Astral Adventurer’s Guide
Spacefaring rules, ships, and character options for the world’s greatest roleplaying game
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Contents
Introduction: Vast Oceans of Adventure
Ch. 1: Character Options
Ch. 2: Astral Adventuring
- How Spelljamming Works
- Speed
- Sensations
- Spelljammer Duels
- Air Envelopes
- Sidebar: Fire in Wildspace
- Gravity Planes
- Overlapping Gravity Planes
- Drifting
- Falling
- The Astral Plane
- Sidebar: Astral Dominions and Dead Gods
- Creating a Wildspace System
- Travel between Worlds
- Travel between Systems
- Traversing the Astral Sea
- Sidebar: Tracking Time in Wildspace
- Temperature
- Astral Fishing
- Weightlessness
- Magic
- Spells
- Magic Items
- Sidebar: Cost of a Spelljamming Helm
- Spelljamming Ships
- Ship-to-Ship Combat
- Crashing
- Ship Repairs
- Sidebar: Shipboard Weapons
- Spelljammer Vessels
- Bombard
- Damselfly Ship
- Flying Fish Ship
- Hammerhead Ship
- Lamprey Ship
- Living Ship
- Nautiloid
- Nightspider
- Scorpion Ship
- Shrike Ship
- Space Galleon
- Squid Ship
- Star Moth
- Turtle Ship
- Tyrant Ship
- Wasp Ship
Ch. 3: The Rock of Bral
- Past and Present
- Life on the Rock
- Keeping Order
- Who’s Who
- Prince Andru and His Court
- Underbarons
- Getting Your Bearings
- High City
- Middle City
- Low City
- Sidebar: Historic Enclaves
- Underside
Additional Spelljammer Tables
Credits
Disclaimer: Space sickness is a common malady that primarily affects world-huggers. Before embarking on a Wildspace voyage, consult your local apothecary for a suitable remedy, such as a box of crackers, a perfume-soaked handkerchief, or a mop.