LEGEND OF SPELLJAMMER PDF

The Legend of Spelljammer boxed set is intended for use by the DM, though many of its components, such as the maps and new ships, may be distributed. Legend of Spelljammer (AD&D 2nd Ed Fantasy Roleplaying) [Jeff Grubb, Jeff Easley] on *FREE* shipping on qualifying offers. This accessory is . Over pages of information and adventures to challenge the best spelljammers. The “Legend of Spelljammer” contains: a page book of legends and.

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Sell us your stuff? The Arcane, a race of blue-skinned giants, sell all the tools necessary to make the long journey to wildspace. These tools consist of a ship, a helm, and a star to steer by. The ship can be common enough: A Xebec, Galleon, Cog, or even a Coaster like those we see pull into the ports of Waterdeep every spelljzmmer of the week. Many wonder how these ships can move without wind, and I’ll tell you.

Instead of sails that draw power from the wind, spelljammers simply gain power from the magic of the spellcaster who pilots them The crystal shells that encase them bob and drift in a turbulent, rainbow ocean which fills spleljammer the cosmos.

Sturdy merchants, bold pirates, and o explorers venture into the great, unknown vastness of the universe, seeking wealth and adventure. Is the Spelljammer a legend from the past of a mystery of the present?

Is it truly a ship or a living being? What secrets hide in its massive hull and dark towers? The true story of the Spelljammer is revealed in this box. Within this box you will spleljammer new monsters and races, exciting new ships and characters, plus the fantastic Spelljammer itself. Not all are friendly. The spider-like Legdnd slavers, the cold and calculating Mind Flayers, the savage Scro, and others all build great ships of war to catch the magical currents of space.

Now YOU can face the perils of deadly combat in the depths of the void. This game accessory gives you the chance to storm enemy ships or brave a barrage of wizard spells that could tear your ship apart. Tactical ship rules and two 22″ x 31″ mapsheets letend an extra-large hex grid. This is the Astromundi Cluster, a setting easy to find Unique among the spheres, Clusterspace holds no planets – only thousands of asteroids that wander in a seemingly endless realm.

Here Arcane, neogi, illithids and humans have learned to coexist in a semblance of peace to ensure their survival. But the carefully-wrought balance of power may change at any time, and heroes have to choose their allies and enemies carefully.

Within the Cluster, there are no such fine guarantees as honor spelljaammer trust between speoljammer and foes. The Astromundi Cluster accessory includes: The Astrogator’s Guide gives players all the information they need about the races and major asteroid clusters of the Shattered Sphere, life and culture in the Cluster, and new ship and weapon types.

The silent, menacing lairs of monsters that may slelljammer great treasures for those bold enough to explore them?

And what space-captain plies the spacelanes who does not dream of a bigger, sleeker, more powerful ship than his present one? Lost Ships holds the answers that bold spacefarers have been seeking: Twenty new ship types. The planet so many spelljammed call “home. Far be that from the truth! There are seven other planets spelljsmmer Toril’s system, some closer to the primary star, other farther from its warmth.

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These pages revel the little-known facts about every planet in Realmspace: In addition to the page booklet, this product includes: In addition to the useful tables, the screen gives you: Herein find fifteen unique planets, exotic and mysterious, ripe for plunder or other less profitable adventures.

Weigh anchor at the air world Alabeth, and float with marooned elves atop their massive holbags. Visit the mithril dragons of Radole who ride ot hot thermals over lakes of molten tin.

Endure the searing flames of the efreeti city on Ignia, or swim among the island necrocracies – nations of undead from a destroyed planet – on Charon. These and other bizarre worlds of adventure await you in Practical Planetology, along with beasts native to them, eleven new monsters in all.

All you’ll need is a ship, a helm, and a star to steer spelljaammer by!

Practical Planetology contains material suitable for characters of any level. Founded by pirates, Bral is now a prosperous city of rogues and merchants, adrift in the vast realms of Wildspace.

Its docks are crowded with graceful ships, its streets are teeming with intrigue and adventure, and its population includes shining heroes and dark villains. The Rock of Bral is a haven for any adventurer with a quick wit and a dash of greed – oppurtunity only awaits the hand bold enough to seize lefend

Your character will find the Rock to be the perfect base from which to explore the magical reaches of Wildspace. Connects to the world of Greyhawk. Worlds such as Kule, Borka, and Edill have spellnammer own civilizations. Each has its own secrets to entice and threaten explorers courageous enough kegend brave the perils of Wildspace.

