and they're updated with great new art and they're still just amazing. They will spark the imagination. Getting your friends together on a Spelljammer ship and ramming a mindflayer Nautiloid at high speed has to be on your bucket list. The setting is amazing and there are stories in this space waiting to happen for you and your friends. You can get out there and do that with this boxed set. If you don't need crunchy ship-to-ship combat, ignore all the complaining I listed above and just lean into the setting and enjoy. If you want the tactical ship-to-ship combat, watch the community and I expect they will provide an answer.
M**A
A Cosmic Journey Through the Astral Sea
Spelljammer: Adventures in Space is an incredible collection for those looking to take their Dungeons & Dragons campaigns to the stars. This set delivers a thrilling blend of adventure, setting, and creatures, all wrapped in the unique flavor of interstellar exploration. The collection includes three beautifully crafted books: a campaign guide, a monster compendium, and a pre-written adventure. Together, they provide everything you need to dive into the Astral Sea and explore the wonder and chaos of spelljamming ships, alien worlds, and mysterious astral phenomena. The included map and DM screen are equally stunning, adding both practicality and immersion to your games. The quality of the materials is exceptional—vivid artwork, solid construction, and a layout that’s easy to navigate. The set arrived in perfect condition, and the attention to detail in every piece of this collection is apparent. Whether you're a longtime Spelljammer fan or a newcomer to the setting, Spelljammer: Adventures in Space offers a fresh and exciting perspective on D&D that’s sure to inspire unforgettable campaigns.
M**D
An Incredibly Open System Filled with Endless Opportunities
This is hands down one of the most open and free-building modules I think Wizards of the Coast has ever released. Its completely open to both the players and the DM to determine what their Austral Plain is like, how combat will play out, and what kind of story's will be told. Some may chose for it to be a lawless frontier, filled with pirate's and raiders all searching for lost treasures and powers and fighting whoever stands in there way. Some may chose to craft a plain of political chaos, where systems of worlds teeter on brink of civil-war where words are more powerful then swords (in some cases). Or perhaps it's a completely new plain filled with settlers and explores charting the strange new space, and seeing what secrets it has to offer. The point is that this so called "unimaginative" module is nothing more than what 5th edition of D&D has evolved into. A system where DM's have complete control over every aspect of the game and requires more imaginative and critical world building without relying on existing material. If a party wishes to have a classic game in where quest leads to combat and story where everything is left to the chance of a dice role then go for it. Its business as usual. If you'r a group coming from say Call of Cthulhu who prefers role playing over combat, and that dice roles determine the path of the story rather than events than this system is perfect for you. As it allows for a pure RP narrative to be told without the need to sacrifice the core gameplay elements. My favorite part is the bit being left out by bad reviewers. Now Spelljammers was originally released as a 2nd edition expansion back in the Advance D&D days. Now putting aside the unrealistic expectations of it not being a rework of that system (which no one said it would be), what people are leaving out is that due to the vague and open langue of the 5th edition version, you can grandfather in elements from the 2nd edition Spelljammer with ZERO issues. You want the world and universe crafting guide/system from the 2nd edition rather than having to do it yourself? Then use it. You want your Helm's (your ships control center) from 2nd edition because you believe there should be a cost to using a ship or that it goes better with your party or story. Then do it. You want the 20 page ship combat system (for whatever insane reason), then USE IT. This is not like other modules where in doing so would create mechanical and rule conflicts. This is a complete and open system to shape however you and your players want it to be. To sum up my long rant/review, this is a good module. For (at the time of writing this) $41 this is a stupidly good deal. Gettin a campaign, monster and players guide with a new DM screen and fully illustrated and colored map of the new major city is really good for both veterans of the game and new players alike. If you are a player of DM who prefers to play off existing worlds and lore with a fine set of rules, then this isn't the module for you, nor any 5th edition modules going forward.
L**N
Simplified or stupified?
First, the books are beautifully illustrated, with nary a hint of the political hogwash that has infiltrated our fantasy worlds. This is good. Second, the adventure is actually looking like great fun. However. These rules have been stripped down and simplified to the point where they do not even resemble the old spelljammer rules. Is that a good thing? There was a tactical side to the old rules, and they scaled with character growth. Not so these. Options have been eliminated for no good reason, and even the Helms have been made simpler than they were, and they were pretty simple to begin with. The section on ships is the best part of the book, but more crunch and options on Spelljammer battles would have been nice. I guess that I'm lamenting the fact that so much has been simplified (some say "streamlined") to the point of stupidity. Hearing so much about how this setting was "gonzo" might make people coming to it new think it's like a bizarre bazaar, with space clowns honking along. It could be, for sure, but it could also be dark and cold if you wanted it to be. Undead don't need air. With that, the bestiary is anemic. Overall, the quality is as good or better than many of the books on the market, with impeccable editing, beautiful illustrations, and easy rules. Any beginner could pick this up and run the adventure in the set, and that's good. Just so newer players know it, this setting and it's rules have been dumbed down to the point of nausea. Nostalgia notwithstanding, the set is worth the money and creates a barebones setting albeit with eclectic flavor at the front.