This book details the dragons of Edill, the undead of Gnibile, the humanoids of Borka, and many others. It describes their societies, their views of the universe around them, and their relationships to the other inhabitants of the Greyspace spe,ljammer.

But the planetary denizens of Greyspace are not the only challenges awaiting brave adventurers! There are also spacefaring companies and starborn peddlers, adventuring groups, explorers’ societies, and interplanetary pirates.

In addition, the spelljakmer sphere is home to monsters totally unlike those encountered anywhere else: Your players are in for new excitement! They have looked up and wondered, and gone back to their planetbound lives. Meanwhile, on other worlds in other spheres, spelljamming ships have begun to venture into the Void; they have encountered vast evil – and vast wealth – in the trackless reaches of wildspace.

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Their ships have explored their own spheres and are even now moving toward Krynnspace. And on Krynn, the art of spelljamming is stirring. Unbeknowst to most of the inhabitants, spelljamming ports are opening. Spelljammers from other spheres are exploring the planet, and explorers from Krynn are rising into the sky and into space. Soon the mysteries of Reorx, Chislev, the Black Clouds, and the dark planet Nehzmyth will be yielded up – or will destroy those seeking to investigate.

This page booklet includes: A full-sized map of the Krynnspace crystal sphere, showing all the planets and their orbits. Great and terrible beasties they be, just waitin’ for a daring band o’ adventurers to stumble upon ’em – or seek ’em out! Here’s a toast to those brave enough to face the challenge!

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Even when ships travel at spelljamming speed, a journey can take months to complete. So, come aboard, take the helm, and prepare to meet Blackleg Bart and lots of other fantastic adversaries! When the dust clears, you see that it’s a ship’s anchor, attached to a rope that stretches up as far as you can see. What do you do? Send their spacegoing galleon, the Skyrunner, across the vast reaches of Wildspace. Drop them in the Hive, the largest dungeon ever created. Then pit them against the Ravager, a monster that threatens the characers’ entire homeworld!

This page adventure fits easily into your exisiting campaign, as either a change of pace from groundling adventures or the beginning of a new career in space. This adventure is designed for four to six player characters of levels 6 to 8. But everywhere you go, you’re going to find people who bend and break those laws and turn a healthy profit doing it.

Whether sailing the high seas or the Flow, they are called pirates. It’s these pirates that you’ve been hired to hunt.

With letters of marque in your mapcase, your job is to track down and capture, alive or dead, some of the most dangerous characters in the known and unknown spheres.

Legend of Spelljammer, The

Of course, not everyone in space is a pirate. You’ll also meet Torgan Betz a man famous for bending the laws, rarely breaking themTiktitik, the Thri-kreen crusader, “Thought Taker,” the illithid, and the feared Drow commander Teela Darkcloud. Even so, they all have their personal agendas, and it’s often hard to tell enemies from friends. This adventure is designed for a party of four to six characters, levels 6 to The rescue of a tiny ship from pirate attackers leads to the discovery of a monumental, supernatural evil.

Nothing is ever routine in space Crystal Spheres takes player characters through four unique crystal spheres to battle a powerful force of darkness. Player Characters will find themselves fighting not just for their lives, but the fate of an entire solar system and its millions of inhabitants.

This page adventure will easily adapt to any campaign world. This adventure is designed for four to eight characters of levels 5 to 7. Fewer still understand the celestial bonds they secretly share. As the worlds of men and elves, dwarves and dragons are about to discover, no less than TWELVE unknown spheres stand poised for war Twelve spheres against three – hardly fair odds.

Realm Guide – The Spelljammer – Bell of Lost Souls

He’s never fought one yet! It can be used as an epic stand-alone adventure or easily incorporated into an existing campaign. This challenging adventure is recommended for experienced players and referees. This adventure is designed for a party of four to eight characters, levels 10 to A Scro Mantis ship.

The elves emerged victorious and the goblinkin were driven out to lick their wounds and plot revenge for another day.