T**M
Great gaming books
Great gaming books, complete set, everything you need for running a great adventure game.
E**N
Bellissimo
Manuale top
H**O
Aventura boa.
Boa aventura no espaço, com temática mística e fantástica de D&D.
J**O
DND EN EL ESPACIO
Si bien mucha gente piensa que este sets de libros es inferior a otros (y con mucha razon en algunos aspectos) sigue siendo un set muy completo para cualquier cosa que quieras hacer con spelljammer, el bestiario esta muy bien ya que añade mucho a lo que ya habia, el manual del jugador esta algo flojo en algunas partes pero cumple y la aventura es bastante buena asique eso no lo juzgare malamente, en definitiva es un conjunto que aporta un poco de todo pero no profundiza demasiado en ninguno de los tres libros.
U**R
Très bon rapport qualité prix .
Excellente qualité et contenu consistant pour le prix . L'Astral aventurer guide est un peu léger, mais avec un peu d'imagination cela fait une bonne base de départ pour des cadres d'aventures pour Spelljammer . Le bestiaire est super , très belles illustrations, très bonne qualité du papier . Le scénario tient la route , peut être modifier assez facilement pour faire à votre convenance. L'écran est magnifique, rien à redire. Seul bémol, c'est en anglais mais avec un niveau même moyen , avec un dico à côté ça roule . Bonne pioche , foncez !
B**E
The D&D Boxed Set That Yeeted My Party Into a Hamster-Powered Starship Circus of Cosmic Mayhem
★★★★★ (5 stars—because even Boo the Mini Giant Space Hamster demands a perfect score, or else) Strap in, ground-pounders: Wizards of the Coast didn't just revive Spelljammer—they strapped a spelljamming helm to Dungeons & Dragons' fever-dreaming brain and blasted it into Wildspace like a caffeinated cannonball. This three-book boxed set (Astral Adventurer’s Guide, Boo’s Astral Menagerie, Light of Xaryxis) plus DM screen and poster map is pure "sail your galleon through the stars" lunacy, turning your tavern brawlers into astral buccaneers faster than you can say "vampirate." **The Cosmic Toybox Unboxed:** 64 pages each of player hooks (play as an ooze plasmoid or hippo-giff? Yes please!), ship stats for 16 vessels (turtle boats to nautiloids—Mind Flayer Uber included), zero-G punch-ups, and Rock of Bral asteroid shenanigans. Boo’s Menagerie? 70+ beasties like murder comets, space clowns (Killer Klowns homage, fight me), solar dragons, and—*chef's kiss*—giant space hamsters that power gnomish wheel-ships with their eternal jog. Light of Xaryxis adventure (levels 5-8) kicks off with a star-threatening plot that's pulpy fun, player-choice heavy, and primed for "oops, we stole the beholder's cotton candy." **Quirky Superpowers:** - **Spelljammer Helms:** Any wizard sits in the magic captain's chair—boom, hyperspace. No fuel, no Phlogiston fire hazards (RIP old editions), just vibes and void pirates. - **Races That Slap:** Astral elves (star-moth swagger), autognomes (robot gnomes!), thri-kreen (insect mantis bros). Roll a plasmoid and pseudopod your way to glory. - **Encounters Galore:** Vampirates! Dead gods! Clown ships! (Yes, art of a literal circus vessel—my table lost it.) - **DM Screen Glory:** Gravity rules, air envelopes, random ships—your table's new best friend. **Nitpicks?** Pfft, only if you hate winning. Ship combat's simple (DMG-style, not Battleship: The RPG), and it's light on "build your own solar system" crunch—but that's your homework, captain. Dive into DMs Guild for extras. **Verdict:** If your D&D campaigns are stuck planetside, Spelljammer catapults you to multiverse-hopping glory where hamsters are engines, beholders bartend, and every session's a Flash Gordon fever dream. My party's already plotting a "hamster heist" sequel. 10/10, would Wildspace-wreck again. Grab your helm, you glorious astral gremlin. 🚀🐹🦑
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